[RECOMMENDATION] Balancing Chained Stunnings

Balance...

Balancing Chained Stunnings

To offset to a subtle degree the capacity to chain-stun someone when Demigods are travelling in a group, apply a -1 second penalty (cumulative) to the duration of the new stun ability, per existing stun effect.

Example: Player A is stunned. He is struck by another Rook boulder which would normally freeze him for 3 seconds. Now, that boulder only stuns him for 2 seconds. Before either stun effect dissipates, a Torch-Bearer moves in and freezes Player A. -2 seconds is deducted from the duration of the Torch-Bearer`s stun effect, since it is built on top of 2 pre-existing stun effects.

I don`t want to see cooperation be thwarted by the introduction of some arbitrary anti-stun mechanic... if players are smart enough to juggle such effects, good for them. I could however see the above mechanism being applied to simply offset the effectiveness of the tactic.

567 views 4 replies
Reply #1 Top

I think they should just make it so that stuns aren't as powerful as they are now.  Even with the -1 second deal, 2 rooks would be able to stun one player for 9 seconds, which is enough to often get a kill before they are allowed to retaliate at all.  In any reasonable situation 3 players are going to win against a single opposing player without issue, chain stunning or not.  If the Rook's boulders were something more like a 3 or a 4 second stun with a 30 second cooldown, and the Torch Bearer didn't have the ability to chain stun with no outside assistance, I don't think this would be an issue.

Reply #2 Top

eh lets wait until beta2 to see how they've changed stun durations.

 

it's coming out TODAY..

Reply #3 Top

Actually beta 1a is out today.  Beta 2 still has a month or so, I think.

Reply #4 Top

I meant 1a sorry.