[IDEA] Stun Ability Solution
potentially...
Stun Ability Solution
Bold of me to state, yes. I wonder if I might be onto something though.
I don`t mean to sound like a broken record, but I will eventually for the sake of discussion of stun balance.
First, lets assume stun works as it does now with the following exceptions:
- stun/slow abilities of the same identical type do not stack
- all movement/attack speed reduction items cost 25-50% more than they do now
We have these options too:
- a Demigod character already stunned cannot be stunned again until they come out of their current stun state
- a stun effect delivered unto a Demigod target that has been stunned within the last 5 seconds (good number) will only be stunned again by an ability within that time period for half the normal duration... perhaps the Demigod is braced for the stun this time
.
My great idea is to make all stun abilities have a chance of stunning a Demigod. 50%.
This way, one can make good use of stun attacks, but they won`t always work. You have to gamble when you use them that they will. Or forego stuns and use something more (i.e. 100%) reliable. A little bit of randomization could work here.
(I`m trying to think of stuff that would not force a major retooling of statistics and mechanics.)