Sparticus
Member
|
I've been playing on my ALT MERC for a bit recently and sympathize with the plight of most players who fell to a first attack stun only to be stuck, useless and unable to block what was inevitably a KO Berzerker attack. BHs seldom stun as the centerpiece of their build and mages who malf-stun-attack are few at higher levels. I have also read all the posts about how players suggest this situation be resolved. Many nerfs are targeting skill warm ups or requirements but I would suggest another alternative that both attempts to repair the stun dilemma, targets all classes for fairness sake and opens up another avenue for thoughtful game play. My suggestion is that once you are stunned you are not totally useless. When stunned you basically lose your turn and become open to all attack since your ability to block is 0. I would suggest that instead, once a player becomes stunned they are not allowed to attack but are allowed to use the following moves: Health and Energy boosters. Field Medic Technician Defense Matrix Energy Shield Reflex Boost Switch Hybrid Armor Blood Shield While I understand poor MERCS don't have any defense boosting or DEX boosting skills, I would say the number of times they are stunned and would require such a skill are indeed minimal and can be evened out with the use instead of perhaps a Health booster or Field Medic. Having Hybrid armor as a passive set to default on defense also helps. Stun would be relegated to loss of an "offensive" attack and players who use high % stun builds would still have to figure out a way to deal with the player after they wake up. Sounds fair to me since all classes would be treated equally under these rules and no additional requirements or warm ups would have to be added to any single class. Tell me what you think about this suggestion. Please keep it civil and constructive.
|