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Give stuns a warm up already.

 
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2/10/2013 5:46:04   
Remorse
Member

This is mainly intended at maul.


Being able to start and then stun the very first turn is absurd.


The warm up has honestly been a fair suggestion since beta and still hasn't been implemented.


The reason is if they start and stun, that's it .... that's the game you have lost...



Extremely unfair.

At least if they can't maul the very first turn you can set up strategy to attempt to have a chance, for example intimidating or shielding before they get a chance to do the nasty combo.



It also means berserk is outrageously overpowered, because combined with a mauls stun it has basically no warm up and a 100% hit rate!!


Honestly how can it go for so long and been through so many periods of overpowered STR mercs and still not been changed??



Adding a warm up to all stun skills will mean they will never be abuseable in this way for the rest of EDs history, even if overload and the grenades aren't overpowered, Im not saying they are, its just the logical thing to do to reduce over the top unfair luck.




Please don't say, the odds of a STR builds starting and stunning you are low so it doesn't matter.

IT DOES MATTER,

The fact they can get COMPLETELY FREE EFFORTLESS wins on ANY character a small % of the time IS TOTALLY RIDICULOUS.

I am honestly sick of losing to no brainers this way.


< Message edited by Remorse -- 2/10/2013 5:53:31 >
Epic  Post #: 1
2/10/2013 6:24:10   
Mother1
Member

So because one stun move out of four causes this you want all of them to have a one turn warm up? Sorry remorse but that sound very unfair to me. Why should all stun moves have a warm up because of one killer combo? If it was just maul that is one thing but for all stun moves to have a warm up because you have a beef with the fear of the maul berzerker combo? Sorry I can't agree with making all stun moves have a warm up.

But on another note in another match I had today someone this combo with me, but not with maul. It was with the stun gun that has a 5% chance to stun you as well.

< Message edited by Mother1 -- 2/10/2013 6:28:36 >
Epic  Post #: 2
2/10/2013 7:01:57   
Remorse
Member

^ How about,

Immunity to stun turn one , if you haven't had a turn yet.
Epic  Post #: 3
2/10/2013 8:28:18   
theholyfighter
Member

Great Idea, a Warmup for Stun.
AQW Epic  Post #: 4
2/10/2013 8:44:06   
Snaipera
Member

Lol ,explain to me ,how many mages use overload on their first turn . How many bounties use stun grenade on theirs ? Maul should absolutely be given a 1 turn cooldown at start .. Also ,berzerker needs to receive a technology requirement.
AQW Epic  Post #: 5
2/10/2013 9:44:57   
Remorse
Member

^ Thats the point,

They dont use it first turn, so it won't really effect them, but keeping with consistency, means if you give one stun skill a warm up you should give it to them all.



However, Mother has pointed out that the stun skill cores can abuse this as well.


So I would actually prefer an immunity granted to the player who goes second from getting stunned the first turn.
Epic  Post #: 6
2/10/2013 11:38:01   
Midnightsoul
Member

Supported. I don't care what Snaipera said but there are always possiblities and we must strive for anything that is abuseable.
DF AQW Epic  Post #: 7
2/10/2013 12:31:59   
King Helios
Member

Well, then they just go to double strike - zerk, which is just as bad.
AQ MQ AQW Epic  Post #: 8
2/10/2013 12:33:26   
Remorse
Member

^ no why near, because at least you can counter the zerk with and energy drain, a shield, or intimidating.

Or of coarse block.

Which is unblockable if they stun.
Epic  Post #: 9
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