Ranloth -> RE: Are stun based builds a bit too promising(Low Levels) (1/20/2014 12:20:06)
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I've thought about it before, how Stun builds are popular in the low/mid-level range but less common at higher level - massive shift from one to the other. The problem is with balancing such effects... Stun skills deal minimally less damage than pure-damaging skills, to pay for the effect. Raising EP cost doesn't fix it either, because some classes can cope with high EP cost, so it'd be an unnecessary change. Putting higher damage penalty would affect everyone, which is bad if we want to balance it at all levels or make it affect one level range only. This leaves lowering chance to stun at all levels, and buffing damage where required - and the only one, imo, that'd require a buff, would be Stun Grenade and Plasma Grenade. I was thinking along the lines of reducing all Stun skills' effects by 5%, down to 25% for Stun/Plasma Grenade and Overload, and -5% across the board for Maul. With a buff to both Grenades, both could become viable skills for damage and still retain their effect. Furthermore, the whole "you cannot block if stunned" concept could be removed. You're already gaining a free turn + don't take any damage, so why should you get even more? Stun effect should come at a penalty, not get a massive boost over pure damage.
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