question on stun styles
26 posts
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hey there,
got a question concerning styles with a stun-effect. from ancient daoc times I remember, that the timer for stun was set to 60s no matter how long the stun was, which was pretty bad for albion's thrust-tanks, as 2 of their style chains (after block and parry) started with a stunning style of low duration (6 for blocking, 2 for parry) as the enemy was stunned for a "short" time and afterwards immune to slam or the like... however, I heard that on uth there's a different system active, in which the stun-timer depends on the length of the stun...I first noticed this in BG (wilton I think), where I was stunned by a ranger or ns at the beginning and was again stunned about 15-20 secs later on, which I couldn't quite understand... is this really the case and if yes: how is the formula? is it like: slam stuns 9s, so after these 9s u have 9s immunity? or is it twice the duration, i.e. 18s in that case? thanks, Jezzmin edit: I only mean styles, no spell effects...they have 60s immunity timer afaik, so that's the "old" way still ![]() |
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Maybe its just me, that i didnt play pre toa daoc, but as long as i can remember, castable stuns always had 1 minute immunity, but styled stuns had their immunity calculated with stunduration*5. So a 2 seconds stun resulted in a 10 seconds immunity, while a 6 second stun had a 30 seconds immunity, and brutulise resulted in a 50 seconds immunity.
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the best option is to avoid ancient times call and use the official changelog, remember the current patch working for uthgard is 1,80 and prolly will be 1,69
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It was changed in 1.72 before it was 1 minute fix - so it might change on Uthgard when it's 1.69
Uthgard till 2003!
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Oh nice! Wonderfull change to lower the efficiency of solo classes, like stealthers and hybrids, even further.
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why hybrids and stealthers? my arms will suffer from the backstep in this issue as well, with her slam and stuff...however I am used to the "old" system anyway, so that's just fine ![]() |
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Rofl, yup this would definately make this game even less tactically challenging. |
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I like the idea of having a fixed value, making it even more worth to push up the game and making sure you use your strongest stun instead of spamming small stuns like my dear friends the Rangers do.
![]() Also this will ensure that stealthers will be afraid of shield classes again (/face + slam ![]() Also is their a fixed value for root & mezz then? However, 60sec seems a very long resist timer considering the longest stun 1 can get off is a 10sec stun (50 shield style). A custom lowering of this to a lower fixed value would making peeling in 8vs8 more usable. "The past is what made the present, and is a guide line for the future." "A cynic is someone who knows the price off everything, but from nothing the value." "Memento mori, so you can live"
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Or simply not setting this back would be the wisest option available.
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In a setting with no hybrid Det, no cure NS, no MoS, and without any other custom change, this also has to be implemented as it was back then.
Enjoy. ![]() |
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Another setting results in another tactic for solos.
Better or worse? Depends on how you can handle this. I played solo classes (assassins) in classic, ToA and "Mythic classic". I would say: classic > Mythic classic > ToA The game changed a lot through all the patches but I see no challenge in running around fullbuffed with 2,5k HPs, ~40% ressis with CL buffs and drop enemys within 20 seconds using ML abilities and artifacts /use. Uthgard till 2003!
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Well in a classic setting and with this mentality, the only solo toon is one with stealth, which leaves 2-3 classes per realm who are grp friendly, and the rest are useless...
I hope you are proud of yourselves "classic" ppl. ![]()
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only 2-3 groupfriendly classes?
Funny! Well, ofcourse the stealthers are the perfect solotoons, and those stealthers who do not run solo are kinda retarded, but thats a different topic. 2-3 group viable classes? Well, mainsupport and main cc are 2 classes already in each realm, but somehow in rvr, i see more different classes than just 1 cc 2 support and 5 offtanks, for example. The situation is kinda different. There are only 2-3 classes per realm that are not suited for "elite group builds", but having them led by a skilled player could give a nice edge to a random or pug group, and/or be very strong in solo. |
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I was talking about when OF RAs arrive. Combined with uth specific bugs and unimplemented mechanics. A lot more classes that are grp friendly now will be useless to grps later.
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Yes, because the game revolves arond stealthers ![]()
fix'd
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26 posts
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