Adding Significant END cost to Melee/Shield Stuns and Castable Stuns.

Started 22 Oct 2018
by poisonclover
in Suggestions
This is just an opinion, that could quite frankly fix more then you think if you thought about it. When end cost was a thing, auto attacks where used and casters and healers could escape or live long enough to get a heal or two drawing fight outs longer in general.

Slam if landed-100% End Cost
Missed,block,parryed,evade etc etc 35% end cost

Reactionary stuns- 75% END cost if landed
Missed,blocked parryed evaded etc etc etc 35% end cost

Positional Stuns- 60% End Cost if landed
Missed,blocked parryed evaded etc etc etc 20% end cost

Ranged Stun- 100% End Cost if landed
resisted- 40% end cost

the only issue I see here is HEALER insta stun, Minstrel insta stun and im just throwing this idea around but im sure someone could make it work for these insta stun classes. but my sole point here is.. add some risk..Light tanks want to spec for slam.. well they shouldn't be able to switch to DW and obliterate people with no risk.


What would this actually do you ask?
Well since you have unlimited end regen, it will cause you to have to stop sprinting to regen end back. Therefore leaving you vulnerable for a second or two.
add some survivability to running classes getting melee trained on.. because atleast one of them the ( slam lander) will have no end and will have to auto beat on you till he regens alittle ( less overall DPS)

it would negate people from button mashing and permasprinting the whole fight.

Thoughts??
Mon 22 Oct 2018 4:26 PM by defiasbandit
Good post. Stuns are really powerful here. They could use some tweaks/drawbacks to using.
Mon 22 Oct 2018 5:48 PM by Thinal
First, the current whines are about positional stuns, slam, and baseline stuns, in that order. Reactionary stuns don't belong on your list. They're not only entirely "fair", but they only work when a target is in melee combat back at them.

Second, positionals that are "executed" but evaded/blocked/parried/"missed" aren't the problem. It's spamming styles until they *execute* while trying to purposefully break game dynamics that are the problem. You're either going to never affect someone's multiple attempts to finally find the hit box or you're going to seriously hurt anyone who uses backup styles.

Third, while increased END cost could be a decent counter to these concerns, your numbers are just way too high across the board.

Fourth, where's the penalty for mezz? I keep being told that CC is what makes this game "awesome." That's more than just stuns.
Mon 22 Oct 2018 7:14 PM by Kampfar
Slam is already at high endu costs. This Suggestion is just another bs like 95% of the whines in this forum...
Tue 23 Oct 2018 12:34 PM by Kaziera
Kampfar wrote:
Mon 22 Oct 2018 7:14 PM
Slam is already at high endu costs. This Suggestion is just another bs like 95% of the whines in this forum...

More like from him and his gang. There are a lot of decent discussions going on, if you bother to look.

Ot: please dont change anything. Ty.
Tue 23 Oct 2018 2:17 PM by Magesty
This idea is... Not good.

I do think slam is a problem in the hands of Mercs/BMs, but for literally all of the other classes that spec shield it is an absolute necessity to even be able to compete, especially solo against assassins. So the suggestion here is to absolutely gut slam to make it so light tanks can't abuse shield while just ignoring the massive ripple effect that will have on every other class that uses a shield.

The second complaint in this post appears to be the massive endo regen available. Again, we are going to just take a big fucking shit on shield and stuns in general instead of just addressing the actual issue of endurance regeneration.

If a melee (let alone a train) gets up to a caster they should have very little chance of surviving. That is the trade off for having range and utility. If an assassin decides to engage a fighter base they should have a decent chance to lose. That is the trade off for having stealth. If an archer decides to shoot at a fighter and it gets up to them (Pro tip: they shouldn't) they should die. That is the trade off for having massive range and stealth.

Also, I don't get nerfing ranged stun via endurance cost. What does that even do? Why nerf reactionary stuns? Why would positional stuns not fall under your 100% category? Shouldn't they be a higher cost than reactionaries? These quantities are puzzling and feel arbitrary. What about Creeping Death? Is that acceptable because it is second in chain after perf...?

The thing about this post is I agree with you that slam on light tanks and the absurd endurance regeneration here are "problems". I just think this is an absolutely pigheaded way to go about addressing those issues.

Maybe these would be more suitable suggestions for the change you want to see:

1) Nerf slam for light tanks to 5 seconds and/or disable switch macro
2) Remove endurance regeneration pots and tireless RA, Introduce free tireless at level 15 like on live
3) Increase health pools slightly a la champion levels
Tue 23 Oct 2018 3:39 PM by klaggorn
To understand suggestions, you need to know the point of view of the poster. Everyone wants an advantage and when they play against these classes, they want to try to nerf their opponents to get said advantage. Can't take people seriously if it's a nightshade trying to nerf his opponent, or an Alb caster or whatever. Everyone wants others nerfed for their own benefit. Is stun OP? Debatable, but so is every other form of CC.
Tue 23 Oct 2018 5:31 PM by Magesty
There is a reason most (all?) "modern" MMORPGS have minimal hard cc/stun timers.

There is also a reason we all keep coming back to DAoC over those games.
Tue 23 Oct 2018 5:49 PM by Kralin
I really can't get behind the idea of nerfing Slam's duration to 5 seconds. Mercs and BMs have always had access to shield spec so I don't think the problem is that those classes have Slam. The /switch command does make it easier to swap between shield and off-hand weapons, but the ability to do change weapons was always there. I always knew Slam was available on my Merc in 2003, but I didn't get it because it wasn't in the "meta" to play like that. The meta has changed and now in 2018, Slam is a must have on the light tanks.

Is endurance too easy to gain here? Perhaps, and I could maybe get behind some nerf to endurance or endo potions. But I do not think that a targeted change is necessary to light tanks, /switch, or Slam. I really think people are better players today and take advantage of all the tools available to them. That's something we generally didn't do 10 or 18 years ago.

Slam uses high endurance and does not land all the time as it's easily defended (pbt, evade, block, parry, immunity). It's also not a high damage style so Slam itself isn't killing you. Stuns are all over daoc and Slam is just one way you may get stunned. That's part of daoc and you should have to deal with it with purge, heal/block support, and doing it back to your opponent.
This topic is locked and you can't reply.

Return to Suggestions or the latest topics