View Full Version : Stunman Improvement Ideas
Fallen
02-11-2009, 11:58 PM
Something I posted on the officials while in a discussion of Stunmaneuvers. See what you guys think of it.
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Maybe Stunman could be augmented to work with certain guild trinkets. Obviously being able to make use of any magical trinket via stunmans would be unbalancing, but how about they can buy items, or better yet make them via the traps in lockmastery which cause various effects to EVERYONE when used.
Some ideas
- A mass stun device - creates a maneuver based stun for everything in the room when used, including those in the group. Completely player unfriendly.
- A mass tear/smoke gas device - Creates noxious gas which disrupts spellcasting and causes RT for coughing to everyone, including the user. If you're stunned for 10 rounds, what's 20 seconds of RT?
- A stink bomb - Creates a truly foul odor which causes sentient and animal based creatures to want to leave the room rather than attack. Causes RT and eye/head wounds to the user.
- a seismic charge - knocks everything in the room prone, including the user. Tremors like effect in that it will go off several times before dissipating. Creatures/players on the ground will stil suffer slight RT from turbulence.
Oh, and for the love of GOD. STUN....CRAWL...
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"I hate to say it, but Evarin's right."
= - GM Oscuro - =
Cleric/Empath Team
Mtenda
02-12-2009, 12:13 AM
Changes like this to Stunman would be stone cold gangster. Rogues need something new. Stun crawl is a no brainer and should have been there long ago.
SolitareConfinement
02-12-2009, 12:21 AM
i would like them to also maybe perhaps, possibly make them a little more successful?
Ok, here is just something off the top of my head. I really am clueless when it comes to the mechanics of Rogues. But for something completely different...
A new spell that will make a scarab a pet for a certain amount of time. As pets they have the ability to stun randomly including the rogue (especially the rogue depending on skill.)
DaCapn
02-12-2009, 01:47 AM
I really dislike the notion that everything should cause you to hurt yourself. I wouldn't like that to become some kind of trend.
In my opinion, for some of those, the juice isn't worth the squeeze. Seems to be a lot of last-ditch effort type stuff here rather than things that could be used strategically and as preventative measures. Plus, as a general rule, I'm not supportive of items over innate abilities. I feel like it drives the in-game cash divide deeper.
That being said, in my opinion, stun maneuvers need to be fiddled with for a couple of minutes and then left alone. They're really good as-is. I probably wouldn't get it as a cman but as a guild skill, it's a great ace in the hole.
Xeromist
02-12-2009, 05:22 PM
Stun crawl is an EXCELLENT idea.
I also like the idea of a higher success rate for stun maneuver execution. I mean, I mastered the damn skills--a little more viability would be nice.
Tilnam
02-12-2009, 07:21 PM
stunmaneuver hide!
aesir
02-12-2009, 07:29 PM
Stunman playdead. You play dead in hopes that your enemies leave you alone. For players that fail their check, the playdead rogue appears as a body to them.
Fallen
02-12-2009, 07:40 PM
Stunman needs the square equivalent of a lore you can train in to make it more useful. This game needs a new skill that is sort of a mix of MoC and CM, which gives you tertiery attack methods for weapon types, and helps aspects of maneuvers perform better. It can't be something like PT or CM because you guys already max that out. It would be optional, but gives you that boost you need to make lackluster maneuvers perform better yet still be balanced by the extra cost.
aesir
02-12-2009, 08:01 PM
Stunman needs the square equivalent of a lore you can train in to make it more useful. This game needs a new skill that is sort of a mix of MoC and CM, which gives you tertiery attack methods for weapon types, and helps aspects of maneuvers perform better. It can't be something like PT or CM because you guys already max that out. It would be optional, but gives you that boost you need to make lackluster maneuvers perform better yet still be balanced by the extra cost.
I'm willing to bet that this new unarmed combat will have something of what you're looking for. A third type of attacking people with. I also read on this board somewhere that there is a list of manuevers specifically designed for the new unarmed stuff. Who knows?
yesicj
02-12-2009, 09:45 PM
I'm willing to bet that this new unarmed combat will have something of what you're looking for. A third type of attacking people with. I also read on this board somewhere that there is a list of manuevers specifically designed for the new unarmed stuff. Who knows?
Be very, very skeptical of some of what you read on the boards here. There are a handful of people who hear things from their friends the super-secret-I-swear-to-everything-that-you'll-be-sorry-you-doubted-he-was-actually-GM and feel compelled to "share" it with the rest of us poor saps not in the know. You should get a feel for who they are relatively quickly, and if not, I'm sure some of the other posters who keep better track of stuff can point you to a few threads or posts.
The Ponzzz
02-13-2009, 12:20 AM
Personally, I feel stunmans need to bypass RT, while still causing extra RT. Normally if I'm stunned? It is because I've just got hit by a CMAN that also puts me in 20 seconds of RT.
I think stunman also needs to have a PUT feature. Maybe not such a big deal in prime, but if I know I'm done, I'd like to stunman put away my weapons to have a chance to avoid droppage.
But really, Magic Combat > Melee Combat. The CMAN review really came up short. The whole system needs to be worked out to fit better. Disabler CMANs need to have their RT cut in half when performing them. Why am I going to SWEEP one target for a chance he falls down for 5 seconds, when I can ewave everything in the room for soft RT which I can either jump into guarded stance or hide/walk away and dish out some pain? And RT should not stack past a certain point. I've been put in over 300 seconds of RT in a Grimswarm warcamp. Survival at that point is never going to happen.
/rant
Fallen
02-13-2009, 12:35 AM
Tackle needs to have its RT dropped from 7 seconds to 5. That maneuver is wacky.
SolitareConfinement
02-13-2009, 11:46 AM
Tackle needs to have its RT dropped from 7 seconds to 5. That maneuver is wacky.
i'd like to see them move sweep to the same RT constraints as tackle...i'll take another 2 seconds RT if it means i throw my opp in 15+seconds with ease and prone
Fallen
02-13-2009, 11:49 AM
i'd like to see them move sweep to the same RT constraints as tackle...i'll take another 2 seconds RT if it means i throw my opp in 15+seconds with ease and prone
I disagree. I don't think any disabler maneuver should take seven seconds of hard RT. Just not worth it.
SolitareConfinement
02-13-2009, 12:16 PM
yeah but currently you have 5 seconds of hard RT with only a possibility of 10 seconds given out. just as useless really
DaCapn
02-13-2009, 09:20 PM
As a rogue, if I'm using a melee weapon I'd rather hide and ambush for the leg rather than sweep pretty much always. You're in offensive in the open for about the same time as sweep depending upon weapon type. Leg injury, prone, stunned, 0 stamina cost OR prone, a little RT, and ~15 stamina. With guild sweep (at least with a little over 50 ranks) against like-level, I pretty much saw a 75% chance that I could hide/ambush while they were prone.
Only time it ever was useful was against some pures with huge DS from spells where I couldn't get pushdown. Now my rogues have ewave. The only time I've used sweep since is to get guild reps for the sake of earning the "You are a master of sweep" line in GLD.
It's not as bad as subdue, but I always thought it was supposed to be the staple disabler for rogues for some reason.
Fallen
02-13-2009, 11:53 PM
Sweep + spiked & elemental flaring leg greaves = win. If you can work resistance into those leg greaves you're doing even better.
The Ponzzz
02-14-2009, 01:01 AM
Like I said, the whole CMAN list needs to have a review of their RT.
LadyLaphrael
02-14-2009, 01:10 PM
Sweep + spiked & elemental flaring leg greaves = win. If you can work resistance into those leg greaves you're doing even better.
Kneebash used to be my staple move because of the 20sec RT potential, but the added juiciness of landing a crit-kill on a successful sweep is too nice to pass up.
A giant stony fist suddenly thrusts out from a wall, and in a heartbeat a massive Illoke elder steps forth from its surface!
>sweep eld
[Roll result: 120 (open d100: 34) Penalties: 0]
You crouch, sweep a leg at an Illoke elder and connect!
An Illoke elder falls to the ground! You deftly regain your footing.
** Your mithril leg greaves release a shimmering beam of disintegration at the Illoke elder! **
... 30 points of damage!
Frightful blast to the face strips flesh to the bone and removes left eye!
The Illoke elder grumbles in pain one last time before lying still.
An Illoke elder glances around, looking a bit less confident.
The brilliant luminescence fades from around an Illoke elder.
A luminescent aura fades from around an Illoke elder.
The glowing specks of energy surrounding an Illoke elder suddenly shoot off in all directions, then quickly fade away.
The bright luminescence fades from around an Illoke elder.
The silvery luminescence fades from around an Illoke elder.
DaCapn
02-15-2009, 10:01 PM
Sweep + spiked & elemental flaring leg greaves = win. If you can work resistance into those leg greaves you're doing even better.
Yeah, I agree, throw 5-7 mil on an item to enhance it and it does well.
StrayRogue
02-16-2009, 01:11 PM
The only time in GS4 I ever swept was when helping someone with rep. It's a totally pointless maneuver.
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