Post by Pieter Wolfbane on Apr 27, 2017 22:59:07 GMT
Hey there guys! I wanted to talk a little bit about Stuns at the moment. I'm looking them over right now, and, to some effect, they're good for group combat. However, looking at them in a one on one standpoint, they seem to lack the power to make them safe to use, often players opting for dodging or barriers because all it does is drain KP from the stunner without very much any reward. In fact, it punishes the players to use stuns in these one on one times, even though it's a sound strategy in combat. Before I go on, let me quote this from pre-approved tech area
As they are right now, all stun techs operate with this mentality. It only causes the person to stop charging and has them lose nothing but the charge from this. They can restart and all the player has remaining is 0 kp and, maybe a senzu to reset the combat back to neutral standings between the two. However, I'd like to propose that these thoughts of a possible change that could be done:
1) They get a reduction of how much Pl they can stun within. SU1 goes to 50%, SU2 goes to 100%, and SU3 goes to 200%.
2) They affect the player's pl, not the player's tech PL, for determining stunning. IE: Habana charges Final Flash to 200% her ssj PL against Walker with 5 million PL. Walker, with 4.5 mill pl, would us an SU3 stun to stop Habana from unleashing the attack. This puts the stun at 9 million, above Habana's 5 million pl, which results in the tech being stopped!
3) Upon the stun being successful, depending on the tier being used against them, they lose 1-2 KP. N1, V2, UP2, and UV3 would lose 1 KP if stopped, and then MP3 and Specials would have the enemy lose 2 KP, if they're stopped. Ultimates can't exactly be stopped from being used.
This is simply a topic of discussion and would welcome debating this!
Solar Flare [SU1]
A blast of light projected from the hands of the user to temporarily blind the opposition, plus any upset onlookers. Stuns for 1 round at 100% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
Solar Flare [SU2]
A blast of light projected from the hands of the user to temporarily blind the opposition, plus any upset onlookers. Stuns for 1 round at 200% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
Solar Flare [SU3]
A blast of light projected from the hands of the user to temporarily blind the opposition, plus any upset onlookers. Stuns for 1 round at 300% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
A blast of light projected from the hands of the user to temporarily blind the opposition, plus any upset onlookers. Stuns for 1 round at 100% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
Solar Flare [SU2]
A blast of light projected from the hands of the user to temporarily blind the opposition, plus any upset onlookers. Stuns for 1 round at 200% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
Solar Flare [SU3]
A blast of light projected from the hands of the user to temporarily blind the opposition, plus any upset onlookers. Stuns for 1 round at 300% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
As they are right now, all stun techs operate with this mentality. It only causes the person to stop charging and has them lose nothing but the charge from this. They can restart and all the player has remaining is 0 kp and, maybe a senzu to reset the combat back to neutral standings between the two. However, I'd like to propose that these thoughts of a possible change that could be done:
1) They get a reduction of how much Pl they can stun within. SU1 goes to 50%, SU2 goes to 100%, and SU3 goes to 200%.
2) They affect the player's pl, not the player's tech PL, for determining stunning. IE: Habana charges Final Flash to 200% her ssj PL against Walker with 5 million PL. Walker, with 4.5 mill pl, would us an SU3 stun to stop Habana from unleashing the attack. This puts the stun at 9 million, above Habana's 5 million pl, which results in the tech being stopped!
3) Upon the stun being successful, depending on the tier being used against them, they lose 1-2 KP. N1, V2, UP2, and UV3 would lose 1 KP if stopped, and then MP3 and Specials would have the enemy lose 2 KP, if they're stopped. Ultimates can't exactly be stopped from being used.
This is simply a topic of discussion and would welcome debating this!