Post by Kitsunenotsume on Sept 4, 2017 0:15:21 GMT -5
I recently received Over-current IV, which unlocks Stun Grenade.
After having tested it in a few dungeons, I have noticed the following:
On use, it consumes 2 batteries, which seems like more than the ability suggests it costs.
The DC seems high for a 'Grenade', using the standard Tesla bomb DCs on a single target all-or-nothing shot (From about Darkvision radius the DC to-hit was 22).
The effect is "All or nothing", which seems unique among grenades (as opposed to beams), particularly expensive bombs (This relegates the stun-grenade to close/melee-only for effective use).
A successful effect appears to do below-average damage (might be my targets) and a stun of 6 seconds, which is not enough to get a full attack on a stunned target (To keep a target stunned for more than a round requires spammed actions being stun-bomb, and hitting).
The net outcome is that the ability is overall just an expensive Concussive grenade, with less reliability and range, and an inability to hit multiple targets or stun the primary on a near-miss (It's a rich-poor-man's Conc).
This seems overall particularly lackluster for a tier 4 ability, given that without the 4 ability investment anyone can get the same functionality better.
If it functioned as an interrupt, it might be valid ability otherwise (though the DC definitely sucks for that), but as all grenade abilities queue on the action-sequence that is improbable.
I think it can probably be fixed with a bit of work, but making it similar or identical to a Concussion would be an easy fix, but thematically bad. As suck, I figure that a few changes might make it both functional and maintain its unique state:
Lower the DC to Beam progression. Needs to happen, because it is basically a beam, not a normal bomb and a base 18 to-hit seems exessive.
Increase the stun duration, possibly linked to damage, either way I figure it merits lasting longer than a concussive due to the expense and investment, and the single-target nature.
Maintain the "Shocked" vfx for as long as the stun does, or give the player some other feedback for stun duration (how the deader feedback works would be great).
Another thought I had was allowing for lingering damage to 'arc' if someone moved up close to a stunned target, causing a little bit of electrical damage the first time someone enters into a small radius of the stunned target.
Would give the ability a flavorful AoE, but might be too much, given that you are sacrificing the bombs damage for a utility.
After having tested it in a few dungeons, I have noticed the following:
On use, it consumes 2 batteries, which seems like more than the ability suggests it costs.
The DC seems high for a 'Grenade', using the standard Tesla bomb DCs on a single target all-or-nothing shot (From about Darkvision radius the DC to-hit was 22).
The effect is "All or nothing", which seems unique among grenades (as opposed to beams), particularly expensive bombs (This relegates the stun-grenade to close/melee-only for effective use).
A successful effect appears to do below-average damage (might be my targets) and a stun of 6 seconds, which is not enough to get a full attack on a stunned target (To keep a target stunned for more than a round requires spammed actions being stun-bomb, and hitting).
The net outcome is that the ability is overall just an expensive Concussive grenade, with less reliability and range, and an inability to hit multiple targets or stun the primary on a near-miss (It's a rich-poor-man's Conc).
This seems overall particularly lackluster for a tier 4 ability, given that without the 4 ability investment anyone can get the same functionality better.
If it functioned as an interrupt, it might be valid ability otherwise (though the DC definitely sucks for that), but as all grenade abilities queue on the action-sequence that is improbable.
I think it can probably be fixed with a bit of work, but making it similar or identical to a Concussion would be an easy fix, but thematically bad. As suck, I figure that a few changes might make it both functional and maintain its unique state:
Lower the DC to Beam progression. Needs to happen, because it is basically a beam, not a normal bomb and a base 18 to-hit seems exessive.
Increase the stun duration, possibly linked to damage, either way I figure it merits lasting longer than a concussive due to the expense and investment, and the single-target nature.
Maintain the "Shocked" vfx for as long as the stun does, or give the player some other feedback for stun duration (how the deader feedback works would be great).
Another thought I had was allowing for lingering damage to 'arc' if someone moved up close to a stunned target, causing a little bit of electrical damage the first time someone enters into a small radius of the stunned target.
Would give the ability a flavorful AoE, but might be too much, given that you are sacrificing the bombs damage for a utility.