Changes to choke?
Almost all my characters are dex/something or the other and having tried with quite a few of them, I find that my carotid-chokes o on very very rare occasions last 5 rounds, and almost always last only 2 rounds or so now. Which makes things a rather inconvenient where choke/flee/backstab is concerned. I get back in the room and the mob is awake.
This is a rather major change from when my chokes lasted 5 rounds at least and I'd be very interested to know if there -has- been a change or I've simply been having incredibly bad luck. Also, if there was a change, knowing the reason(s) for it would be appreciated.
Servant of the Lady
I'd like to throw out what I think should be the MAX_LENGTH of a stun/para/whatever for PK only. I really dont care how it works against mobs, the same or different...
Para backstab and warcry = max of 3 rounds stunned, no less than 2
Caratoid choke, staggering headbutt, sticking stun = max of 2 rounds, no less than 2
Gun/bow stuns = max of 2 rounds, no less than 1
Regular stun, headbutt, stunning elbow = max of 1 round, no less than 1
This will, to some extent even out player killing in MY opinion. I hate to lose a duel because of luck, and I dislike to win because of luck.
As a side note, I think elbow should work different than it does, say maybe JUST like kick, but str bases, but thats a different topic.
Sir Rictor Belmont
Shot stuns are even shorter, but those you can get when you are outside the room, so if you type REALLY fast, you can get a backstab in, which will immediately (unless you get lucky and para) wake an opponent. Warcry stuns in pk seem to last slightly longer, but that's fair imho considering how often you get those, but then again, warcry can't be tumbled, so maybe it should be toned down ? :P
As far as headbutt and stun spell stuns are concerned, they most often don't last longer than 1 round (half a round now unless you daze/wfw since the change to priority) but as they are far more 'reliable' than other skills, i think that's fair.
I haven't personally experienced any significant change in duration of stuns, but due to the change in priority they often times feel shorter than they used to be (compared to the stuns i used to get as a low-prio mage).
And these weren't, or didn't use to be rare. Since I'm a wussy non-pkiller it's mob chokes that interest me.
Until fairly recently I was getting MUCH longer stuns than the 2 to 3 rounds I always get now. (With choke)
I am a dex/perc character so rely on choke quite a bit. My dagger has an avedam of 3 and I usually hit on about 8 of 11 attacks therefore an average of about 24 damage. Sniper therefore damroll doesn't count. On a mob stunned by a choke, I don't miss very often, 11x3=33 damage. An increase of 9 plus a little bit as I understand that you do slightly more damage to a stunned mob. So say 36 damagr for an increase of 12. Ohh and plus maybe 3 damage for the choke. I ask what is the point? I could kick for around 40 damage. This is even more attractive when you consider I get about 80% of my kicks and only get a corotid choke about 20% of the time. My conclusion is that a stun of 2 rounds is only useful if the mob would have done more than about 70 damage to me in those 2 rounds. In which case I would have got a group together.
Thinking about the issue, about the only sensible solution that I can think of would be to introduce a system based on weapon rounds - not combat rounds. I figure it would work along these lines...a round with my dagger has a value of one, a special has a value of one. Other group members attack pulses would also count as one. For example...corotid chokes lasts 5 rounds....choke happens. 2 rounds to recover from skill lag = 2 weapon rounds, then a kick for 1 and 2 more rounds to recover then the mob wakes up. In a group of 5 hitters, this would mean... choke..1,2,3,4,5 hitters go = 5 rounds = stun over. I realise this would have problems such as what happens with multiple stuns, and game balance issues surrounding how long various chokes last.
-ponder length of raving- I hope that something is done to help all the people who have put a lot of effort into their dex characters only to see thier value fall so fast.
Sorry to be so long, Snyde.
Also, chokes do last, on mobs anyway, at least two rounds, enough for a sniper char to flee and comeback for a backstab. This additional chance is worth a LOT more than what you may think, considering it comes with a chance to para as well.