[Realistic Requests] Prone Unit Can't Get Up Until Stunned has Worn Off, and Inflicting Stunned Always Interrupts Spells.

Two requests - I think it makes sense that a unit that is stunned can't get up on the same move, and has to spend a turn of being stunned before getting up.  Also, I think it would make sense if a Stun interrupts spells - currently only Bash does, but I think being Stunned would kinda make the caster lose his concentration on his spell. =)

Or if you think having Stun makes it too easy to repeatedly disrupt a spellcaster, maybe it could have a chance at disrupting the spell?  But then again, maybe it would be good if a defender can repeatedly shut down a single spellcaster. =)

2,236 views 3 replies
Reply #1 Top

Or if you think having Stun makes it too easy to repeatedly disrupt a spellcaster, maybe it could have a chance at disrupting the spell? But then again, maybe it would be good if a defender can repeatedly shut down a single spellcaster.
End of quote

Well they are not shut down, they just have to keep away from spells with casting time...

~ K

Reply #2 Top

What do you think of these suggestions - not being able to stand up while Stunned, and Stunned always breaking spells with casting time? =)

Reply #3 Top

Quoting StevenAus, reply 2
What do you think of these suggestions - not being able to stand up while Stunned, and Stunned always breaking spells with casting time?
End of StevenAus's quote

I think both knocked prone and stun should interrupt a spell being cast like fireball have a casting time of 1 turn, if I stun him he should lose the spell (meaby regain some mana if the dev's feel kind).
I think stunned characters should have to wait till they are unstunned before they can spend a turn to stand up, after all I did use severe amounts of resources to knock the poor lad prone AND stun him :)

Edit: That said, I do favour games that allow me to combo up abilities, if I find some extensive setup, I want an extensive reward :)

Sincerely
~ Kongdej