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Taking Unfun out of Dazed and Stunned Conditions
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<blockquote data-quote="jamesmanhattan" data-source="post: 5280827" data-attributes="member: 75838"><p>One problem is they never gave very good guidelines on creating solos.</p><p> </p><p>Let's assume in a normal encounter monsters die one per round. Encounter lasts 5 rounds. At the start players are taking full 5 monsters worth of damage, but at the end are only taking 1 monster's worth of damage. That averages 3 monsters worth of damage per round for the entire encounter. </p><p> </p><p>Since solos last the entire battle and are outputting full damage the entire time. I think they aimed for solos to do 3 monsters worth of damage. </p><p> </p><p>They give them a standard action to do 2 monsters worth of damage, and give a lot of them a minor or immediates to do 1 monsters worth of damage. Plus some damage spikes for using rare powers, like dragon breath.</p><p> </p><p>Usually a stun power against 5 monsters, shuts down 1 of them. A stun vs a solo, shuts down 3 monsters of damage. A solo's action points make up for this a little, usually an action point can restore 2 monsters worth of damage.</p><p> </p><p>Raising everything's damage like the MM3 fixes things, sort of. It just feels like crap to have to rely on action points and waiting for the monster to come out of all the effects. Plus the monster could be weakened, stunned, etc and never be out from under the effect pile.</p><p> </p><p>Giving every solo all those extra standard actions would have been great from the inception of the game, but now it takes some careful editing because many of their standard actions are meant to do 2 monsters worth of damage or more.</p><p> </p><p>I just feel like it's a crappy game if it plays out like: face solo, stun it!, keep it from attacking, solo waits patiently, uses it's action point!, players are never challenged.</p><p> </p><p>Changing Stun would be an easier solution than changing all the monsters. The designers tried to change the monsters with the MM2 and MM3, but that means all the MM1 ones are left to suck.</p><p> </p><p>It's all a nightmare.</p></blockquote><p></p>
[QUOTE="jamesmanhattan, post: 5280827, member: 75838"] One problem is they never gave very good guidelines on creating solos. Let's assume in a normal encounter monsters die one per round. Encounter lasts 5 rounds. At the start players are taking full 5 monsters worth of damage, but at the end are only taking 1 monster's worth of damage. That averages 3 monsters worth of damage per round for the entire encounter. Since solos last the entire battle and are outputting full damage the entire time. I think they aimed for solos to do 3 monsters worth of damage. They give them a standard action to do 2 monsters worth of damage, and give a lot of them a minor or immediates to do 1 monsters worth of damage. Plus some damage spikes for using rare powers, like dragon breath. Usually a stun power against 5 monsters, shuts down 1 of them. A stun vs a solo, shuts down 3 monsters of damage. A solo's action points make up for this a little, usually an action point can restore 2 monsters worth of damage. Raising everything's damage like the MM3 fixes things, sort of. It just feels like crap to have to rely on action points and waiting for the monster to come out of all the effects. Plus the monster could be weakened, stunned, etc and never be out from under the effect pile. Giving every solo all those extra standard actions would have been great from the inception of the game, but now it takes some careful editing because many of their standard actions are meant to do 2 monsters worth of damage or more. I just feel like it's a crappy game if it plays out like: face solo, stun it!, keep it from attacking, solo waits patiently, uses it's action point!, players are never challenged. Changing Stun would be an easier solution than changing all the monsters. The designers tried to change the monsters with the MM2 and MM3, but that means all the MM1 ones are left to suck. It's all a nightmare. [/QUOTE]
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