Author Topic: Net/Entanglement immunity state.  (Read 1727 times)

Faeren

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Net/Entanglement immunity state.
« on: August 16, 2019, 09:09:01 pm »
Currently, the player has a 4 turn cooldown on Throwing Nets to prevent them constantly netting an enemy. Presumably AI enemies do too, but this is rendered useless once multiple enemies have nets. The best example of this being the Sormirbaeren beach invasions. They throw nets so much that you can be rendered completely immobile for turns on end by nets, for a character with limited range this is nearly as bad as a stunlock, since you'll be exposed to fire from the crossbowmen but powerless to do anything except fight the melee skaeder that come in range. A 2 turn entanglement immunity state would make this less frustrating, and would also make entanglement from Acid pistols less cheesy.

Zzealot

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Re: Net/Entanglement immunity state.
« Reply #1 on: August 16, 2019, 11:33:38 pm »
A 2 turn entanglement immunity

No, bad idea.

It is better to change the Escape Artist, removing cooldown, but increase AP cost, 25 AP default and -5 AP for each specialisation point to a min 10 AP.

Faeren

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Re: Net/Entanglement immunity state.
« Reply #2 on: August 18, 2019, 06:26:42 am »
No, bad idea.
Care to expound?

Also I hadn't noticed at the time since my Psion had enough range to kill them, but Creeper weavers can also just chain entangle you, Escape Artist is supposed to be for mobile/dodge/evasion builds to escape entanglement since it's a major threat to their defenses, not mandatory if you have low range just to pass through certain areas, with a Blob pistol I'm basically softlocked by them, I need to take a huge pile of grenades with me just to deal with weavers entangling me from outside my weapon range.

Zzealot

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Re: Net/Entanglement immunity state.
« Reply #3 on: August 18, 2019, 08:18:49 am »
Care to expound?

I just don't like the idea that stunning and immobilization have the same mechanics of immunity.
For stun аnd incapatitate, this is understandable, but getting immobilized and not being able to do anything about it is strange.

Escape Artist feat will be much more useful for any builds if it does't have a cooldown. And if give this feat for some nimble enemies, it will be much more difficult to abuse them block the tight spots, but they will lose a half AP to escape.

Alternatively, I would generally make Escape a basic skill that initially available for enyone for 25 AP with some chance to fail(more Dodge - less chance to fail). Escape Artist in this case simply allows you to guaranteed escape without AP cost (and less invest to dodge skill). It may will also reduce cooldown for throwing nets to 2 turn.
« Last Edit: August 18, 2019, 08:53:23 am by Zzealot »