Murk
Arcane
- Joined
- Jan 17, 2008
- Messages
- 13,459
Stun-on-every-hit with no use limit (as weapon effects generally are) is more difficult to balance in a party based game. Make it useful, and there's a big risk of creating an easy power-gaming tactic, where you equip your whole party with stun effects and use them to overwhelm enemies with near perma-stun. Decrease it to balance for stacked stun effects and it becomes useless for people with balanced parties.
It's certainly not impossible to overcome this kind of problem, but you'd need to provide enemies who can counter/resist stun tactics, or only include a handful of stun-capable weapons in the game.
Well, if some weapon types -- like slow swinging low accuracy weapons -- cause a brief delay in enemy attack speeds/movement speeds, I don't see how this is a big issue. I'm not talking full on stun where the enemy can't attack but rather a very brief 'slow' like status.
Anyway, it doesn't necessarily have to be that. The idea is to have weapons do something other than different flavored damage to make your actual weapon choice a real choice, not just "well, piercing won't work here". The idea of piercing/crushing/slashing having different DT penetration is the same as having fire/ice/lighting or red/blue/yellow damage -- yeah it's a rudimentary choice but not one you actually think about, just one you switch to if the dungeon's walls are red or on fire.