As title, I would like to suggest some global reworks for the Stun and Evasion mechanics in the game. Because it is too RNG based and I think many players agree that they are frustrating to deal with.
In part 1, I’m going to start with Stun attacks.
On top of the reasons listed above, I found stun move to be over the top as an effect. When it lands, it force the opponent to skip 1 turn, essentially preventing 100% damage, and all kind of negative effects that would have applied. So, they are basically attack that give you invincibility shield and immunity for 1 turn. And don’t even mention Stunning impact / rampage and Instant Stun - high damage / priority move that grant you invincibility and immunity. In comparison, shielding strike and distraction is much less effective. Instant Stun is miles away better than Instant invincibility and Instant distraction.
Using Immune Creatures to counter ?
We have to recognize that Immune also affect distraction. So neither Stun nor distraction could affect immune creatures. But in other circumstance, Stun is much more effective than distraction and thus is better overall.
While shield is not affected by immune, it happens that many immune creatures also have defense shattering or nullify. Besides, shield is just generally lack luster and is no way comparable to stun in all other areas. Hence overall, Stun is also much better than shield.
- Reduce (remove) RNG and introduce more tactical plays
- Rework the effect so that it does not overshadow shields and distraction
- Retain the basic functionality so that the new effect is also a debuff on the target etc. So that the overall usage and feeling of relevant dinos still feels more or less the same.
Replace Stun with Confusion (always 100% apply to the target)
Confusion : Target’s next attack will also damage itself. Effect last for 1 turn.
Concerned moves : Stunning Strike / impact / rampage / Instant Stun will change “Stun” to “Confustion”
Unconcerned moves : acute stun / Swap-in stun (should give it 100% stun)
Modification to their base damage
Confusion Strike : Deal 0.25 damage
Confusion Impact : Deal 0.5 damage
Confusion Rampage : Deal 0.75 damage
Instant Confusion : Deal 0.1 damage
After being hit with Confusion, the target next attack (expire after 1 turn) also apply the damage to themselves.
For exemple, under confusion. a T Rex used Defense shattering rampage. It deals 3000 critical damage to the opponent, and instantly deal 3000 critical damage to itself.
This effect is not a counter attack, but a debuff on the target (same as Stun), so even the original attacker is dead, the damage will still be done to the target itself.
The damage will be reduced by the armour / shield that are in effect. Example, a confused Alanqa will deal 2000 damage to the opponent, but 0 damage to itself if it has invincibility shield in effect.
Confusion is good against :
Chompers, high attack - low health creatures, creatures who don’t have non-attack moves
high-counter attack creatures
Confusion is weak against :
Tanks, bleeders, immune creatures, cleanse & regenerate
With careful timing, if you are slower in speed, you can use confusion to force the opponent to use a non-attack / low attack move to interfere them. If you are faster, you can anticipate a high attack move and make them chomp on themselves, while both of you have to play mind games.
Confusion is weak against most tanks and bleeders. As they either have higher defense (making confusion less effective), or they rely on DOT to deal high damage (doesn’t affected by confusion).
With this change, we would have less RNG in the game and a counter to high attack creatures / moves, as well as strengthen the role of Tanks / shields / armor.