Charge RT

Mercenaries of the Western Coalition, specializing in nonmagical combat and tactics.
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Charge RT

Postby Acarin » Fri Jun 21, 2013 2:40 pm

(Changing combat position to Engage)
A lithe black-armored patrolman lowers his shoulder and charges at you! (Off:2350 vs Def:1261)
14 crush damage to the back!
(energy -14)
A lithe black-armored patrolman knocks you flat!
Roundtime: 15 seconds.

I assume this is the same rt for the mercenary ability? Any chance this rt can be looked into for balance? It's considerably longer than any other type of knockdown that I know of including critter knockdowns, hamstring and shield bash...

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Re: Charge RT

Postby Jaster » Fri Jun 21, 2013 2:50 pm

I don't know for sure, but I thought it was random in a set range.

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Re: Charge RT

Postby Acarin » Fri Jun 21, 2013 3:58 pm

Jaster wrote:I don't know for sure, but I thought it was random in a set range.


Maybe it was coincidence but they knocked me down for 15 seconds twice in a row. Might be but... just checking.

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Re: Charge RT

Postby Rias » Sun Jun 23, 2013 9:59 pm

It should have some variance to it. It also now stuns instead of inflicting roundtime (doesn't stack with roundtime).

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Re: Charge RT

Postby Makkah » Sun Jun 23, 2013 10:15 pm

Has this been looked at in the past hour or so? In the arena this evening, I was getting successful charges off which resulted in stuns which lasted less than half of the RT I got as the charger. I noticed it was "double stunning" things, so I don't know if this might have messed things up. I understand balance, but this has stricken it a bit useless in its current form.

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Re: Charge RT

Postby Makkah » Sun Jun 23, 2013 10:33 pm

Upon testing, it seems STUN does nothing to deter standing or even fleeing rooms. Looks like my charges are inflicting about a 9-10 second "stun" but the target is still able to stand and move while under the "stunned" status.

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Re: Charge RT

Postby Rias » Mon Jun 24, 2013 8:35 am

Stunning should be fixed now.

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