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Buff Stuncuff


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I'm finally getting around to it, so here's the situation for Wizards.
Stuncuff fucking sucks. It's got a finite amount of uses and upgrading it doesn't even add to that, so here's my proposal:

1. The Good Shit
Make it a re-charge spell like the rest, but instead of recharging after one use, it recharges all five but with a long cooldown, multiple minutes even.
Have the longest wait be ten minutes, and the shortest maybe three?

2. The Shittier One
Make it so upgrading it gives extra uses but it remains finite. A one-hit wonder of sorts. It'll still be bad, but it's not as badd.

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  • 1 year later...
16 hours ago, Carver said:

I'd go with 2. Investing points for more uses would make upgrading it justifiable - it has very strong potential so I wouldn't make it an infinite recharge, though.

What's the point in wasting a spell slot if it's just one-and-done, then? It isn't comparable to using it to get armor or clothes because those are indefinitely useful. You can't reclaim the cuffs because they disappear when someone breaks out. If they don't recharge, or become reclaimable, the stuncuff spell is more than useless. It's nothing but a noob trap for people who think it'll aid their less-than-lethal gimmick, or a quick stop for murder-rampage-necro to get like five ez kills for skeleton army.

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4 hours ago, DronzTheWolf said:

What's the point in wasting a spell slot if it's just one-and-done, then? It isn't comparable to using it to get armor or clothes because those are indefinitely useful. You can't reclaim the cuffs because they disappear when someone breaks out. If they don't recharge, or become reclaimable, the stuncuff spell is more than useless. It's nothing but a noob trap for people who think it'll aid their less-than-lethal gimmick, or a quick stop for murder-rampage-necro to get like five ez kills for skeleton army.

If it has more uses, it's not a one-and-done. It's not a waste of a spell slot either - it's equivalent to buying ammunition. Ammunition that takes someone out of a fight with relative ease and enables you to demolish an enemy team if you know precisely what you're doing.

Why suggest the second option if you're going to argue against it?

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4 hours ago, Carver said:

If it has more uses, it's not a one-and-done. It's not a waste of a spell slot either - it's equivalent to buying ammunition. Ammunition that takes someone out of a fight with relative ease and enables you to demolish an enemy team if you know precisely what you're doing.

Why suggest the second option if you're going to argue against it?

Because I suggested this two years ago and that amount of time can change perspectives. 

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