UFL MINI
feature implemented

Stun is OP

Anonymous 2026-06-22 21:38
Unless I'm missing something, stun seems broken. There's no real defence against it, you can't use a move to cure it once applied, and it's not interesting. A lot of fights just amount to pressing end turn repeatedly and letting RNG decide if it wears off before you lose, or if it just gets reapplied before you have a chance to do anything. It needs to be completely overhauled, or made more difficult to apply, or curable. Something.

Comments (5)

Seras 2026-06-22 22:04
Maybe even just setting a cap to the number of consecutive stun rounds or something... like each stun move can apply only 1-2 rounds of stun... and if a character literally just came out of stun, the effect can't be reapplied that same turn they recover in... or the round duration is decreased by 1 round. The hard resistance/effect reduction wears off after the character has been free of "stun" for the same number of turns they had been effected.

Shitty writeup... not tested at all

PvE - being stunned by bots is kinda just a time waster. AI can describe input/output kinda fine but intrinsically doesn't "feel". Without the sexy sensory details and kinky aspects of power dynamics and whatnot that make being rocked and stunned feel sexy to the human brain, a stun round is just kinda never going to be narrated well by AI
(just not giving most bots access to spammable multi turn stuns could be a simple remedy)

PvP - chat with your partner. "Balance" is never really gonna be perfect in PvP, just gotta chat it out and try your best to normalize your moves amongst yourselves to nudge the dice into helping you write the story you wanna tell together... and if you're genuinely looking for balanced competitive PvP... good luck fam... custom moves are a bit too variable and wildly scaled rn for easy balance between individuals
(limiting stun duration for player made custom moves could be a small help)

Rambly thoughts... simple is usually best in tweaking ttrpg systems but like if some of you critters tuning into this thread have some thoughts and suggestions, post away fam
Anonymous 2026-06-22 22:10
Agreed with all of that. It's fine for PvP since there is potential roleplay fun to be had there, and that sort of thing is inherently going to be a matter of personal taste. People can work out whether they want to include stunning moved between themselves. It's also not so frustrating to be stunned by an actual roleplay partner who can make it interesting if that's what you're into. It's just a completely passive, bland thing to have applied in PvE fights and it more or less comes to define any such fight it is involved in.
Zaxon Rapial 2026-06-23 00:30
I'm going to be honest I think it needs to be heavily nerfed. It is just so annoying and just a straight up chore to deal with.
Wrecksler 2026-06-23 19:15
For balanced and fully competitive RP you should, at least in current state of the system, basically stick to using "unranked" match with some basic moves like "Light\Heavy" attacks, and you should both have the same stats. This will be the most fair fight.

The 'ranked' system is not intended to be like a true championship one. It's more of a meta gaming thing about the 'gamification' of roleplay, its more about adding the game mechanics into it. That said, I'm not saying it should be completely fucked up in terms of general balancing.

I agree that the stun move is OP and I am open to suggestions.

Here are some of my ideas:

1. Stun PS cost should increase dramatically with increasing the number of turns
2. Increase base stun PS cost even more, so most character HAVE to offset it by limiting how many times it can be used during a fight. Or maybe even make it a requirement, don't allow unlimited uses, cap at like 5 stuns per fight max.
3. Make it possible to use Cure Stun moves during stunned turn... however I'm not sure how fair this is back to the stunner, if you are supposed to be stunned but you have a "cure stun" move that maybe is also combined with some other effects. Like a stun back or damage... or maybe it's actually fine for grappling mechanics
4. Maybe indeed add a gap, dont allow stun to be used twice in a row, basically giving character immunity to stun for 1 turn after it wears off or smth like that

Although if the issue is really ONLY with PvE matches, then I guess we just need to adjust moves used by NPCs to limit how often they can stun you.
Hebi "One-Eye" Murasaki 2026-06-24 13:35
Not sure if I've been around enough for my input to be of much use, but from my experience on both ends of the stunlocking dilema (giving and receiving), I feel like an immunity once it wears off feels like the best way to deal with it... though I also think just one turn might be a little too low of an immunity window for moves that stun you for longer (say, 2 or 3-turn stuns.) Maybe the immunity could match the stun's duration?

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