This thought came after I stunned a taunting RG.
Should combinations of effects cause others?
Basic idea, if you stun a taunting toon, they get defense down or exposed or (new) crit susceptibility. Could be 1 turn or until stun is over.
Another example would be a stealthed toon but last man standing could get evasion up. Again 1 or 2 turn or until stealth goes away.
This idea revolves around 2 "conflicting " or complementary duffs/debuffs
Taunt/defence up maybe 1 turn of heal over time.
I'm sure there are other good combos.
Thought?
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