Think I worded the whole feedback chaotic, sorry for that. Was probably tired, lol, the point #2 was stupid
I would say the original [character misses 1 turn] was pretty much powerful on its own. Would take the perk just for that.
Then on first thought this
Dim Mak now makes characters miss 2 turns.
sounds like overpowered...
And
It provides +30% CTH to ranged and close combat attacks.
sounds like one more CTH multiplier...
For myself, [miss 1 turn, CC sure aka 100% hit, Ranged CTH +X%] liked probably more as one can pull it powerfully yet not always. Depends on the playstyle though, this is like just my current opinion^TM. The main question is how much situational you want it to be and what is the spirit of the perk. So if the changes fits your idea better no problem. Just hoping my chaotic feedback didn't make any damage. (edited to make it more clear, it was worded in hurry before)
As for the OW interrupt and breaking paralysis on hit that sounds very interesting!
My main concerns can be summed: So there are various effects and more ways how we can interact with the queue. I pretty much like the complexity if that is intended. However, with more possibilities on the table it's not communicated clearly when/how each ingame effect starts/interrupts/ends (therefore I'm also unsure what is intention). Dim Mak is a useful example for this, because as a player I wrongly generalized from how other effects worked. I suppose if you say in the description that paralyze ends as soon as the character passes the turn(s) or is hit, whichever comes first, then it will become much more clear how it works.
Curious, how would you evaluate this vs artery strike and staggering blow? Are these perks worth a perk point?
Hm. I have some notes, but it's probably too old. Do you plan to change those too?
I would say prohibit an enemy act even temporarily sounds more powerful than each of them if must compare but as a player I wouldn't evaluate things as narrowly as just said. Probably not helping you:)
Think once I had Ray taking all the blunt perks and initially it was tough but later with higher CTH he bacame a POWERHOUSE
Edit: Initially used HtH more due to low CTH and AP, while more and more in favour of blunt weapons over course of the campaign. Don't know whether you planned for them to build a bit later but pretty much enjoyed such effect. A lot changed since though, think this was v19.