I'm still mourning the loss of my level 41 Anorithil to a combination of a cryomancer and an elite berserker that was hiding behind a corner before I got frozen (sneaky bastard). I had high saves, excellent resists, and over 1k HP. But alas I did not have 100% stun resistance (I had "only" 85%) and so I got unlucky and died.
Now I don't mind that too much. Luck is part of the game, and admittedly I could have been playing more cautiously. However I am concerned that with enemies possessing frozen spear runes, and potentially becoming smart enough not to blast them on their friends, we could be in for some very painful and unfair situations. There was a long (long long) discussion on reducing the effects of stunning for being so unfair, and I think perhaps it's worth the same (but shorter) discussion on freezing.
As I see it there are two ways of making this better:
1. Make stun res % or maybe cold res % reduce the amount of time Freeze lasts.
2. Increase the damage resistance when frozen to something like 50%.
Other suggestions and unending debate are welcome ;)
Freeze ain't so cool...
Moderator: Moderator
Re: Freeze ain't so cool...
Diminishing returns and duration nerf, thats how all pvp games do it.
Re: Freeze ain't so cool...
I remember there was a discussion a while back that concluded that stun resist would be better if it reduced the effectiveness of stuns and freezes rather than being an all-or-nothing die roll (to make things like walking around with 85% resist be a viable option, rather than just another way to open the door to instant death). I'd suggest that this thought be revisited.
Re: Freeze ain't so cool...
Wasn't the reduced effectiveness by resistance already applied to stun?
And, I think this should also applies to confusion...if it doesn't already...
And, I think this should also applies to confusion...if it doesn't already...
Why can't TOME 4 has a secret room where you can represent game bugs as, well, enemies you can crush like in Divine Divinity? That would be cool...