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Simplify (maybe buff) movement infusions
Posted: Sun May 26, 2013 10:30 pm
by aristalis
Dazes are now stuns too, so they could be taken off the description. It'd be also super useful if they prevented being disarmed, and there's not much that does that besides an ego or 2.
Re: Simplify (maybe buff) movement infusions
Posted: Mon May 27, 2013 2:15 am
by BoomFrog
Disarm and silence are intended to be very rarely resisted. Look at most bosses, they are almost never resisted.
Re: Simplify (maybe buff) movement infusions
Posted: Mon May 27, 2013 2:42 am
by SageAcrin
Yeah.
Also, daze still pins you in place, so it fits as something for "free action" to resist well enough.
I think my only complaint about anything in that spectrum is that Silence hits runes. Which can really hurt some race/class combos(though, admittedly, one of those is Skeleton Archmage, one of the best combos in the game right now despite that problem).
I'm not really against it being specifically nasty in some cases, but the combination of it being specifically nasty and hard to resist can be rough. Then again, it usually isn't that major of a deal. Weird situation...
Re: Simplify (maybe buff) movement infusions
Posted: Mon May 27, 2013 12:48 pm
by jotwebe
Also I don't think movement infusions need a buff. If anything, I'd add something to sun infusions and maybe insidious poison - right now they're still somewhat inferior magic wild infusions.