Sounds similar to this idea; nobody weighed in then, but I still think it could be a good idea if it got developed more.Aquillion wrote:Most status attacks have both an element and an effect associated from them. Allow them to be resisted with either. So, Flameshock gives you one roll to resist based on your fire resistance, and one roll based on your stun/freeze immunity.
Or, instead, decrease duration based on the elemental resistance, with immunity working the way it does now. So something with Cold resistance of 50% is only frozen for half as long as something with 0%, and monsters with 100% can't be frozen at all.
Regarding the rest of the thread, I don't like the idea of adding effects to more talents, am ambivalent about reducing their duration, depending on how it is done, and opposed to removing effect immunities.
A one turn disable (stun, freeze, daze, pin at range etc...) that takes one turn to use is absolutely useless, as all of the time gained by disabling the enemy is used by the talent. If the effects lasted one additional turn, it might be worth it in a 1v1 fight.
Instant use disabling talents would make kiting, pillar dancing, and other tactics based on running away absolutely lethal, and remove all risk from them. The tactic would become run away (or pillar dance, etc...) disable (if it fails, disable with second talent, or a third, or don't hit it, and keep running), hit once, repeat. This would effectively be a 100% chance to avoid all chances of damage from a melee enemy.
I'm not sure how removing immunity would work after these changes.