On Hit affect for Physical Crits
So I was thinking it would be a good thing to discuss since it was brought up in the beta manifesto.
I would like to see bleeding as the on hit affect for criticals, since its physical damage to me it makes sense it would cause the target to really bleed. S L O W E R
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I agree bleed sound reasonable, similar mechanic as burning. The thing is im not very excited to get a simply damage boost "effect" from phy crits.
I rather would like some none damage related effect, so i prefer a defense related effect like stun or reduced atk speed/dmg for enemies on crits. So some kind of "numb" debuff, so basically a small enfeeble maybe, combined with some armor related debuff? Example: for x seconds, depending on initial phy damage ~20% less atk/cast/movement speed ~30% less armour/evasion ~30% less accuracy Last edited by AndyPandy22 on Apr 12, 2013, 10:34:22 AM
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Hmm thats interesting as well, a short duration debuff.
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A stun or short-duration shield effect might be nice, maybe some flat absorption.
IRON MAN
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Bleed is too similar to Burning, and Stun is kinda similar to Freeze.
It might just be best to give physical something like 50% more crit multiplier, or whatever number is balanced. Also, how about Chaos? If Physical damage gets a crit effect, why not Chaos as well? | |
Chaos already has one, it bypasses everything lol
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Slow and stun with blunt weapons, bleeding and vulnerability effect(more dmg from physical) with axes,blades etc.
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I think it would be interesting if different weapon types, had different effects. Could be a mix of debuff/disabling ones, and more offensive based ones.
- chance to blind - concession / confusion - randomly attack other monsters around them - stun - reduce attack speed - make them vulnerable so follow up attacks do more damage - bleed / puncture effects Maybe it could be tied into weapon types, or passives/supports. Elemental get damage (burn / shock stacking) and control (freeze/chill) - getting some sort of parallels with phys damage would be neat. | |
" I like the per weapon idea, since it makes weapon choice and dual wield more interesting. Last edited by AndyPandy22 on Apr 12, 2013, 10:52:22 AM
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I didn't even think of per weapon class effects, that would make choosing a weapon class more meaningful!
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