Different Critical Hit Effects Based on Damage Type
Anyone else think that arcane's critical hit effect (silence) seems a little underpowered? I guess it all depends on the prevalence of spellcasting enemies, and what actually counts as a spell. Lazuli 16:45, 5 September 2009 (CEST)
- Not so much the prevalence, but severity. In D2, maxing your resists made all hostile spells a joke (except Gloams). If maxing your resists wouldn't be convenient, but necessary it'd be somewhat useful (ex. you die of 2 Fireballs if you don't max it. Maxing it means you can take 7-ish). --Vipermagi 20:09, 5 September 2009 (CEST)
- I thought about this as well. I would likely much more appreciate some sort of damaging or physically impairing effect than silence. I suppose Fallen Overseers etc won;t be whipping minions to battle, but other than that, it's mostly physical enemies in D2. Perhaps spectres drain effects etc would count, but then it would almost be too good... --Leord 15:37, 8 September 2009 (CEST)