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Originally Posted by Varyon
The idea I had for the freezing spikes was that the deeper the spikes penetrate (due to you impaling yourself upon them), the more surface area in contact with you, and thus the easier to are to freeze. The shocking force field would be similar - the further you get into the field (due to high Slam damage), the more of it is in contact with you (or, alternatively, the stronger the stunning portion is, if it's not constant over the depth of the force field), and thus the more likely you are to end up stunned.
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Aside from both being a real stretch, the wall itself still has very little to do with how freezing/stunning it would be in both cases. Wound modifiers (should but) aren't taken into account and the force/damage is generated by person attacking the wall at whatever level they want.
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Well, it doesn't do nothing - it means foes can Slam into it with impunity, which also means it's hard to keep speedsters from just running through it. It's just that the aspect of the Wall it limits is a fairly small part of the Wall's utility.
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I've been playing Supers for 30+ years, and this must be the niche case of niches because it hasn't really come up. Besides, speedsters that make a habit of slamming into things at high speed will have defenses to avoid being turned into red mist.