About Curse Immunity
Totaly biased: curse immunity is horrible :(
More seriously: I dont't find that curse immune map mops should be removed. The problem is magic and rare monster with this affix. If you don't play curse, it's quite a free mod, and being a uncommon maps mods, it's fine as it is... like blood magic mod for blood magic, etc... And when you play curse, you can just reroll or trade the map, but rare and magic pack are hell for curse oriented build. I mean, curse-dependant build should be punished with a mod like this, that's normal. But there is curse oriented build, and they can't do anything at all. Well, many would say "don't do curse build" or "it's normal curse oriented build would also be punished" but I look at it another way: "why put curse nodes in the tree and make additional curse unique items". Those node keep getting stronger and stronger (apart from hexmaster... but hey, that was broken) and with the 1.2 corruption, the new nodes on the tree, the preview of doedre's scorn, curse is taking a solid place in the build diversity. And this mods kill those builds. There is no magic or rare monster that give you blood magic in comparison, or no immune to freeze/ignite/shock (stun is debatable but would have the same arguments than here). The point is not to remove entirely curse immune, as the mod on maps is ok, but find alternative to help the diversity of build. There was already some good suggestion and they could easily replace mods on magic or rare, at different power: * Curse Resistance: Curse have 100% reduced effect - it would make the difference between curse dependent build and curse oriented build by punishing the first completly and the latter at some level. Could easily be declined in an half mod too. * Curse Resilience: Can have 1 less curse - would be very impactfull for most of the player that use a single curse, but really not impactful on curse oriented build... not enough to be seriously punishing. Both mods could also be put on unique for pve/pvp. Edit: forgotten idea reminded by a poster * Curse Reflection: exactly what it say. Yes, lot of rambling for not so much. But I find the "curse immune" a really cheap design solution. TL;DR: curse continue to get more love with patch but cannot be yet considered to contribute to build diversity while there is unfair mods on some monster. It's just that cool feature that is being kept being a protective glass, waiting to be freed. Guide français : http://sites.google.com/view/poefr/ Last edited by vindoq#5271 on Jun 8, 2015, 6:20:33 PM
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I agree very much, since as a frequent 2h mace user I feel your pain (because unwavering is basically the same thing to stunners).
All you have to say to point out how ludicrous outright curse/stun immunity is: "where are the crit immune monsters?". Where are the monsters that outright cannot be crit... oh right, they don't exist, because it's silly to have a pack of monsters completely nullify the mechanic you've specced a good amount of passives and your equipment build into. No reason curse/stun should be any different. I kinda like your ideas, but they still seem a little on the harsh side; most mob affixes don't even nullify an effect for an unspecced user, so it's probably a bit too much to do so with cursing. I'd probably go with just 75% reduced curse effect, instead of 100%, and drop the '-1 max curse' option. Alternatively, instead of curse immunity, those mobs/maps could offer up curse reflection instead of reducing the curses themselves in any way. And just as a quick thought about the similar stun immunity; along the same lines, instead of stun immunity, simply modify stun duration on those mobs... "75% reduced stun duration" instead of complete immunity. |
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Curse reflect? Better not at the same time as elemental damage reflect. Elemental Weakness + Flammability reflects to myself and I get my fire damage reflected? That will surely hurt...
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I also find it silly to invest many points in curse passives when curses can be rendered completely useless by map or monster affixes.
"TBH enfeeble kind of fills this role. But it's not full immunity, just a very harsh damage nerf, so yeah, I understand your point. "Agree. Something around 75% in both cases seems fine. Ranger builds list: /917964
When two witches watch two watches, which witch watches which watch? If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch. Watching witches watch watches is not for the faint of heart... |
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" Ahah, I forgot to propose this. I think it's nice though. It does not affect your power nor prevent your build from working. You just have to play carefully. And you didn't see me in my first Maelstorm of Chaos... Since then, I have found my build to be quite on the top tier. (yeah for self promotion) With all bonus available to curse, and also the buff we can see in the Beta, 100% reduced doesn't seem too hard. For stun, I was thinking more in line of 100% increase stun threshold than reduced stun duration... but you could go both way. Guide français : http://sites.google.com/view/poefr/
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I fall into this camp. I can do the curse-immune maps, but it's either exceptionally slow or I have to swap a lot of gems to make my main skill viable. I play an Arc + double curse build and it can clear OK rates while buffing my minion's lightning damage; but playing curse immunity + 75% resistance or similar is hugely obnoxious.
I'd rather they just have 75% reduced effect curse monsters so you can still get some mileage out of them; in my case a mere 20% reduction in their resistance or so instead of 70-80% or so; but at least I don't have to swap all those gems for a completely different arc build. Whether the other arc build is better because it's more resilient to the map mods is debatable; but I like that I can help my lightning-zombies do extra with curses. |
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I'd like to see them just replace curse immunity with less curse effect and less curse duration modifiers and call it a day. It's unfair to have a mob affix that completely nullifies an entire mechanic and build option.
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I forgot a big point: over cursing.
This thing is just a pain in the ass for curse oriented-build For those who still don't know, when someone is casting a curse, it is added to the curse pool and will replace an already more powerful one. Then the limit of curse on enemy this person dispose off (usually one) is applied. Trust me, this is your worst nightmare. Apart from other people using manual or curse on hit: Curse on hit gloves and other uniques are hard to deal with. Corrupted Asenath, I'm looking at you. Headhunter on a hexfont nemesis mod? Hexing shrine? Spectre that can curse? or dominated monster? you gotta be kidding me. Did you know that some Elreon's relics can cast curse? Yeah... it's a harsh world out there. I don't know how it could be improve because of the mechanics of Shackles combined with a soul mantle... Guide français : http://sites.google.com/view/poefr/
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" This is a completly different point and doesn't belong here. Maybe create a new thread with suggestions. Btw. know that feel. :( |
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Agree that outright nullification is too extreme. There probably should be some kind of "reduced curse effect/duration" monster affix, but not immunity.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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