About Curse Immunity

I really pity curse oriented build.
Immunities are bad design... remember the Diablo 2 monster immunities to certain types of damage? It meant either you faceroll, either you suck... just because of 1 characteristic.

They should remove all immunities from the game and replace them with strong modifiers:

=> Curse immunity = 50% less curse effect, 50% less curse duration.
=> Stun immunity = 50% chance to avoid stuns, 50% faster recovery.
=> Freeze immunity = 50% chance to avoid freeze, 50% less freeze length.
=> ...

But also the contrary of immunities shouldn't exist, like:

RT: instead of ALWAYS hit, something like +5000 accuracy. Evasion would have troubles with RT, but at least it wouldn't be made completely useles like it's now the case.
Last edited by Soepkieken#7149 on Jun 26, 2015, 6:17:09 AM
All of us here know this issue where one build get nullified by game design doesn't limited to curse oriented buid but to most unique build as well. Atziri pretty much the key tag where most builds are garbage against her.

If this game going to change anything to curse immunity, most of the game design should follow.
Just like Soephkieken mentioned. Immunity towards certain meta is stupid period.
Spoiler
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Soepkieken wrote:
Immunities are bad design... remember the Diablo 2 monster immunities to certain types of damage? It meant either you faceroll, either you suck... just because of 1 characteristic.

They should remove all immunities from the game and replace them with strong modifiers:

=> Curse immunity = 50% less curse effect, 50% less curse duration.
=> Stun immunity = 50% chance to avoid stuns, 50% faster recovery.
=> Freeze immunity = 50% chance to avoid freeze, 50% less freeze length.
=> ...

But also the contrary of immunities shouldn't exist, like:

RT: instead of ALWAYS hit, something like +5000 accuracy. Evasion would have troubles with RT, but at least it wouldn't be made completely useles like it's now the case.
I strongly agree with this.

Honestly its not just curse issue like many of you mentioned. I don't understand why immunities are still in game.

I'd hightlight Blood Magic. It's perfect example of absurd map mod. Either you do not care and therefore such mod is just free quantity for you, or you just can't do it.

Some time ago, there was Chaos dmg over time... it was free q map mod for CI builds and it got removed/changed. Dunno why they don't treat other similar mechanics same way.

Remove Blood Magic, replace immunities with resistances. It would pair well with already existing resistances to certing element. Add crit resistance, stun resistance, freeze resistance mods etc.
Last edited by Diphal#5777 on Jun 26, 2015, 10:06:54 AM
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Diphal wrote:
I strongly agree with this.

Honestly its not just curse issue like many of you mentioned. I don't understand why immunities are still in game.

I'd hightlight Blood Magic. It's perfect example of absurd map mod. Either you do not care and therefore such mod is just free quantity for you, or you just can't do it.

Some time ago, there was Chaod dmg over time... it was free q map mod for CI builds and it got removed. Dunno why they dont treat other similar mechanics same way.

Remove Blood Magic, replace immunities with resistances. It would pair well with already existing resistances to certing element. Add crit resistance, stun resistance, freeze resistance mods etc.


It got replaced with desecrated ground which is also free quality for CI builds.
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SuperMotte wrote:
It got replaced with desecrated ground which is also free quality for CI builds.

Well yea, you are right... desecrated ground is free q map mod for CI, but its easy for everyone else as well. Nobody skip that mod anymore. Its quite similar to burning ground.

As CI user I wouldn't mind taking some chaos dmg over time at all even tho I can't...

I like hard mods. What I don't like are mechanic-wise impossible mods (like Blood Magic). Curse immune is not impossible for me but still I think that Curse resistance would fit the game better.
Last edited by Diphal#5777 on Jun 26, 2015, 10:17:18 AM
"
Diphal wrote:
"
SuperMotte wrote:
It got replaced with desecrated ground which is also free quality for CI builds.

Well yea, you are right... desecrated ground is free q map mod for CI, but its easy for everyone else as well. Nobody skip that mod anymore. Its quite similar to burning ground.

As CI user I wouldn't mind taking some chaos dmg over time at all even tho I can't...

I like hard mods. What I don't like are mechanic-wise impossible mods (like Blood Magic). Curse immune is not impossible for me but still I think that Curse resistance would fit the game better.


Personally I skip over desecrated ground as it is laggy as shit. Haven't tested it in beta but on life its some serious FPS drops.

They dropped the chaos damage over time because hybrid builds were suffering and it was a poorly designed map mod to begin with.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
Diphal wrote:
"
SuperMotte wrote:
It got replaced with desecrated ground which is also free quality for CI builds.

Well yea, you are right... desecrated ground is free q map mod for CI, but its easy for everyone else as well. Nobody skip that mod anymore. Its quite similar to burning ground.

As CI user I wouldn't mind taking some chaos dmg over time at all even tho I can't...

I like hard mods. What I don't like are mechanic-wise impossible mods (like Blood Magic). Curse immune is not impossible for me but still I think that Curse resistance would fit the game better.


I actually hate that mod, if you go low life with high ES you can die easily. Sometimes I stay in desecrated ground and don't notice it. You don't get some effects like the screen turning blood red or something like that when you are about to die. Sometimes I keep looking to much on my healthorb to not accidently die from desecrated grounds but than I miss the enemies. It's not really an easy mod for everyone.
Reduced curse duration

Reduced curse duration per curse

Minus max curses*

Reduced curse effect

Reduced curse effect per curse

Curses expire after taking damage n times (n may be 1).

Curse effect [is correlated with % of ] remaining duration.

Increased curse effect; significantly reduced curse duration.

Vice versa.

I could go on.

*Edit: this replaces outright immunity for single curse builds.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Last edited by CanHasPants#3515 on Jun 27, 2015, 12:45:32 AM
Overall, that's part of something GGG needs to take a long look at and consider in terms of build balance. Some people wonder why >90% popular/successful endgame builds fall into a narrow category; just about everyone's a ranged AoE crit spam, with a couple of cyclone CoC/Mjölner melees thrown in as well.

When it comes to this area of map mods... They don't really have any unique "no go" mods that explicitly defeat them entirely. There is no such thing as, say, a "enemies cannot be critically hit" mod.

I know the pain of Unwavering maps too well; my own stunner CAN technically do such maps, but it's a much sketchier thing; that, and he has no endurance charges. Curse immunity can also be a horrific pain as well.

There definitely needs to be some form of addressing the balance here: Taking a look at each mod, and making sure to cut down on the hard "no go" mods. Some of the hard ones (like both forms of reflect) simply require more cautious/better play, and definitely should be retained. If they're skipped too much, then perhaps the balance might be on the reward instead of the risk.

But overall, this is definitely a place where the game has an oddly-specific "screw you" to a specific type of build. This really isn't a good thing unless what GGG wants *IS* to herd everyone into cookie-cutter builds. (which, it's clear, is not their goal)
Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
Last edited by ACGIFT#1167 on Jun 27, 2015, 1:32:24 AM

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