About Curse Immunity
" ^This seems like the most logical road to walk. Specifically so since there are curse increased efficiency nodes etc which in a full-on curse build would alleviate some of the down-side presented of this mod. Instead of shutting down an entire play-style or build, it would simply be punishing like a modifier should. And real dedication to the build would be rewarded with a less severe drawback. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
| |
Actually, should probably use both... either reduced curse duration OR reduced curse effect as a monster affix, then the other gets used as a map affix.
Should be a similar deal for stun: one affix to give an x% chance enemies avoid stuns, one to reduce enemy stun duration. 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.
|
|
OT: and/or increased stun recovery.
The point is that there are so many different kinds of variables, all consumed by a simple word. One word fits all means one size; not many. Devolving Wilds
Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” |
|
It was said many times already:
Make "Monsters can have 1 less curse on them" instead of curse immunity (still leads to curse immunity if you dont have additional curse items/nodes). If you feel that too " easy" for curse build, add some "Monsters get X% reduced curse duration on them" and "Monsters get Y% reduced curse effect on them". That will make curse builds suffer, but not even close to total curse annihilation we have now. Otherwise, make "crit immunity" mod for map, and see 100500 whine threads about it! IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
|
"Monsters can have 1 less curse on them" seems like the easiest solution to the whole plan of "don't completely hose those who go into curses, make it tough for those who don't", but the only issue I have with it is that it further makes additional curses the only curse mod that matters, when I'd imagine GGG would want to encourage curse-focused builds to want to take those other curse nodes.
I would rather see mobs have a huge reduced curse effect modifier (like, 80-90%), and all those "increased curse effect" nodes buffed (or add more sources of increased curse effect like in gear) so that a player reasonably specced into curses could bring that reduced curse modifier to something like 40-50%. IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
|
|
I have been secretly raging at curse immunities ever since they destroyed my first favorite character, my tricurse fireball proliferater...
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
|
|
" Making choices matter is good. The most ideal situation is one where no single build can cover all of its bases all of the time, but instead can predict.. There should always be potential for a random situation where the combination of affix absolutely throws a wrench in your plans. Outright immunity consumes all potential for such diversity, and instead we're left with a binary decision. That's too easy. In spite of all its efforts, simple truth is the game is softcore because too many decisions are binary as such. 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, 6:16:56 PM
|
|
" Exactly, My personal choice would be to reduce the chance to apply curses on "curse resistant monsters" i.e. 80% dodge chance for curses , but once it landed it sticks for the full effect, with passive that pierce this dodge built into the important curse nodes. I had an evasion character on hardcore some ways back that relied exclusively on evasion and blind, met an exile with Viper Strike and Resolute Technique, that fight was retarded. These design choices are clearly placeholders, and I'm surprised the community isn't outraged about them. Arbitrary placeholder decisions should never be embraced as final.
|
|
I was really impress by the 2 pages surge of message. So I feel like giving some of my point of view.
" Again, map mods is ok since (like blood magic) it is a very rare mods on map. You can always reroll the maps, switch to another character, trade the map or just get yourself carry by other. " Curse dodge is not really good, since curse on hit on ball lightning will be better than manual cursing. And if you keep the same duration, well, just double spam the skill and that's all there is to do. There is kind of the same problem with less curse duration, you just need a little time to kill all the mobs, and you repeat the skill on boss. Less duration will not impact significantly to be a real penalty. " I strongly disagree for Atziri. Atziri is a specific boss that need to be seek out to be done. It seems pretty normal that not all build can do it. That said, I'm not here for stun immunity mods... but I feel it should share the same fate (except if we go "monster can have 1 less stun" :p) Thanks all for your contributions, may the Dark Thought come back soon! EDIT: I remember, but couldn't find the post again for quote, that someone was suggesting introducing crit immunity. The problem is that crit is a stat that is found more often and need a real investment in term of tree, gear, currency... It is here to be an end game goal, that reward the investment. Going hexa curse support didn't cost me anything. If I was spending lots and lots of time farming, trading and looting to get perfect gear to do this, then yes, I would have said it is the same thing. But adding crit immunity just because there is stun immunity or curse immunity is just really, really bad. (Again, adding a mod that say less critical strike chance is better than just immunity and would not impaired people who invested in crit)
Spoiler
> last post on page 1
" O.o Conspiracy! Guide français : http://sites.google.com/view/poefr/ Last edited by vindoq#5271 on Jul 1, 2015, 5:41:57 PM
|
|
better solution that simplifies all of this...
monsters have chance x% chance to dodge curses. its as simple as spell dodge or attack dodge. just another mechanic that balances it all out without a huge nerf to either side. =D still makes hexacurse viable and useful instead of useless... even if its 50% chance to dodge u get half ur curses applied without being just another leecher. [quote="Mark_GGG"]damage modifiers don't can currently can't apply to degen.[/quote]
"Getting all life nods on passive tree should give additional survival, not the mandatory basic survival." .\1.2/ ..\3/ [img]http://ertaislament.files.wordpress.com/2010/08/pentavus.jpg[/img] |
|