About Curse Immunity
" Puts too much emphasis on Curse On Hit. Ball Lightning / Split-Arrow + Chain will ignore all but outrageously high chance to dodge. I think Players can apply -1 maximum curses to enemies is one of the more elegant solutions. All the various modifiers already suggested in this thread are great ideas too. IGN: Victory_Or_Sovngarde
It's not a 13 week development cycle, it's a 13 week supporter-pack cycle. You can play any build you want, as long as it's the current meta. |
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I don't know. Nerfing curse immunity seems wrong. There are other builds that are crippled by some mods. Do you want list of mods that can't be run by Righteous Fire for example? Blood magic and no regen are most common no-run mods for many builds. Common theme is that when you specialize in some way, there will be something lethal to your specialization. Otherwise everyone would run tri curse and it would be same situation as with auras in the past. Also if you make one build that can do anything without being punished by some mobs/mods then everyone will play it and no-one will care about other builds. I think that curse immunity should stay as it is. It's not like thorn flesh which randomly spawn somewhere.
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" This was said many many times. Immunities are awful game design. They should be replaced by resist because they lower build diversity. U will hardly see someone who relies on curses because they can be screwed completely. And that's not just map mods which can be avoided... problem is mod on monsters. Obviously player who use curses is complaining about curses. But No regen is same thing... it should be replaced by lower regen. Otherwise we could have immunities to anything (full elemental immunity instead of resists, immunity to crits etc) yet it doesn't work like that. Blood magic is also terrible game design. Last edited by Diphal#5777 on Aug 14, 2015, 6:21:22 AM
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It would make strong precedence. You see, with 2.0 ppl were often told that they shouldn't rely on single defense mechanism. Same goes for offense. It doesn't make builds less diverse, it promotes team play. Most of those problems come from solo/single char play.
Last edited by titiAlf#7546 on Aug 14, 2015, 6:57:41 AM
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" Yes, I do. You can PM it, because my need isn't related to this thread.;-) Map mods shouldn't be compared to the rest, they aren't things you'll encounter at random, unlike rare/uncommon mobs. Immunities shouldn't be something you can encounter on random monsters, just like they shouldn't be something that appears on uniques that you need to fight in order to complete the main story on all three difficulties. |
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You know which mobs are immune (Rakangu?). As for magic/rare/uniq it's same as for other mods. You have to look on those mobs before you engage. Besides you can clearly see curse immune mob after trying to curse it. Guess curse immunity on magic mobs is bit hard, but rare is completely fine. Most uniq mobs can be skipped so I am not sure. Only quest bosses should be free of build breaking mods.
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@GGG
I feel pretty strongly that rares immune to certain affects absolutely ruin the solo play viability of a large number of builds in solo play. It would be much better if the mods were just reducing its effectiveness. GGG any chance this could be re-worked for the next expansion? It be really nice to see some Doedre's Scorn style builds come into the mix with things like elemental weakness + a vulnerability. |
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Why so much concern about not very problematic mod? Why don't we speak that Atziri can't be stunned for some unknown reason?
Honestly, I can't imagine a build totally incapable of dealing with ocassional curse immune mobs, and if it even exist it's the case that should be considered when making it. |
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" you do know she has curse reflect right? totally incapable? no, but that is not the point. Ask your self would you willingly invest in a build that only works *some* of the time? When this game started curses had no investment to speak of. they affected bosses 100% and mobs 100% for zero investment. infact the only real investment needed was if you wanted more than just 1 curse. So back then your opinion was more legitimate because it was indeed a "not very problematic" issue since the mechanic itself was not really that heavy on investment. This. is not true any-more. bosses have upwards of 70% - 80% curse reduction now. If you want to do jack shit with curses to any boss you not only need every curse node , you need a quality curse on hit and curse items like dying breath (which is an otherwise shit leveling weapon). cursing effectively is now an investment a big one. it can mean upwards of 10+ passives WASTED on key enemies, it can mean hours of levelling specific gems TWICE wasted. It can mean needing to waste gear slots on otherwise worthless skills. It can even mean giving up personal durability on shitty unique items ( doedres damning is shit aside from that curse mod) i can go tri curse and have a shit time dealing with atziri and the trio and the map mod , and that mob type. or i can say (FUCK IT) and get 4 more jewel slots 200 - 300 more hit points , possibly 120+ more resists , needed stats like str or dex , or even a socket ring. there is a reason why the srs build or the srs hybrid build is the best summoner .. because unlike curses and normal minion builds srs and srs hybrids are ALWAYS 100% on point. this is not to say that the current stun situation is not an issue either (it is an issue) just that the fact that stun is an issue does not discount curse immunity as an issue. Last edited by Saltychipmunk#1430 on Dec 3, 2015, 11:24:54 AM
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