One-week "Resistance Penalty Testing" Hardcore Ladder Race
" Running a league that is entirely dedicated to the testing of an idea they are considering to implement is following a mmo/arpg trend that is not fun? You rather they just force it onto every league without any testing / warning and ruin the fun? Of course not, they are only implementing this on a singular league to gain constructive feedback during a test period, you do not have to participate in this if you are so certain that it is a bad idea. Personally I don't see it being a bad idea, we are already overly stacked with resistances throughout most of the progression and you could easily drop resistance balance to stack a particular one, (e.g have a few pieces strictly allocated to lightning resist, but lack fire/cold). This and the utilization of resist flasks becomes far more important, which would be an interesting aspect to see. Also, you have to consider the future, there will be more acts in the game, which means you will be spending more time on the same difficulties, which means you will have a higher chance to receive more gear, and thus more resist (hopefully), which should help negate the large resistance decreases. I am intrigued to see how this week turns out, and I am very interested to see a similar league run in the future when more acts are available. |
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I personally think, that with such a change, low life/energy shield characters are being hit way too hard. There need to be avenues for characters to build defensively that are just as effective as stacking life. With the way elemental effects are derived from life and damage done, we have an exponential bias toward stacking life over even considering builds that focus more on armor, evasion, resists, acrobatics or energy shield. Marauders don't exactly care about the armor on their gear at this point and can easily afford to find items with +resists and +life, which is all they really need. Meanwhile, builds that try to exploit other game mechanics are shafted, because they need to find more sources of elemental resist, AND the defensive attribute they are trying to get the most out of.
High armor/evasion + low/medium life builds aren't even viable right now. You need high life (or at least high ES) to make any use of evasion or armor. The only reason to even use ES over life at this point is because it is so much easier to find ES items with loads of ES, but with a potential resist change, these items will be much harder to find (you need to find +% ES and +flat ES to have a really good ES item, while a good Marauder item just needs high +life, everything after that is just extra change). My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite#0701 on Sep 20, 2012, 10:07:10 PM
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Will Summons get a resistance penalty or just players? If summons get a resistance penalty me thinks they are pretty much done being viable~lol
Looking for more guild members for races/4 month hc leagues, pm for info
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" really interested about this? kraityn gonna have a pleasant week i think |
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" It's pretty interesting that you state Marauders don't care about armor and they only look for high life items and nothing else matters because. Thats what most people who are misinformed are lead to think. In the first One week race I went strictly HP % nodes as many as I could find and Hp regen nodes. I ran around with 19% damage reduction at times and had the worst exp of my life trying to stay alive. This last race I decided to switch it up and pick up the available armor nodes around the Mara/Duelist part of the tree about 10-12 nodes all in all and it made a drastic difference. Marauder definitively needs armor and when looking for gear we actually look for +Armor, +Armor%, Life, and Resist at times settling for high armor high res on a piece. A good marauder will always choose balance over hp hogging. Now about the other classes I agree that certain builds and or even classes are going to have to work harder then others to figure out how to work around the res reductions and it will be interesting to see how people do this, but that is what this race is for finding out how well this system will work. I think the dev's have gotten the point that while the general consensus is Maras are going to be op STILL every other class is going to suck more. Lets instead of mentioning what the last 10 people posted. Figure out if there is any build / flask combo / gear selection process we could use to over come this feat. Let the brainstorming begin! -Fayded Fayded 78 Marauder - 1st Place One Week Race (09/11/2012)
IKnowYouLoveMe 24 Ranger - 1st Place 2-Hour Party Race (09/15/2012) Fayded 76 Marauder - 1st Place (Tie) One Week Race (08/23/2012) |
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Considering the new patch it's not half as scary at all and I hoped for a challenge. :(
Vaals laser damage got reduced, while maradeurs resist nodes 7% more and overall 15% nodes got spammed. Letting those nodes at 8% nodes would be a good nerf not to play rusher characters. Now they will just take them and drink a topaz flask. I made a 6 level variation of my old build with the old skill tree which would get be stuck in ruthless till level 51, but I need only a 2 skill modification and 2 skill changes and it's the same as playing under elem weakness before, I already had 75 6x 6x resists last race with elem weakness curse of -50. The patch will only change the rare ring of choice and the 5 skill sacrifice skill offers me one more skillpoint. " Summons instantly explode or die on elem attacks anyway so 0 -25 or -75 doesn't matter at all. |
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I'm not really convinced this is going to promote flask usage because of the cost of using a resist flask, maybe 1 or 2 of the 3. Even then though, I'm not sure I want to see the granite flask thing repeated (I'm not fond of granites). Anyway, with endurance charges, totems, ranged attacks, enfeeble, meatshields, life, evasion, dodge, block, kiting, resist flasks, cheaty tactics, surviving will always be possible.
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Will we by chance be seeing any changes to instant exiting/alt+F4ing for this race also? I think that might make for some great fun then.
Don't let the negative comments get to you guys at GGG, you cant please everyone. Especially when some post they want a better challenge but at the same time complain about changes like this. Heck complaining before testing don't really make sense at all. |
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Not every planned change is necessarily shrouded in mystery, results can be fairly predictable, people make assumptions, comment and speculate.
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I hope what we see from this is just what the devs want.
Push the limits of what builds are doing and encourage people to use varied builds. Oddly enough, I believe Mara GroundSlam build will still be very strong, and likely even stronger. They stack resist very easy, they have high life, and high damage. I see nothing to change this in this build with -res. They will only choose to stack slightly more resist gear instead of DPS gear. I see other builds/classes being forced to make choices they might not want to do and costly ones for HP/ES for resist and DPS for resist. Even with the added change to the tree with resist nodes, I dont expect many to focus those nodes, and if they do they will come at a painful cost to many builds, while some builds (like the strong ones now, HP Archers, HP Groundslammers, ES necros) will likely not be effected much by them. |
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