Why do so many monsters Resist Cold?

Curse immune will suck, especially now that it can be a map mod.
I find it even more strange that mobs itself can chill and freeze you easily, no matter how high your cold resist is.. I have 80% and they still chill and freeze my CI Facebreaker Witch like mad if you are not fast with killing them. Archives/Library/Catacombs is known for these mobs. I guess you need special items that prevent freeze/cold but this is not a valid solution.
These mobs must crit like mad to be able to freeze my charas, I see some serious balance issues in between the mob and player resists calculations. It#s almost like GGG is not on the players side but onto the mobs side...
Last edited by Fusion_Power#0294 on Jan 10, 2014, 10:26:26 AM
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NagiSoi wrote:
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Sachiru wrote:
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bo7like wrote:
Dont you people use curses?


Curses, even dual curses, cannot mitigate against 125% Cold Resistance due to Resist Elemental + Resist Cold + Purity Aura from Rare Boss.


Ele weakness 20q with enhance and empower has about -64+ to all elemental resistance add that cold resistance curze in the same spot (4spots 1empower, 1 enchance and two for curses) and it goes up to -116+ all resistance add penetration and you have over -150 elemental resistance, tell me how you cannot mitigate? You just need decent skill combos.


So someone who relies on elemental damage needs Empower and Enhance (which can be a pain to level up) and a 20Q liv 20 curse, and maybe also a penetration support gem, to be as effective as a phys build which can just use Vulnerability or Proj. Weakness?
I think that's not really fair.
If the enemies resistance to getting frozen (or other status) is the same as the player (life based) than stuffing them with high resistance only makes them more tedious to kill as elemental player.
If the dev are afraid of permafreeze can find other solutions.

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Fusion_Power wrote:
I find it even more strange that mobs itself can chill and freeze you easily, no matter how high your cold resist is.. I have 80% and they still chill and freeze my CI Facebreaker Witch like mad if you are not fast with killing them. Archives/Library/Catacombs is known for these mobs. I guess you need special items that prevent freeze/cold but this is not a valid solution.
These mobs must crit like mad to be able to freeze my charas, I see some serious balance issues in between the mob and player resists calculations. It#s almost like GGG is not on the players side but onto the mobs side...


Sadly status effect only depends on the life value and not on the resistances (which only mitigate the damage), something that I think is a bit wrong. Switching to CI not only makes you easier to stun but also to Elemental Status while not able to regen the shield if needed with a flask or something else (at least not without taking other keystones).
You have to equip a "cannot be frozen" (or stunner, or anything else) piece of gear or have the right flask because if an enemy can inflict a status it surely will affect you in 2-3 hit (or even less) while a life based build can resist a lot better.
Agree with the fact that resist cold or resist elemental mods on mobs are either rather overtuned atm or elemental damage quite underwhelming. Probably the latter.

Conversely, physical damage in general got overbuffed. It can be quite telling, especially when a physical user running hatred can crit and freeze a mob for a longer duration than I, a cold caster.

I only really like FP because of the spell aoe and cast time. Other than that, it's not that great. I've even resorted to using other damage supports for my FP - such that i'm dealing more non-cold damage than cold, in order to optimise my killing speed.

Elemental Penetration supports are nice, but it's an extra link. Elemental spells in general should either just be buffed up in damage or given an implicit penetration property.
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Depending on mob rng, everything on a map will be resistant to something. Chaos is no exception to this.

Combine with the prevalence of ele resist map mod, EE and curse immunity. Well, you're just not going to do much damage.
IGN: Arlianth
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NagiSoi wrote:
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Sachiru wrote:
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bo7like wrote:
Dont you people use curses?


Curses, even dual curses, cannot mitigate against 125% Cold Resistance due to Resist Elemental + Resist Cold + Purity Aura from Rare Boss.


Ele weakness 20q with enhance and empower has about -64+ to all elemental resistance add that cold resistance curze in the same spot (4spots 1empower, 1 enchance and two for curses) and it goes up to -116+ all resistance add penetration and you have over -150 elemental resistance, tell me how you cannot mitigate? You just need decent skill combos.


against the rare mob half all those values except penetration.

so, compared to a physical user using just a lvl20curse:

the physical user will do 117% of his damage
the caster will do 77% of his damage.

in order for the caster to do this he has to use a 4l with the 2 hardest gems to lvl up as well as 2 20/20 curses, while the physical user has to use a single gem slot with a single lvl20 gem.

not quite balanced i would say
Agreed with OP, but not just about cold resists, about resists in general. Fighting against enemies with lots of resists completely ruins the game for me :( ARPGs are all about mindlessly killing tons of enemies and face rolling everything, then you run up against something curse immune with double regen and it takes you 2 minutes to kill it..ruins the entire mood.

At the very least the curse immune affix needs to go.
Last edited by ShiyoKozuki#4168 on Jan 10, 2014, 12:16:54 PM
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ShiyoKozuki wrote:
Agreed with OP, but not just about cold resists, about resists in general. Fighting against enemies with lots of resists completely ruins the game for me :( ARPGs are all about mindlessly killing tons of enemies and face rolling everything, then you run up against something curse immune with double regen and it takes you 2 minutes to kill it..ruins the entire mood.

At the very least the curse immune affix needs to go.


as well as the reduced effct of curses on magic/rare monsters.

let the unique bosses keep their resist since they cant spawn with double/triple resists
I think monster armor values should be made higher so this would be on par with ele dmg
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almostdead wrote:
I think monster armor values should be made higher so this would be on par with ele dmg


as much as i would like to see the resist problem adressed, this is NOT the way to do it due to how armor works.

getting the armor so high that high damage skills even feel it a bit would mean that fast hitting-low damage melee will do way way lower damage and no way to penetrate that.

edit:

best way imo would be to completly scrap resists and armor from all mosters and give them a flat %less damage taken based on lvl and rarity
Last edited by shroudb#3225 on Jan 10, 2014, 12:30:16 PM

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