Remove the chaos res penalty.

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noremac13 wrote:
The problem with removing the penalty is that it would be too easy to get capped chaos resist. You could get like 3 items with 25% and be capped.

At that point you only take 25% more damage than a CI character, so what is the point of going CI then? There are already too many downsides to CI, and reducing the strength of its only remaining bonus would just make the skill useless.


CI is for casters that are heavily reliant on energy shields with crap all health (or STR). The whole point of CI is you put it on a witch (mainly) that has like 300-700 HP, but has an energy shield into the thousands. Chaos is the only damage that goes through shields, so where as normally it would be a massive issue for energy type builds to deal with Chaos Damage, CI completely obliterates that weakness

Also the chaos resistance nodes being at the top of the witch does make sense because the whole point of chaos damage is it rapes energy shield dependent builds (low health, very high energy shields). Chaos damage is actually meant to be weak against high health builds (normally Templar/marauder).

The problem is, that both the -chaos penalty and the rare chaos resistance items make it so extreme that just anything that doesn't have CI gets raped by chaos damage
Last edited by deteego#6606 on Jan 31, 2013, 11:45:43 PM
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deteego wrote:
The problem is, that both the -chaos penalty and the rare chaos resistance items make it so extreme that just anything that doesn't have CI gets raped by chaos damage

To a certain extent, that's a good thing: it's an incentive to sacrifice all your life to CI.

Past that extent, it's a bad thing: it's an overpowering incentive for ES builds to get CI.

When possible, the solution should be itemization. We already have ammethyst flasks, I imagine most chaos complainers aren't using these as they should. We should probably also add some 12-20% chaos resist Ammethyst Rings, available at mid-to-high item levels only, so people can gear up against it that way too. Personally, I think that would be fix enough for chaos vs non-CI builds... if you can't find it in you to make some gear sacrifices for another 24-40% chaos resist, apparently it doesn't bother you that much.

Keep the -60% resist penalty in place, of course.
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Last edited by ScrotieMcB#2697 on Feb 1, 2013, 2:19:57 AM
Yes, those alchemists were doing more damage to me than bosses.

Also I could take entire rooms of almost anything but a few snakes and it's a case of abusing corners and cover to pick them off one by one.
Last edited by Pinchyskree#6347 on Feb 1, 2013, 2:56:42 AM
NO 20% rings. No 12% rings.

IF they decided to add amethyst rings, they would have to be like 6-10%.

Let me put it like this. I could EASILY wear 2 20%s + ONE ITEM and be at 0%+ resist. For a resist that;s SUPPOSED to be hard to get above 0. I seemed to do that pretty easily.
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burgundy wrote:
So before the change, there was no way getting chaos res other than going CI, now with the change of getting chaos res, it all seemed well for normal hp melees at last, nope, they added a 60 res penalty to chaos res as well.

getting all res up is hard enough on merciless without sacrificing too much but having chaos res being a separate stat and in a league of it's own is just sheer insanity in my opinion.


you might as well revert to the old chaos res formulae because right now you fucked melee up even more, and melee were already in enough risky spots when it comes to safety vs ranged.


On merciless white trash snakes will rape you, dont even start on alchemists they were insane enough on cruel, on merciless they are outright a fools errand to go against.

Again unless you are CI....


GGG, please look at your changes and your thoughts behind them, because what they represent is not a solution but recreating the same problem as before, CI too strong in end game, the reason was chaos damage all along.

Either make chaos res penalty be less than the others or merge them in some ways to all res stat nodes in the melee trees.


or make endurance charges affect chaos dmg as well.


Thank you for your time, and if any other melee in HC feel the same way, please do add your reply and voice to this thread.


Regards, a melee dude.


no offense but stop trying to make the game easier
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heyyous wrote:
I have an aggressive play style and i can tell you even in normal mode a group of snakes is no joke. I can heard pretty much all types of mobs besides chaos damage mobs and flicker strike mobs as a ranger. I do not see why you would want me to slow down so much or be forced to try and find gear with chaos resist on it. I thought it was about the grind not the challenge of avoiding chaos mobs...


nothing wrong with swapping a few items in and out before a area/map. that is the fun..finding the loot/items to do stuff
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SL4Y3R wrote:
Let me put it like this. I could EASILY wear 2 20%s + ONE ITEM and be at 0%+ resist. For a resist that;s SUPPOSED to be hard to get above 0. I seemed to do that pretty easily.


And how much of other stats (like 2* 30% elemental resists from rings as most simple example) do you have to give up for this? And this is only to equal it out to Zero...

The main problems I see (mainly in act 3) is that any area, any kind of monsters seem to have at least one kind of ranged attack, nearly always combined together for different kinds of damage: now even the simplest little apes are throwing at you; fire suicidals, poison bombers, always ALL AT ONCE... even in (act 3) normal you need to conter all 4 'elementals' best as possible and need tons of life anyway and be more-then-just-careful on top.

Now, I've had a lot of engine troubles with the effects from the mobs there (even more it seems than in the pyramid or around the totems in the ledge), making my fps sheet jumping up and down like a high frequency sawtooth in that situations (making it very hard to even SEE whats going on with the char, even to see the cursor, ending with nearly pure luck not to die - and my pc is not just bad as average). I'm very pleased with the look of act three, but very scared about the behave.
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I always thought chaos damage was meant as "true damage" (LoL people will know).
As of now, Chaos is just another element, only much harder to defend against. It makes no sense, really.
I agree CI was cool Unique passive, specially for melee clases. For example i don't want to travel trough whole map just to collect Chaos ress, but even if i do that i still get -60% ress on Merciless, Yep needs to be fixed back as it was.
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Last edited by Farystar#1705 on Feb 1, 2013, 4:42:20 AM
Chaos Resistance bonuses are scarce, the values are lower than the main three, and yet it still receives the same penalties as them in Cruel and Merciless. It doesn't take a genius to see that this is unbalanced. Chaos Damage is, in essence, just another element yet they try to treat it as special, when each of the other three are already special in their own ways. This ends up creating problems since they don't provide sufficient ways to deal with it. They can fix this in a number of ways though by either:

1] Reducing the penalties in higher difficulties.
2] Making Chaos Resistance more common or available.
3] Increasing the Resistance bonuses.
4] Including Chaos in All Resistance bonuses.
5] Creating more Chaos Resistance nodes similar to those of other elements.

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