Remove the chaos res penalty.
" 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
|
|
" 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. 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. 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. |
|
" no offense but stop trying to make the game easier |
|
" 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 |
|
" 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. invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
|
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.
GGG thank you for all the great things you are doing. You have combined every element of all other great Rpg's and joined them together as one Diamond, that will shine Forever. This is coming straight from the heart <3 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. |
|