Remove the chaos res penalty.
" lmao...really? There are 4 chaos resistance nodes on the entire skill tree. And none of them are by Mara, 1 is near Ranger, 1 between witch/templar, the big one and a normal one between Witch/Shadow...that's it. Yea...let me go spend 15+ points to just pick up 8% resistance. Get real. EDIT: 26 points to get the one near templar/witch, 28 points to get the one near ranger. Yea, totally viable. EDIT2: 17 points to get the little one near witch/shadow while picking up loads of int...on a mara. What? EDIT3: Btw, I love how you act like there aren't plenty of life nodes near witch/shadow, when there clearly are. Near the chaos resistance passives even! Last edited by Mordtziel#2912 on Jan 28, 2013, 8:25:23 PM
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" Yes. Life was the anti-chaos before chaos resist went in. Chaos damage tuned down, now with a resist penalty; even keel. Adding chaos resist as a modifier to items, whose max budget is much more difficult to cover than that of elemental resist? Change is aimed at making moderate-life builds less impossible, and adding some value back for CI. Marauder/templar don't need a chaos resist node, because they already have access to so much life. Duelist is arguable. Shadow / ranger: CI, arrow dodging. Less need for chaos resist. Witch with pure ES gear and life? Most need in the game for chaos resist. I agree with the placements of chaos resist passives, if they are to stay. The duelist one has to exist, blood rage mandates it. In fact, I'm not sure how a non-CI blood rage build works now. Probably better, with the right gear to get high chaos resist. Not sold on this point yet; it feels kind of tragic. Life based blood rage builds are now more gear dependent than before, if maybe more viable with the right gear. -- I don't have alpha access, that was a LONG time ago. Last edited by Zakaluka#1191 on Jan 28, 2013, 8:30:59 PM
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" Well you say chaos damage was "tuned down" but now it suffers(benefits?) from the same penalty the rest do(which I don't think they had it either in closed, but you could at least get resistance for them? dunno, wasn't around). Did that "tuned down" part come out to be less than the extra 60% we take now? Hard to answer since you guys had another difficulty level I'm sure, You also didn't have the act 3 mobs of 'oh look chaos damage that roams in packs'. Right now I play a duelist, the only reason I brought up Mara was because someone else already had. As a duelist, if I shoot straight at the CR near ranger it takes 12 points to get there........for 8%. Also as a duelist, I find myself incredibly squishy in general...I have very few dps passives as it is, maybe I should have pushed for life nodes harder than just tanky nodes(armour/evasion/resistance), but even then I would only be able to eat maaaaybe ONE more chaos hit before eating the floor. You'll have to explain this blood rage thing to me...I use it right now, but I also have the 2.5% life regen that's around my start to help curb the damage from it. The life leech combined with my passive regen is more than enough to conquer it as long as whatever I'm fighting isn't flat out murdering me(which "low life" I can't make happen or else...one shot). So I guess I explained it to myself. Use it for frenzy charges on packs, never use it in single target, never benefit from the bonus attack speed. That's how it works now. As to node placement, hell if there were just a pair of nodes between every class it would probably be enough, just a pair of 8 and 15 resist nodes between every starting area. You say Mara/Temp don't need it, I can't speak on that, but I definitely feel my Duelist needing it. Last edited by Mordtziel#2912 on Jan 28, 2013, 8:44:56 PM
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i also feel chaos resistance that have the same penaly then elemental resists was a bad idea.-20/-60 is just way to much.
im playing a dual weild sword ranger based on hight life leech and in CB with 3% life regen,the chaos dmg from blood rage was really low.now with the -60% penality,i have 3.4% life regen and i can barely use blood rage anymore.my hp go down almost like a blood rage without any regen. -20 and -60 is way to much since there almost no nods to get chaos resistance and they give really really low amount,chaos resistance on gear are really hard to get and also low amount+it take a mod. reduce the penaly or remouve chaos resistance or make all resist work with chaos resistance. |
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" I agree, what's the point in calling it ALL RESIST if it doesn't actually do that. |
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" Exactly, now we have 4 elements. I use to love chaos damage, I thought it was a great way to go about poison-type damage without making it like any other non physical damage. But now it really just acts like another element for the most part. S L O W E R
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If it stays the same then I vote for changing it to "poison elemental" and adding it to all resist nodes!
S L O W E R
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No.
All resist nodes should not incorporate chaos damage. |
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I think the values on chaos resist nodes and mods would be perfect if there was not the god damn penalty.
Before open beta, the only good defense against chaos (other than CI) was high life + life regen, which came naturally to strength builds. The rest of the builds though, had to struggle to deal with chaos. The new passive nodes are right where they needed to be in the tree, for these characters, and the mods on item can further help should they need to. But the chaos penalties messed up what was going to be a good change. The change should have been about finally having a way to help against chaos damage, but it's not. Now it's all about having to balance one more important stat in your build, or get nuked to oblivion. Last edited by Thalandor#0885 on Jan 29, 2013, 11:12:13 PM
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There should never have been any change in the first place. GGG screwed up. I have absolutely no idea why they wanted it in the first place.
There should NEVER be any type of resistance to chaos on gear, flasks, NOTHING. Only CI should be able to not have chaos dmg affect HP. |
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