About ACT 6 and -30% penalty to chaos resist...

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Gordyne wrote:
unhealthy difficulty spike


This is true in general from act 1-10.
New players will die like wtf, but experienced players can handle it because they know exactly what to expect so they are prepairing in advance.

Drop the chaos talk, its so weak that you can ignore it, but you can not ignore elemental resist.
The chaos clouds from zombie deaths in early act 8 sewers is probably the deadliest chaos damage you can experience between act 1-10.
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Gordyne wrote:
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CaptainFoo wrote:
The game is balanced around having capped resists but -60% chaos resist, if you can get any chaos resist that's a bonus on most characters


As I said, regular mobs should be hitting a bit harder then?

Any decent game designer will tell you that extreme damage spikes out of the blue are terrible balance design choices.

+ the fact that many times there is too much AoE and effects all over the screen so it may take you a few seconds to realize there is a rogue exile hitting you for ~5x-6x the damage you are used to take.

It's not the level of difficulty that is bad, but the way it's implemented.


eh, you're looking at the very nature of the game at this point: lots of popcorn trash to blow up with a few speedbumps and then a couple of big telegraphed things that will kill you dead. The game can work like this because there's a number of mitigations against repeated smaller hits.
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Viljan wrote:
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Gordyne wrote:
unhealthy difficulty spike


This is true in general from act 1-10.
New players will die like wtf, but experienced players can handle it because they know exactly what to expect so they are prepairing in advance.

Drop the chaos talk, its so weak that you can ignore it, but you can not ignore elemental resist.
The chaos clouds from zombie deaths in early act 8 sewers is probably the deadliest chaos damage you can experience between act 1-10.


It's not weak. Even with 0% chaos resist you have to be careful.

Clouds can be deadly, but there are other attacks that are much deadlier even dealing less damage because they are harder to evade.

I stand by my point, it's not good design as far as spikes go.
Most of us have played this game for YEARS effectively ignoring chaos damage/resists outside of a few specific encounters.

I will concede it was annoying when GGG added several more chaos based rogue exiles and those stupid parasites all through Act 6.

However, aside from the exiles, regular mobs should not be an issue with no chaos resists - bosses and rogues can be problematic but you use a pot or just avoid as best you can.

Literally no one designs around chaos resists. It is a catch-as-catch-can thing. I know there will be people harping that "yeah lots of people build around this" but that is circumstantial. Generally, no one looks at their chaos resists outside of a few encounters (Hi, Chayula).
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Slaanesh69 wrote:
Most of us have played this game for YEARS effectively ignoring chaos damage/resists outside of a few specific encounters.

I will concede it was annoying when GGG added several more chaos based rogue exiles and those stupid parasites all through Act 6.

However, aside from the exiles, regular mobs should not be an issue with no chaos resists - bosses and rogues can be problematic but you use a pot or just avoid as best you can.

Literally no one designs around chaos resists. It is a catch-as-catch-can thing. I know there will be people harping that "yeah lots of people build around this" but that is circumstantial. Generally, no one looks at their chaos resists outside of a few encounters (Hi, Chayula).


I didn't have much problems with parasites or regular chaos mobs. Had to be extra careful with exiles though.
If you have a lot of Energy Shield, but not enough for CI (or just haven't taken it yet), the Chaos damage can be an issue.
Not a huge issue, but since Chaos resist is designed to be harder to get, it seems odd that the reduction is the same as for elemental damage.
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CaptainFoo wrote:
The game is balanced around having capped resists but -60% chaos resist, if you can get any chaos resist that's a bonus on most characters

With the return of Incursion you should aim for a bit more resist imo.
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Vesuvius079 wrote:
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CaptainFoo wrote:
The game is balanced around having capped resists but -60% chaos resist, if you can get any chaos resist that's a bonus on most characters

With the return of Incursion you should aim for a bit more resist imo.

Heh, it doesn't hurt, but between being aware of those bastard constructs and maybe a CWDT + IC setup you should be fine for the most part--my main Incursion character ended up at -36% Chaos by the looks of things and did fine with them.

Some rooms can have some, uhh, interesting starting positions though.
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HousePet wrote:
If you have a lot of Energy Shield, but not enough for CI (or just haven't taken it yet), the Chaos damage can be an issue.
Not a huge issue, but since Chaos resist is designed to be harder to get, it seems odd that the reduction is the same as for elemental damage.


I always thought that the -% chaos resists was to push us to farm for those amazing rolls on rares that would give us high defensive stat + Life + Ele resist PLUS Chaos resist(cherry on the cake).

Which is fine for endgame farming, but too obtrusive for midgame farming(levels 45 ~ 70) when you just farm/trade "enough" to be able to advance(which is more for Hardcore because you want to be extra safe).
You make chaos resist a much bigger problem than it actually is. I made it to level 100 with -40 chaos resist, and believe me chaos damage was the least of my worries.

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