Dear GGG: You brought over a MASSIVE mistake from PoE1 to PoE2 and it hurts everyone! Resistance?!

"
drkekyll#1294 wrote:

I mean... they can still use comprehensible values and de-emphasize max resists. There's no good reason that max resists should be an expectation. All it does is force choices on the player, reducing diversity. Make resistances less available and reduce their necessity. Then the resistances you get can make the game easier rather than doable. This would also be in line with an emphasis on skill.


It doesn't really. Because every player would use those mod slots and passive points for damage. Building your character is supposed to be a balancing act of offences and defences. If you don't need to worry about your defences then everyone just builds damage and nothing else.
"
inethil#2258 wrote:
I disagree entirely and prefer it the way it is. If I find a gear with +20% resistance to a certain damage type, I want it to give me +20. I've played games where some arcane formula with DR adjusts the actual value - it sucks and is so counterintuitive it inevitably gets more negative than positive reaction from players.


Unfortunately....its just not that simple, despite how it may seem at first. Percents are NOT straight up reductions, they are based on an exponential scale and get increasingly more effective as you get closer to 100%. Percents work well only if you are comparing to a base hit damage (75% of 1000 damage is 250), but they do NOT work well when you are comparing stat changes with each other (damage reduction increase if I add 5% more resistance?).

If you are playing a game of efficiency in terms of passive and mod "value", percents are notoriously difficult to truly understand.

That same 20 points going from 10% to 30% resistance is NOT the same as going from 55% - 75%.

Ex: Hit deals 1000 damage.
1) 10% resist = 900 damage taken
2) 30% resist = 700 damage taken

Compare the two: 700/900 = about 22% extra damage mitigation

3) 55% resist = 450 damage taken
4) 75% resist = 250 damage taken

Compare the two: 250 / 450 = about 45% extra damage mitigation

So, in fact.....the current system we have is the more confusing one. Well, maybe not more confusing: confusing in a different way. A linear system would likely be "clearer" in terms of increases and decreases and their magnitudes.

Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jan 10, 2025, 1:20:50 PM
"
They just have too many sacred cows that are more than two decades out of date.


They force their idols upon us, yet we are denied from praising our Toucan.
I HATE the -60 to resistances. It makes no sense, its only to make the game even harder.
"
MEITTI#3999 wrote:
It doesn't really. Because every player would use those mod slots and passive points for damage. Building your character is supposed to be a balancing act of offences and defences. If you don't need to worry about your defences then everyone just builds damage and nothing else.

First, no one suggested not needing to worry about your defenses at all. That's a straw man. Don't be disingenuous. The suggestion is to balance the game such that 0 resistances is the expectation. Calibrate things such that things that are mitigated by resistances are things you can simply dodge by paying attention to them (emphasizing skill which seems to be a goal of this game) but will ruin your day if you don't dodge them and don't have resistances. Then the player has a choice of how to approach the game. Just because you would forgo all defense for more offense doesn't mean everyone would. Especially if the game continues to punish death with setbacks.
Last edited by drkekyll#1294 on Jan 11, 2025, 11:04:57 AM
in POE 1 you could harvest craft res of one type into another, it basically fixed a broken itemisation system and they have rebroken it now by removing this option.
Oh yes please. Invert the curve!
"
inethil#2258 wrote:
I disagree entirely and prefer it the way it is. If I find a gear with +20% resistance to a certain damage type, I want it to give me +20. I've played games where some arcane formula with DR adjusts the actual value - it sucks and is so counterintuitive it inevitably gets more negative than positive reaction from players. D4 tried the same thing early on, but the pushback was so clear that they too abandoned the idea and went with straight, comprehensible values.

I don't have a problem with losing resists at certain stages of the game, this is akin to hitting a new difficulty level. The same system was in place in D2, and it worked fine there as well.


And yet this is the system for armour, with the additional caveat that it gets less effective the more damage is coming in.
+1.

#InvertTheCurve
Last edited by Sandcubicle#5745 on Jan 11, 2025, 12:36:07 PM
First off I think you'd want a mitigation multiplier to be lower than 1

I like that you're thinking about how to make the system better but I disagree with the diminishing returns on resistances.

I've played a lot of ARPGs, ones that have a lot more involved multiplayer mechanics, which in turn require more balancing - One thing has always been true.

Nerfing a defensive mechanic only makes it even more necessary because no matter what dead monks don't do damage. You need to be alive.

I think what people are most disappointed with the current resistance system is that we don't have the tools we had in Path of Exile like horticult resistance conversion or crafting bench resistance onto items and the system they replaced it with so we could fine tune those resistances, runes, cannot be replaced thus making it a final choice causing all these problems of "oh this item would be so good for my build if it were just Light Resistance instead of Cold because I just put in Cold Res into my helm"

If they made Resistances Diminish it would just mean every single item on your character would need to have high tier resistance rolls for all of your suffixes because you need to get 75% the game is balanced around that. In order to change it being balanced around a lower amount you'd have to change a ton of damage values for the entire game and then you're saying not to have a max resist well then what about the people who just massive stack a single resistance and its balanced at 50% now but they have 90% so they never feel a thing from Fire.

Again, I like that you're thinking but I disagree with the proposed solution. I suppose Armor or Armour as they call it here does have a similar property to what you're describing but if they started making singular attacks from elements ignore 90% of your resistance well we'd definitely be needing more than 1 portal and I think the HC crowd would be upset.

Report Forum Post

Report Account:

Report Type

Additional Info