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

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XeonPOE#7768 wrote:
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You can accomplish the same result with fewer steps.


POE 2 is already massively dumbed down from POE 1.

It really is going to become dodge roll simulator 2.0 if this kind of direction of travel continues.


There is nothing "dumbed down" about reducing the arbitrary problems around resists. Read the OP. Resists would still be important stats, you would just not be FORCED to cap them, and they wouldn't be arbitrarily confusing. That is MORE choice, instead of less choice. More transparency instead of less. More choice means the game has more complexity since there are more nuanced build options, which means less "dumbed down".

If anything is "dumbed down", it's being forced to cap a stat that gives you nothing but the privilege of not getting one-shot.
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XeonPOE#7768 wrote:
"
You can accomplish the same result with fewer steps.


POE 2 is already massively dumbed down from POE 1.

It really is going to become dodge roll simulator 2.0 if this kind of direction of travel continues.


POE 1 is not smart, it's just convoluted.

A dodge roll simulator sounds a lot more fun than an Excel spreadsheet. POE1 is basically not a videogame, it's a shopping list, you progress the game solely by farming for more and more expensive gear, and the entire "gameplay" is just holding down one button and counting your divines until you can afford even better gear so you could hold down one button in the next tier of maps.

The fact that the pinnacle bosses in POE1 are literally a bunch of mini games shows that GGG themselves admit that the POE1 gameplay just doesn't work.

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XeonPOE#7768 wrote:
"
You can accomplish the same result with fewer steps.


POE 2 is already massively dumbed down from POE 1.

It really is going to become dodge roll simulator 2.0 if this kind of direction of travel continues.


POE 1 is not smart, it's just convoluted.

A dodge roll simulator sounds a lot more fun than an Excel spreadsheet. POE1 is basically not a videogame, it's a shopping list, you progress the game solely by farming for more and more expensive gear, and the entire "gameplay" is just holding down one button and counting your divines until you can afford even better gear so you could hold down one button in the next tier of maps.

The fact that the pinnacle bosses in POE1 are literally a bunch of mini games shows that GGG themselves admit that the POE1 gameplay just doesn't work.



So true.
That IS poe though. It sounds like you want poe to be something it’s not. There are plenty of games that are not spreadsheet simulators. For fans that’s part of the fun. That’s why fans enjoy messing around in path of building.
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That IS poe though. It sounds like you want poe to be something it’s not. There are plenty of games that are not spreadsheet simulators. For fans that’s part of the fun. That’s why fans enjoy messing around in path of building.


POE 2 doesn't have to be POE 1.
Personally I like the POE economy and trade but I don't like the POE gameplay.

I am very enthusiastic for a game with a better fun action gameplay and the POE living player driven economy. I like the direction POE 2 seems to be taking, I don't want it to play like Vampire Survivers.
I was quite skeptical reading through at first and I'm not sure I fully understand the solution but I found myself convinced that resistances feel like an outdated mechanic. Its a checklist you tick to play at basegame difficulty.
One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
MAKE RESISTANCE WORK LIKE ARMOR.

You get a rating rather than a flat percentage, and that translates into percentage via some complex formula that we're not really privy to. And it has diminishing returns, so at a certain point it's just not worth stacking any higher.

That point should be around 20% or some shit and the game should be balanced around that.
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MAKE RESISTANCE WORK LIKE ARMOR.

You get a rating rather than a flat percentage, and that translates into percentage via some complex formula that we're not really privy to. And it has diminishing returns, so at a certain point it's just not worth stacking any higher.

That point should be around 20% or some shit and the game should be balanced around that.


While armour has a more in depth formula than resistance I'm not sure that would be a good idea for a couple reasons. Armour for one does not affect damage over time taken in any way due to it factoring in the damage of the enemy hit received. The amount of damage reduction gained from armour is a weird in-between of a flat and percent mitigation by factoring in the incoming damage vs. your armour rating in the formula. While this works alright for physical damage scaling that is more consistent and mostly hit based, it would be far more messy to implement for magical damage sources since many elemental threats are DoT or have a much wider range of damage output and would require many enemies to have their damage outputs re-balanced on an individual basis.

I'm fairly certain it would be cleaner to just alter the calculation of resistances to be a diminishing returns formula adjusted to be in line with the level of gear progression that GGG feels is balanced.
This would overall make attaining high resistances less important, essentially buffing lower resistance gear-sets relative to high resistance gear sets, correct?

So it's basically a proposed nerf on the difficulty of the game?

I'm not necessarily against it, but you seem to have put a lot of thought into this and understand the system well. Is that what you are proposing, in general making the game less difficult across the board?

Or am I missing something?
They're not going to get rid of Reistance reductions because those have been a thing since Diablo 2. They should give a more clear warning on the screen though, a lot of players are surprised by the fact their resistances go down hours after they change Acts.

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