Dear GGG: You brought over a MASSIVE mistake from PoE1 to PoE2 and it hurts everyone! Resistance?!
Did you read patch notes? After the campaign more negative resists won't exist, so overcapping by 15% to avoid ele weakness is simple again.
Can stop sitting here bumping your own post mate, changes are already on the way. |
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I could probably balance resistances quicker than it took you to type all that drivel. Resistances are as simple as "dodge and don't get hit" in acts (or build some for particularly problematic bosses you have issues with) and spend like 20 minutes on two decent rings and amulet once you hit the maps. Especially now with T11 maps not punishing you with that sweet -20%.
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" Thanks for calling my earnest feedback due to concerns about game progression and balancing drivel. The entire point of the post isn't about how hard it is to cap resistances. It's about how extremely disproportional and anti-intuitive the scaling of resistance mitigation is and at the tedium of the player. In my example formula it would take one more mod to reach 0.25 mitigation multiplier than it currently does. Last edited by LVSviral#3689 on Dec 18, 2024, 1:03:38 AM
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" +1, I agree with your sentiment even if people are (intentionally?) missing the point. This is the only stat to scale this way & the other stats don't scale this way for good reason. They could take your suggestion or change resistance values/stacking to use the Armour formula for consistency (which allows for negatives hence Warbringer passive). |
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In POE1 resistances just didnt work, Even with 75% in everything I'd still get one shoted with most magic elemental attacks. I doubt that will be any different when I get to maps in POE2.
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" Your feelings are irrelevant, GGG is not going to budge on the issue no matter how much you cry like a baby here. |
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" Let's all keep it constructive here. |
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For me the resistance system of POE 1 is and always was perfect. Without the need to find the right resistances on certain gear parts it would be way too easy to find perfect gear parts all the time. And thanks to horticrafting getting just that specific resistance you need is almost too easy already.
German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team." top2000: "let me bend your rear for a moment exile" |
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" Interesting point. I don't think changing resistance scaling to a formula would actually make it easier to get "perfect gear" though. In some ways it might actually make the chase longer, but more enjoyable. Since there would be no hard-cap for resistance you would want rarer higher tier items and would no longer be so incentivized to settle for "just enough" to reach positive 75%. Balancing resistances would still be important since the game is designed around players taking 75% less damage anyways. Having no mandatory hard-cap would make having exactly +135% less important, but that does not immediately mean every player would build less instead of more. I personally would probably chase for more if anything. We also don't have harvest crafting to change resistances in PoE2 so the chase for a perfect fitting resistance item to keep a slightly less, but still important balance would continue. Last edited by LVSviral#3689 on Dec 18, 2024, 3:54:40 PM
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+1
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