Resistance Penalties (and a league to test them!)
i dont like this change at all, its just the lazy way of making the game more difficult,its exactly what i hate the most in every game,designers dont try to make the game hard by creating interesting content but just tweak some numbers and thats it
instead of interesting mobs,maps etc. that would require players to change the aproach to the certain boss you just took easy way to make it hard im not against resistance penalty because i was used to it from D2 but copy/paste the same idea is just lazy penalties are always more of an annoyance than challenge some of my IGNs:
EKDDtemplar/DualTotemSparkfotm/jesusbestjewever/EverhardDick/SilSol/SilSol_eight/SilSol_seven/ SilSol_ten/FiretemplarwithAA/JesusFacebreaker/SilSol_three/SilSol_two/grumpycatbestgodever |
|
I made a thread about this quite a time ago trying to draw your attention to exactly this problem, saying that this needs fix BEFORE Open beta.
http://www.pathofexile.com/forum/view-thread/31468 Now you waited such a long time and we are so close to open beta, that the only thing left to do is adding some terrible game mechanic from diablo 2 that was terrible design wise and which i mention in that thread. Game is dead if that mechanic is introduced. Last edited by gh0un#3019 on Sep 21, 2012, 6:30:25 AM
|
|
" Oh your so wrong here :). This mechanic actualy revives the game, so the game is not easy mode anymore. Playing POE since 0.9.0
|
|
" You havent even read the thread. I was so right with many of the assumptions i did in that thread, MONTHS ago. A bandaid fix isnt a solution. |
|
I'd still suggest +all ele res rings that are available through a crafting recipe.
Could be a more complicated recipe, so that low level player won't even be able to build it. Iron Ring + 1 flask of each resistance + Onyx Just something that combines all resistances into one item, to help players that have not yet gathered enough gear that is useful AND has ele res, or players that haven't gotten to all their passive nodes yet. |
|
" To all that reply to this post. Of course i know its flawed. I purposely wrote that is because i want you guys to point out the real fault here: - its that all resist on item mod. - its that multiple resist mods appearing on a single item. (i dont even want to talk about the same resist appearing on the item) - and the combination of the above. And bare in mind that its all related to the items you use. We have been in the game long enough to have lots of items. So what about new players? They dont have the luxury like we do. Spare some thought for them too. And there is one more fault that i am not going to post, bcos its just a suspect. But it does have a very big impact on the game and could well be the main culprit here. Perm. Retired from this unforgiving land of the Exiles.
Self-impost EXILED. |
|
Great change; haters just gunna hate the fact they now have to build/gear their characters more intelligently :)
It will be interesting to see how well the 0->25->75 penalties go when we have 3 Acts. Or might you not do soemthing like 0 (Normal) -> 25 (Cruel) -> 50 (Merciless) -> 75 (Maps)? @golem09: The current resistance rings are more than adequate (especially taking into account they can always roll the 16% to All Resistances affix). 99% of suggested changes would make the game easier. Thats why only 1% of suggested ideas are even worth considering.
|
|
" i dont understand how can you think the game will be harder to play lower resistances just mean you will need more equipment with various resistances because you cannot have 150% on one set,so naturaly you will need to hoard more gear to be able to survive it means that in order to swap gear you will have to go back to town every 5 minutes just to get another set with different stats so you will still have 75% res and you ll be able to stomp every mob just like you can now...but with penalties you will have to travel a lot more back and forth thats not making the game harder to play - it makes the game a lot more annoying to play personaly i see no problem playing with such penalties,but i know it will annoy me to keep and swap equipment everytime i face different elemental boss some of my IGNs:
EKDDtemplar/DualTotemSparkfotm/jesusbestjewever/EverhardDick/SilSol/SilSol_eight/SilSol_seven/ SilSol_ten/FiretemplarwithAA/JesusFacebreaker/SilSol_three/SilSol_two/grumpycatbestgodever |
|
" Well since there will be 3 acts in 3 difficulties so a total of 9 stages and plus 1 end-game stage why not do it like: Act 1= 0% Act 2= 25% Act 3= 50% Endgame= 75% If you make Act 3 and endgame both -75% then where is the fun in that? Endgame must be suburbly difficult so it makes us excited to play it. ps. I just noticed that someone else already suggested, well, I guess it only makes sense. Last edited by Serhend#2794 on Sep 21, 2012, 8:20:14 AM
|
|
" But the maps are harder already, mobs have higher level and deal more damage and have generally better stats. Not to mention the 'hard mods' on them. This simple 75>50>25 thinking about difficulties is so outdated. Of course it will work because they will balance the game around it. It is just unnecessary change with results that could be achieved by adjusting currently implemented mechanics. Example - maps: You want players to recieve more elemental damage in them? Of course you can toss some additional -25% resist penalty. Or you can rise the elemental damage on monsters. First one can and will be negated by maxing resists ... and avoid elemental weakness maps. Second one would actually make it harder for everyone. Or you could make the resist mods a bit rarer and weaker. Or nerf passive tree resist skills. It seems like the resistances on gear got out of hand so they need to patch this flaw with this 'for a long time planned' patch. Rebalancing the resist mechanics would make a lot more sense but then again - it would be probably even more hated because it would be called 'nerf', not just 'difficulty rising'. (Yes I know they are basically the same but people react differently to them.) Also I think passive tree needs a bit more tweaking, the common 15% nodes are kind of bad (more like mandatory point sink than an option to specialize - similar to the recent life node change). Some slightly weaker version of diamond skin cluster in other parts of tree or something like that would be better imo. And by other parts of tree I mean outer areas. It is cool that marauders get this easy access to them but different designs would allow more variety imo. Edit: just a bit. ✠ ✠ Last edited by wiggin#5896 on Sep 21, 2012, 8:48:19 AM
|
|