Resistance Penalties (and a league to test them!)

yeah but then the items and passives need a good overhaul.

I barely see any viable resistance node at witch trees.
I haven't got any viable witch item that would have resist in it, xept rings/amulets. There is already quite a narrow selection of stats that int witch depends on, so only alternative is to just depend on passives for bonuses and use resist gear.
"
dime wrote:
What if higher ilvl rings were introduced, that have 2 sets of base stats of resistances. So one ring will give a base fire and a base cold resistance, before any magic modifiers.


Valid point, and good idea! Maybe 2 existing rings could be transformed into a "combined" one with kind of both inherent mods{*} and the sum of their base level{*2}?

{*} or a similar balanced value to keep it from becoming OP, like 2 perfect topaz rings would give you 60%

{*2} or a predefined "next-tier" value, for not having 2 iron rings end with level 2 as new base...

of course it could also just simply introduce a new set of higher tier rings.
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
"
Mr_Cee wrote:
"
dime wrote:
What if higher ilvl rings were introduced, that have 2 sets of base stats of resistances. So one ring will give a base fire and a base cold resistance, before any magic modifiers.


Valid point, and good idea! Maybe 2 existing rings could be transformed into a "combined" one with kind of both inherent mods{*} and the sum of their base level{*2}?

{*} or a similar balanced value to keep it from becoming OP, like 2 perfect topaz rings would give you 60%

{*2} or a predefined "next-tier" value, for not having 2 iron rings end with level 2 as new base...

of course it could also just simply introduce a new set of higher tier rings.


Combining two perfect rings to make a 60%er is OP. That defeats the purpose of this addition. Although, I like the idea of vendoring two to get like say a 40% of the same. It's a reasonable bonus but doesn't negate the resist penalty.

Personally, I think it's just a better idea to have high value rings for each difficulty. So lvls 1-27 rings go to 20%, 28-36 they go to 25%, 37-47 (right? ruthless.) they go to 30% and merciless they go to 40% and they have a min level of whatever twilight is for each difficultly so someone can't take merciless rings to normal.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
So far in testing, I've personally found that this makes the game a lot more fun.

I understand that any change that makes the game harder (especially one that disrupts existing characters so severely) is initially met with distrust, but this is in line with how we've designed the game. The resistance system until this point was almost meaningless outside of normal difficulty. The choices that are now encouraged are far more interesting.

The monster elemental damage nerfs in 0.9.12k solved problems we identified where characters with less than 75% adjusted resists were getting owned. It's not mandatory to max out your resists in merciless - just a (wise) option.
Lead Developer. Follow us on: Twitter | YouTube | Facebook | Contact Support if you need help!
For a large portion of merciless I would run around with 41% lightning resist in the 1 week race, I wouldnt advise going below 40% if you want to feel 'safe'.

I think I was called a kamikaze at least once during that week, but its not like I died. The map I felt was most dangerous was the level 67 or so one with Brutus in it, but that has nothing to do with elemental damage...Some of the bosses using elemental damage used to seem a bit weak though (especially any boss using fire-storm in merciless) It will be good to see if this makes a significant difference for these bosses.
"
Chris wrote:
So far in testing, I've personally found that this makes the game a lot more fun.

I understand that any change that makes the game harder (especially one that disrupts existing characters so severely) is initially met with distrust, but this is in line with how we've designed the game. The resistance system until this point was almost meaningless outside of normal difficulty. The choices that are now encouraged are far more interesting.

The monster elemental damage nerfs in 0.9.12k solved problems we identified where characters with less than 75% adjusted resists were getting owned. It's not mandatory to max out your resists in merciless - just a (wise) option.


Thats why this is closed beta right? GGG "Toys" with existing characters to come to some conclusions, such as passive skill tree and how the Facebreaker build was nerfed.

Remmember, closed beta is not intended to be ONLY fun game, but it is also intended to let the devs figure how things are going.

Im not saying that the closed beta is not fun though, im just saying that nerfs and changes in balance should not be something players would have a problem with in a CLOSED beta.

Existing characters are gonna get deleted/turned into lvl 1 when game is in OB anyway.

Chris is NOT working so that the closed beta will be ultra fun, he is just trying to get the game ready for OB and release. Most patches DO make the closed beta more fun however, while some players might experience that their character will get nerfed, this is something that is needed to make the game ready.
"
Chris wrote:
I understand that any change that makes the game harder (especially one that disrupts existing characters so severely) is initially met with distrust, but this is in line with how we've designed the game. The resistance system until this point was almost meaningless outside of normal difficulty.

Wipe all 4 legacy leagues and get proper feedback. Data from races are defective.

Some resistance change is needed but 'almost meaningless outside of normal'? This is in direct disagreement with my experience.

Without the penalties one could combine all the tactics to fit their resistance to 75%, with the penalty one will have to use all of them to get as much as possible. The problem I personally saw was that you could get to max so easily if you picked your endgame gear that at certain point (around level 55) you could almost forget about limiting your choices of gear by resistance mods. I'm afraid the initial problem was identified incorrectly.

Anyhow I'm looking forward trying the league, I hope it will change this feel I have.
✠ ✠
would that -% just drop resistances down to 0 or would it actually go negative?

EG if i have 25% resist, and get -75% penalty id end up with -50% essentially taking 50% more damage?

Also is there any decent passive skill changes planned - there is no viable resist for witch int trees - or rather none at all.

And i have yet to see elem resist in armor/weapons.. just rings and ammy.
I want an "Anya-Quest" where iam not allowed to choose between passive skillpoints or resistances ;)

btw how about passive skills like "-30% fire resistances & +20% cold resistances & +20%lightning resistances" or something?

and how about an Conviction aura like in D2 for Monsters and Players? ;-)

-----------

"
dustofdeath wrote:
would that -% just drop resistances down to 0 or would it actually go negative?

EG if i have 25% resist, and get -75% penalty id end up with -50% essentially taking 50% more damage?

Also is there any decent passive skill changes planned - there is no viable resist for witch int trees - or rather none at all.

And i have yet to see elem resist in armor/weapons.. just rings and ammy.


"
Chris wrote:

For example, if you currently have 110 Fire Resist (capped at 75) in Ruthless, you'll now have 60%. If you have 10% Cold Resist in Merciless, you'll now have -65%. Chaos resist is not getting a penalty.


Read the whole post first, next time :P
Last edited by MoldyFruit#3656 on Sep 22, 2012, 11:31:06 AM
"
Moosifer wrote:
"
Mr_Cee wrote:
or a similar balanced value to keep it from becoming OP


Although, I like the idea of vendoring two to get like say a 40% of the same.


Thats exactly what I suggested with the footnote.

"
Personally, I think it's just a better idea to have high value rings for each difficulty.


Thats the second suggested option. (At least) one higher tier of rings (or both jewelrys) would be a nice addition, perfectly fitting into the general (tiered) system of POE.
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu

Report Forum Post

Report Account:

Report Type

Additional Info