Resistance Penalties (and a league to test them!)
The following are just my opinions as always.
" Not really a possibility for most. " Foror's Crate of Endless Resist Gear Storage The memories. " More like a complete alternate gear swap. See above. " Rangers/Casters already go around with 2x Andvarius and MF Gear while doing decent DPS. Not much of a hit, no surprise. Last edited by bluefirefox#4915 on Sep 20, 2012, 12:52:43 AM
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ah ah ah excellent programmer, well seen. You made my day :-D
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" While I've explained our reasoning on this in the initial post so there's not much to add until more testing results come in, there's just one point I wanted to make specifically in reply to this - We're doing this to make those mods (and that whole game system) matter more. Having resists as another reason why an item could be good (as opposed to being almost completely useless on any high level character because they have already maxed them out) promotes far more interesting choices. I know that this change should have been made two years ago, before people actively had characters that would get damaged by it. We want to get it solved during Closed Beta so that we don't have to do such drastic changes once everyone has their real permanent characters. And yes, I don't think players die enough ;) | |
150% seems a bit high just to get back to what is the current norm, but overall I think it's a good idea. Currently, a tank build usually doesn't carry max damage reduction 100% of the time, yet can carry max resists without even thinking about it. This brings more decision making into the game, what do you prioritize? Always a good thing.
Downsides include further punishing CI builds as status ailments are determined off of base life. Currently a CI build with 75% cold resistance will get frozen for 1.33 seconds on a cold hit that invokes the max freeze cap (read: virtually all of them in Merciless on up). After the 75% is penalized down to 0% that's 4.5 seconds of being frozen. CI already has taken some pretty big nerf hits, reduced CI bonus, reduced % in common ES nodes, etc., it may be time to buff it in some way, and with base life determining the length of status ailments and resists getting the crap nerfed out of them, it's not going to be a pretty combination. Please watch the CI users in Merciless closely during the test, I know I won't be going that direction. How Fusings Work: http://www.pathofexile.com/forum/view-thread/38585/page/3#p1451934
IGN: TheHammer |
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"If you're capped already, there's no change. That cap says that if the hit would deal more than 1/3 of your maximum life as cold damage, freeze as though it dealt only 1/3. Increasing the damage doesn't get around the cap, it just means more is lost when capping it. | |
" We had a long talk about CI this morning already. It has our attention, and is on the list of keystones that needs to change. | |
Is there a cap on negative resistances?
Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y
IGN: Poltun |
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I love the change.
It is going to be accompanied by a resulting talent tree shift correct? Currently the Marauder opening tree has 15% all resists with potential for 29 to all from talents 1.9% regen. 43% armor 30 life\30str 1 point -30% crit. In my mind these 13 talent points negate this change for marauders. Having been the only Templar in the top 10 in the recent race, after being a marauder in the top 10 two races ago, I feel as though every tree requires a Trolls Blood talent with 20 points of the start, somewhere. .4% just doesn't cut it. I missed it every single minute of my life from 6-40ish. "When I close my eyes, I see this thing, a sign, I see this name in bright blue neon lights with a purple outline. And this name is so bright and so sharp that the sign - it just blows up because the name is so powerful... It says, "Diamond Supporter."
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Pretty sure there will be a tree update - nothing major, just some resists adjustments.
Last edited by Chris#0000 on Sep 20, 2012, 1:15:26 AM
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"No. |