Resistance Penalties (and a league to test them!)

The following are just my opinions as always.

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Chris wrote:
Speccing more into resists in the passive tree.

Not really a possibility for most.

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Chris wrote:
Using specific resist gear as needed for certain encounters.

Foror's Crate of Endless Resist Gear Storage
The memories.

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Chris wrote:
Having a set of resistance gear on the alternate weapon swap.

More like a complete alternate gear swap. See above.

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Chris wrote:
Choosing to not have maxed resistances, just as some characters choose to not max their armour or evasion, and instead focus on hitting harder.

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
ah ah ah excellent programmer, well seen. You made my day :-D
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Vaphobos wrote:
yeah another great idea, after removing the IQ for the map drop rate...

I already ignore 98% of items (even with 118/376 MF) and NOW I will have to ignore more because they don't have the f***** ele resist mods that everybody will require...

Playing in merciless is already hard enough if equipped with MF gear. I really think it is a super bad idea to lower resist so hard... unless you prevent shitty mods to spawn/appear on high end items.

Yeah we will have characters with fulls resist but no interesting mods on items..............................
What's your problem, you think we don't die enough ???

PLease redo the internal testing WITHOUT super items... and in hard maps (like +98 fire dmg added with ele weakness curse). Don't forget to let us know how many times you will die.


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 ;)
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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.
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IGN: TheHammer
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TehHammer wrote:
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.
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.
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TehHammer wrote:
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.


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.
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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
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."
Pretty sure there will be a tree update - nothing major, just some resists adjustments.
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Last edited by Chris#0000 on Sep 20, 2012, 1:15:26 AM
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faerwin2 wrote:
Is there a cap on negative resistances?
No.

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