Resistance Penalties (and a league to test them!)
" My answer to this is on page one of the thread btw :) | |
How about just lowering players' resists by 1% per level up? That's -74% at level 75 which seems like a good end point for most players.
Visit the Path of Exile Wiki at http://pathofexile.gamepedia.com/ Last edited by Danny#1190 on Sep 20, 2012, 2:24:38 AM
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" In my opinion this would make levelling up a negative experience - it's meant to be celebrated! When a player goes to a new difficulty level, they're choosing to play with more challenges, which is where kicking an extra 25% in makes more sense. | |
Will this not force melee into grabbing every elemental resist thing they can?
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" To reiterate this, there's nothing more stupid than getting a level in guild war and then getting downleveled and having WORSE stats than when you weren't downleveled. 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 wonder how realistic this is. I'm already struggling with shocking and cold snap mobs as a melee, and im not sure what awesome gear you all find, but i barely get 50 to all resists without sacrificing a lot of survivability with my melee dual wield duelist.
This will kill non tanking melee, IMO. Playing a dual-wielding swordsman of some kind.
In game name is Kaosu and/or ChaosBlade. |
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" Indeed. I had a 80% resistance Templar,and i got pounded in Merciless by those Cold Snap mobs,and the elemental damage skeletons... They will have to redo the Passive skill Tree for extra Resistance nods. And also the jump from -25% to -75% will be so hard... Think it will be a "brick wall",for a lot of player,but we will see. We are all space dust.
IGN: LordHun. |
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" There's always a path ;) to balance against issues - Let's give it a shot! invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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I was thinking of making a thread about it being too easy to resist cap just this past weekend. Elemental damage is very threatening in normal and not threatening at all (except for perhaps lightning) in Ruthless and Merciless once you cap.
I wish I could participate in this league and help you collect data but this is shaping up to be a really busy weekend. I was wondering if you're looking at resist flask duration, as they will become important and the current duration is woefully short. Also more passive tree resist nodes would be welcome as options if the cap will be -75%. Witches don't really get much as far as resist other than the 12% walker nodes and we have to spend a point on unwanted damage types to get to them. Open beta is still BETA.
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So it happened. Nice.
I'm a non-tank melee and I welcome this change. Me and my mate Kraityn will be just fine. (And yes, the moment I found out about this change I giggled at how greatly it validates my existing preference for Kraityn-assistance rather than the skill point.) Changes to the skilldrasil re: resists are inevitable now. CI is a given for virtually every caster. That's a keystone simply pulling too much weight. I welcome further changes there too. Overall, this should do nicely to increase the difficulty of Cruel+ -- people have been saying Cruel and Ruthless were too easy compared to Normal, after all. :) In all likelihood this will break some of my builds, but it'll improve the game. Between the two, there is no competition. https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.
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