Resistance Penalties (and a league to test them!)
I'd like to remind you, you guys are falling right into the Diablo 3 trap. Where if gear didn't have RESIST ALL, it was considered a piece of shit.
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I hear that doubling the difficulty of end game right before a release is a good design theory.
Fight censorship
https://www.reddit.com/r/The_Donald/ |
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" Nice joke there matey, hilariously funny suggestion, really. ============================================== So finally the obligatory resist penalties have arised, after all those feedbacks :) Glad to see the changes but i expected it to be as 0/-50/-100 actually. With the additions of resist nodes and Kraithyn's prize -75% may not be sufficiently enough. Also you can put a penalty to Chaos type about 15% on 3th difficulty, this would not be much believe me. Still the game is not even difficult as much as D2 was, so you should stop hesitating to step forward larger honestly Chris :) This announcement made my day, thanks for it ! However, i could give you a deep feedback at weekend soonest. "This is too good for you, very powerful ! You want - You take" Last edited by BrecMadak#3812 on Sep 20, 2012, 7:40:08 AM
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So on top of shitty connections, desyncs, we now have to make sure all of our gear is full of resists. Yeah, people don't die enough and the problem is with resists, not unbalanced and OP builds, of course.
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A short insight into the flow of my life :)
---------- PAST ---------- step #1) I read about this upcomming change step #2) I thought: "Hmm something new comming up and sounds challenging, what should I do about it? - yes, read the thread firts ofcourse" step #3) I read through this thread step #4) I got a little angry about those who complain upfront without even trying it out first or at least giving the idea a chance ---------- PRESENT ---------- step #5) Express my "anger" :) about those from step#4 by telling them what is the correct way how to handle such situations in the next 3 steps ... ---------- FUTURE ---------- step #6) Create a character in the resistance penalty league. step #7) Try to adjust my game system to this new challenge. step #8) Give feedback to the developers. Last edited by Dushan#7781 on Sep 20, 2012, 7:45:46 AM
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In theory this sounds good, but I have a feeling it is too dramatic, only time will tell.
As others mentioned, slightly lower values would seem more appropriate. Normal: 0% Cruel: - 15% Ruthless: - 35% Merciless: - 60% I also fear this is going to turn off a lot of people from wanting to play Hardcore Mode. The risk may not be worth the reward. Last edited by Desbris#4733 on Sep 20, 2012, 7:51:33 AM
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" There is no risk involved as the killed HC chars are moved to Softcore anyway. However there is more challenge waiting for HC-only players which is the best news. " You can get 30% from implicit property of any resistance ring. It would hardly make any difference. I currently have 2 lvl 60 chars both 80% all res and I could easily cover that additional 30%. That's not enough. " Are you aware that 14 * 4 difficulties is 56 res ? That would almost nullified the suggested penalties. Last edited by Kokoro#6389 on Sep 20, 2012, 8:09:43 AM
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" Indeed. I'm all for increasing endgame difficulty but this reeks of artificial spiking :( My core of friends and I are becoming very disappointed with the direction the game is taking now: -> PA nerf - anyone still use it? -> Regen nerfed forcing more life nodes in builds -> Totem ranges nerfed -> and now an artificial spike in difficulty that in reality just makes you farm lower levels more to get better resist gear which is equal to an increased time sink not a difficulty increase. More and more these days games that are supposed to be hack 'n slash fun are applying the Time sink business model that is really only appropriate for a P2P game and it's killing the whole MMO genre. *Things that should be prioritized over difficulty ramping: 1) DESYNC - this should be the number one priority; I have 5 friends who played the Open weekend and because of the decidedly poor net-coding all but one won't be playing in the future. 2) Content.ggpk needs an optimization tool on the client side - every one of these little patches increases the fragmentation in this file and is the cause of endless errors for many players on 32-bit systems that don't have the massive amount of RAM required to overcome this. 3) Monster/player parity - We have CDs on Flicker Strike/Cold Snap, why don't mobs? Elemental Weakness - mobs lose 35% from ours, we lose 50% from theirs. 4) The currency system/vendor recipes are one of the best parts of PoE yet the recipes contain a massive time sink where none should exist as well - converting piles of wisdom scrolls up to fusings - where is the shift-click mass buy option? I already spent the time to pick these up and stockpile them, why penalize further? In the end it just seems to me that the devs are applying far too many MMORPG models rather than traditional ARPG ones (hack/slash/kill/rinse/repeat); again please note I stated right away that I have no objections with increasing the difficulty in endgame but artificially making the journey there harder in what is supposed to be a genre where you feel like a god crushing things left and right is what will drive away new players. Just my two cents. IGN: CPU, Gas, Cop, Live, Flee, Oil
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Why are we forcing the baby step caution type of gameplay that is needed for HC on non-HC leagues? Kind of rendering some of that choice moot.
Playing a dual-wielding swordsman of some kind.
In game name is Kaosu and/or ChaosBlade. |
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Nice to see people complaining about changes they haven't even played yet.
I have a pretty good all resist ring. And with the rest of my gear, I've maxed or nearly maxed out my resists. So that's the Merciless penalty taken care of without even trying. So now I'll actually have to make a choice. Another resist ring, or the double magic find ring? Maybe try to find one with half of either? Last edited by BurnOutBrighter#5741 on Sep 20, 2012, 9:00:26 AM
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