Resistance Penalties (and a league to test them!)

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flab wrote:
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.


While a harsh post, I pretty much agree.

Here's what I expect to see in the one-week test:
- the same people farming the same easy zones, for longer (how is this difficult?)
- marauder pigeonholed to defensive tree
- every class pigeonholed into helping krait

I guess my main beef is that if it took someone an hour to grind for good gear in the past, now they are going to farm for 2-3x longer (almost required). How exactly is this challenging, rewarding, or fun?

It will be interesting seeing what changes will be made to the skill tree. Melee sounds impossible without the marauder starting defensive nodes. Why don't any of the other classes have anything even close to the defensive choices as the marauder?
IGN @dime
Last edited by dime#0720 on Sep 20, 2012, 11:42:06 AM
Yea and we all know how much fun games will be if they force players to grind low places until they have maximum resistances on all gearpieces...i mean that COULD turn out just as bad as in the other game...any gear value depending on the resistances on it and a minimum of possibleand unlinear builts. Like others mentioned players might get forced into Kraithin quest reward.

But lets see how it turns out first, after they adjusted the monster damage and (maybe) increased the resistance values on gear / passive skilltree / quest rewards it might still be fine.
Hardcore Theorycrafter
I don't see this being that big of problem. Looked at resists and currently have max capped, didn't look at raw #s. With purity up ill be fine.

More difficulty=more fun!!

Looking forward to the race
purity adds what 24% to resist? in merciless (or end games as seen in post by Chris) they subtract 75%! max resists = 0 there (aka 75% - 75% = 0%) if we don't go over cap so you'll need 150% to get the normal max on one element...(and that's not even covering elemental weakness curse.)

it's all well and good by me to try new things but the main issue i have is that more difficulty = (while yes, more fun) also means cooky cutter builds that are proven to work (because no one likes dying)
So many build ideas... no time....
Last edited by Simony#4753 on Sep 20, 2012, 12:23:25 PM
Can we at least see the changes in action before the "doom and gloom" posts start?

Life = change.
SOTWGUILD.COM
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Chris wrote:
If you have 10% Cold Resist in Merciless, you'll now have -65%.


Does it mean that I will take additional damage from that element? (ie. monster hits for 10- but I will receive 16,5 because of negative resist)
ign: Ron
I am normally in the wait and see camp however in this case they are going to make a quick decision based on the 1 week Alt F4 crowds experiences which is a bad way to go.

If you want to force everybody to wait for content until they are 3+ levels above it just code it that way rather then this contrived messing with resistances which forces a rebalance of the tree, gear and playstyles.


Fight censorship
https://www.reddit.com/r/The_Donald/
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Synner wrote:
Can we at least see the changes in action before the "doom and gloom" posts start?

Life = change.


not really trying to be all doom and gloom like but i can just see this limiting (or making them unplayable) the possible builds and combinations in the future. i know life is change and i'm looking forward to see what they do but i'm just saying this because this is a forum, is feedback not desired here?
So many build ideas... no time....
Hmm, let me use my psychic powers and make some assumptions. Let's assume everyone will have a bit lower resistances. What would it do to us?

In PvE: Non-tank characters wouldn't suffer as much as tanking characters. Anything that gets hit regularly would suffer more, of course. Archers and spellcasters would only have to run a bit more. For melee, evasion and block would become a lot more popular. Armor would become even shittier than it is now.

In PvP: Ooooom ooom, let me see through the veil of time - wait, am I looking into the future? I only see elemental damage everywhere again! Maybe if they give us the AoF back the situation would change. Oh wait, not really.

So no, we can't afford losing the max resists, it would open the scissors between various playstyles even wider. But what can we do to not let them open? Oh, stack the resists to compensate it, of course. Some playstyles don't need to exactly max it, but some do - the tanks (nope, groundslam mara is not a tank). What do tanks take from bandits? Life. Now they will take +8% resists instead. Basically they will just lose some life and have to focus on resists more. They will probably trade some damage nodes for the new resist nodes.

I ask you master Yoda, are we still going the right way?



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Last edited by wiggin#5896 on Sep 20, 2012, 1:09:55 PM
Looking forward to trying this out. One thing I am concerned how that will affect pvp. But we'll have to wait and see if physical damage can shine at least there.

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