Please, remake "Permanently weakened by Kitava's cruel affliction" system

I would like that the weakening of the character be more even.
The problem with the current system is that after killing the Kitava you have to replace your things or throw some of them into the garbage.

For example, the curse of Kitava could be abolished, but weaken the player as we move into new acts.

This will allow players to find and plan their equipment in advance and be ready to play immediately after the campaign. The need to change the equipage will not fall on him suddenly.
Last edited by snql#4047 on Sep 23, 2018, 7:42:37 AM
Last bumped on Sep 25, 2018, 7:07:10 AM
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This will allow players to find and plan their equipment in advance and be ready to play immediately after the campaign. The need to change the equipage will not fall on him suddenly.


Uhm. But you know that you are going to be weakened after the curse, don't you? So you have time to plan your equipment accordingly.
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POE has always been like this.. Even before the final 6 acts were added.

We use to get this debuff after every difficulty was completed.

This system takes after the old d2 system. Finding gear to cap your resistances isn't that difficult, especially now.
"Don't Tread on Me"
The root cause is that GGG had no better idea than to copy the D2 difficult system.
To cap resistances is considered to be a safe bet forcing ppl do grind for new equip before they can procide.

Today, it feels like an artefact that you have to consider in your build but never do differently. Just complicated but no complexity.

It could be removed easily by reducing elemental damage by 75%, reducing the number of possible pre/affixes on items and replacing 'increased maximum resistances' by 'xx% less damage' of the corresponding element. Elemental resistances will not be missed this way.
Let's explore new playstyles - Play it your own way, not just like the others.
Quality management is one of the most underrated success factors in every business...
I hope GGG someday will get rid of "resistances penalty" system copied from D2. It is obsolete and unnatural in regard of gameplay progression.
retired from forum because of censorship and discrimination
(also poe2 bad)
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Synopse wrote:
It could be removed easily by reducing elemental damage by 75%, reducing the number of possible pre/affixes on items and replacing 'increased maximum resistances' by 'xx% less damage' of the corresponding element. Elemental resistances will not be missed this way.

I would like something like that too, but that would be a nightmare to balanced first imho, given the current items and mods.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
The easiest way to migrate to "no resistances penalty" system is to multiply all bonuses to resistances by 0.55 (75/135) including item mods, passive skills etc. To compensate lowered resistances also need to multiply elemental damage of monsters in acts 1-10 by same value. Taking into account powercreep factor, i would multiply bonuses to resistances by 0.5 and multiply monster's damage in acts by 0.6 instead.
retired from forum because of censorship and discrimination
(also poe2 bad)
https://pathofexile.gamepedia.com/Aurumvorax

there you go
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Synopse wrote:
The root cause is that GGG had no better idea than to copy the D2 difficult system.


I mean, the game was explicitly designed to copy the D2 difficulty system at the time it was built, so...
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TheRealLeviathan wrote:
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This will allow players to find and plan their equipment in advance and be ready to play immediately after the campaign. The need to change the equipage will not fall on him suddenly.


Uhm. But you know that you are going to be weakened after the curse, don't you? So you have time to plan your equipment accordingly.


This. You know the exact two points where you lose 30% resists, how is planning for this any different than making it 6% per act or whatever you are asking? You should always be working on your resists (and health!) and if you are doing it right should aim to be at 105 or greater when you do the Kitava fight.

It's not like the game doesn't give you a number in parentheses to show you what your uncapped resists are or anything like that. Oh, wait........

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