Immunity's are a fundamental bad design considering recent changes.

I see it a bit differently. While specialization is good, they want you to try to diversify by playing more than one character. Immunities do that. Some characters will be devastated by immunity to X and others will hardly notice it.

That encourages you to play more than one character, and rewards you when you do. You'll save currency if you have different characters that can deal with the different map mods.
"
Shagsbeard wrote:
I see it a bit differently. While specialization is good, they want you to try to diversify by playing more than one character. Immunities do that. Some characters will be devastated by immunity to X and others will hardly notice it.

That encourages you to play more than one character, and rewards you when you do. You'll save currency if you have different characters that can deal with the different map mods.

Playing alternate characters should be rewarding in and of itself. It shouldn't need artificial "encouragement" from GGG to the detriment of all players who prefer focusing their limited time on a single main character.
Last edited by Hercanic#3982 on Aug 4, 2015, 11:10:42 AM
"
Shagsbeard wrote:
I see it a bit differently. While specialization is good, they want you to try to diversify by playing more than one character. Immunities do that. Some characters will be devastated by immunity to X and others will hardly notice it.

That encourages you to play more than one character, and rewards you when you do. You'll save currency if you have different characters that can deal with the different map mods.


This isn't 100% right.

If someone is trying to level a Main character, they WILL want to do EVERY map they roll. EVERY KIND OF MAP.

That's why people invest hundreds, thousands of currency on their mains, because they want to hit the 100s.

If they have to keep wasting currency or saving maps for later, this is no good for leveling.

That's why people try to make the best build possible, a build that can do the most of the map mods. And an immunity mechanic is a direct counter to player efforts AGAIN.

Sadly this is what this game seems to do best, throw the players efforts in the trash can.

If you're not rich, you can't do high-end maps, then, you can't level up to the max.

If you don't have alt-characters to do the maps you can't do, you just wasted currency, and will waste MORE trying to re-roll it.

It's a vicious cycle that will never end until someone RMT and get an OP build and grind for every next character they plan to do.

Also TL;DR:
"
Hercanic wrote:
Playing alternate characters should be rewarding in and of itself. It shouldn't need artificial "encouragement" from GGG to the detriment of all players who prefer focusing their limited time on a single main character.

He pretty much summed up what i said.
Dream with me !
Last edited by Hilldrake#6698 on Aug 4, 2015, 11:17:06 AM
Am not a fan of immunity myself.
But lets be fair. a map modifier that weakens your character is not a bad thing.
the main point about this is that if you are going to make map mods like this it has to be evenly spread out. -> every build should have mods that counter it.

so either GGG should remove these type of mods.
or introduce more so you'll hit these mods regardless of your build.
And you'll just do the map anyways as rerolling will jut provide other dangerous mods.

in the current map pool there are allot of mods that counter allot of builds.
but there are still allot of builds that escape a big pool mods

Totem is 1 of the biggest offenders in that regard.


"
SjakaWaka wrote:
Am not a fan of immunity myself.
But lets be fair. a map modifier that weakens your character is not a bad thing.

Most map mods weaken your character. That is not the issue at all. Immunity doesn't weaken, it completely invalidates.

What many fans are asking for is that instead of immunity, we get something similar that weakens instead, like [Reduced X Effectiveness] for curses, stuns, leech, etc.
"
Bars wrote:
offtopic
If you wonder why I rarely reply to you, a bit of offtopic to clarify: your spelling and your obsessive insistence to sign with your name annoy me to no end. Also, writing walls of text all the time doesn't help. You know I'm no stranger to a good wall of text every now and then, but there are limits for everything.

So:

Apostrophe + s means possession. An "s" at the end of the word without an apostrophe means plural.

Therefore, it's "immunities", not "immunity's". It's also "you're" (a contraction of "you are"), not "your". "Your" also denotes possession. If you're wondering where you wrote "your" instead of "you're", it was in your post in the "break the game or game breaks you" thread.

These are not great intricacies of the English language, it's basic stuff learned in the first month of studies. Or first week.


ot-response i suppose?
That's all fine and dandy. But i learned english on my own from watching series and "experimenting" with the language myself.

Flaws are bound to happen. If i get my message across, that's all that matters to me.

Now you are free to disagree with that and dismiss a post based on it's grammatical errors, i would lie if i told you i have no personal issue with such an attitude. But it's just that, a personal opinion on such attitudes.

I hope you are familiar with the concept that not everybody posting on these boards

1) had an education
2) properly understands english and its intricacies

But are simply doing there best to get a point across to another party within the means they have available to themselves.

Feel free to continue dismissing posts on the flawed notion that everybody on these boards should be able to write post's in fluent english.


I hope that ends the derailment though.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
"
EAKZOI wrote:
If they have to keep wasting currency or saving maps for later, this is no good for leveling.

[...]

If you're not rich, you can't do high-end maps, then, you can't level up to the max.


Well, didn't GGG want to make it harder to level? ;)

Anyways. We are not talking about "immune to physical damage" or "immune to chaos damage". We are talking about an immunity to stun or to status ailments. These things do not break your character any more than the "players have no life or mana regen" broke certain builds before.

It does not make it impossible to run these maps. It just makes it hard.

As for the "elemental status ailment" thing - if you are a perma-freeze build, that sucks. Now imagine it was "% shorter duration of elemental status ailments" instead. You can either reduce that so much that the perma-freeze build doesnt care because he can still perma-freeze monsters, or you can have enough % reduction such that the freeze duration drops below 300ms and it is essentially the same as immunity (because under 300 ms it is not applied any more). And if you cannot freeze, you can still kill monsters. Try dropping a decoy totem for help.

We do not need more map mods that you can just ignore. I like the new mods, even though I will suffer with some of them (my current build leeches a lot, my next build will probably be a perma-freeze build).

BTW, consequently, there should also be mods that counter life gain on hit and mana gain on hit.
Remove Horticrafting station storage limit.
I don't like immunities either. It's very annoying to me that even if I ever manager to make a good oro's sacrifice build(note this is not something I've managed yet sadly), it will never be able to run atziri.

I think the immunities on atziri are way worse than the immunity map mods. With atziri the immunities basically just exclude certain builds from participating in one of the most mechanically well done boss fights in the game. Immunity map mods are just making maps more expensive to roll for people who can't handle them.

However, I don't like immunity map mods either because they reduce build diversity. There will always be builds that can effectively handle as many mods as possible and those are going to be the ones that people flock to. You really want to minimize the number of map mods that are automatic reroll because they turn into a serious sink and it's not fun to burn chaos on maps.

I've designed builds that don't depend significantly on curses ever since they introduced the curse immunity and boss curse effect reduction mechanics. I just don't want to rely on something that is randomly going to stop working altogether. I have little interest in a stunlock based build and the risk of rolling stun immunity on a map makes me less interested in doing so. I've had mixed feelings about status ailment reliant builds ever since the introduction of atziri and now I'm definitely even less interested in running one. I just don't want to design a really cool build that depends on a particular mechanic that gets completely nullified by too many different map mods.

Trying to add counter-mods for every build is a bad idea because different builds have a fair amount of overlap in their mechanics so while some builds will only get 1-2 counter mods, others that would be viable otherwise will get 5-6. Map mods should be more focused on doing interesting things like adding rogue exiles, ghosts, strongboxes, invasion bosses, beyond, nemesis/bloodlines, etc. They should be adding fair mechanics to the mobs to create additional challenge, not removing the tools that make players' builds viable.
"
Char1983 wrote:
"
EAKZOI wrote:
If they have to keep wasting currency or saving maps for later, this is no good for leveling.

[...]

If you're not rich, you can't do high-end maps, then, you can't level up to the max.


Well, didn't GGG want to make it harder to level? ;)

Anyways. We are not talking about "immune to physical damage" or "immune to chaos damage". We are talking about an immunity to stun or to status ailments. These things do not break your character any more than the "players have no life or mana regen" broke certain builds before.

It does not make it impossible to run these maps. It just makes it hard.

As for the "elemental status ailment" thing - if you are a perma-freeze build, that sucks. Now imagine it was "% shorter duration of elemental status ailments" instead. You can either reduce that so much that the perma-freeze build doesnt care because he can still perma-freeze monsters, or you can have enough % reduction such that the freeze duration drops below 300ms and it is essentially the same as immunity (because under 300 ms it is not applied any more). And if you cannot freeze, you can still kill monsters. Try dropping a decoy totem for help.

We do not need more map mods that you can just ignore. I like the new mods, even though I will suffer with some of them (my current build leeches a lot, my next build will probably be a perma-freeze build).

BTW, consequently, there should also be mods that counter life gain on hit and mana gain on hit.


• It is hard to level already, so whats the point ?

• You're implying that GGG can't find a balance point between "ignore this mod" or "totally destroys a build" ?

• I don't even...

• If a perma-freeze build gets reductions to freeze duration it won't be "perma" anymore.
Dream with me !
Last edited by Hilldrake#6698 on Aug 4, 2015, 11:37:28 AM
It is a currency sink veiled with the word "challenge". A person playing a permafreeze build isn't going to make a new character, they aren't going to modify their build to accommodate, they are going to use a chaos orb. Or if it is a high level map they will sell it to someone who doesn't care about ailments. That is GGG's goal. Economy is love, economy is life.

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