Immunity's are a fundamental bad design considering recent changes.
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100% agree leech already terrible lets make it not work now. doh?
Between fucked up map drops and immunity I have zero reason to lvl past about 75 now. Game end there. The end of game in PoE is worse than "Normal difficulty." Instead of working to be all powerful and feeling good about a build you get worse and get frustrated by no maps and running content way too easy. Lame Git R Dun! Last edited by Aim_Deep#3474 on Aug 4, 2015, 9:56:28 PM
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" You are doing the opposite of what you are trying to tell me. You are deriving the topic's intention. Any personal recommendation or suggestion, do PM me instead of making a post in a thread dedicated for constructive ideas. Don't contradict yourself, thanks. Love, Bunny Last edited by Aalhamas#3470 on Aug 4, 2015, 10:49:34 PM
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I already said my piece on-topic, and have no further responses. I just want to respond to this:
"
Spoiler
I make all my own builds from scratch. I don't think I've visited the build forums since OB, so if I happen to come up with something that appears "cookie-cutter as hell" I must be doing things right. Sometimes anyway. I made the Magma Orb character right when the skill came out, with no idea if it would be good. Sure, I added Flame Totem to it, but it legitimately enhances the build. It isn't a "Flame Totem cheese character," it happens to throw down a Flame Totem from time to time. It does have Ghost Reaver, but if I ever go back to this character I will spec out of it, because the leech doesn't do anything. And hell if I know if melee crit staff with Static Strike is meta right now. It works pretty well though, aside from the rather irritating knockback on crit. Originally it was supposed to use Frost Blades, but that sucked so I switched. I'm well aware that Ethereal Knives has been popular at various points in its existence, though I never looked into how it is built. Then eventual plan is to go CI with this character as well because I like it, forum whining about how terrible ES and CI are at the moment. And then there's examples of my typical builds: -CoC with Wild Strike as the trigger, using evasion as a defensive mechanic in the current patch? Terrible. -Dominating Blow trying to use Culling Strike on Stun and adding Spectres? Fun and sort-of works, but stretched really thin on passives. -Counterattacks with different Added Damage elements and Elemental Equilibrium? Terrible but interesting. -An old character that I haven't respecced yet - Barrage CoC EK. Terrible because I didn't realize that the spell still originates from you. Would probably still work with longer-range projectile spells, but I never tried it. |
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add Immunity to nerf and qq from forum :)
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I do not view the concept of -res or -% recovery to be "RF killers." RF weakeners, sure, but it is possible to build RF assuming -40% regen effectiveness and still sustain. So you have a build choice to counter the map affix or get higher DPS in maps which don't reduce regen.
Of course, at a certain point things are just overtuned. Like -res, it's almost impossible to build RF to still work through that. But we've known -res has been overtuned, and ridiculously so, since forever. Would be nice if GGG finally toned it down. ("Deadly" is 25-35% more enemy damage, if the -res range was 6-9 that would be 24-36% more Elemental damage even for plain 75% res builds. A 5-8 range would make most sense if you ask me.) When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Aug 5, 2015, 2:25:25 AM
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" That is really good to know. Really nice to know that side of you, i also encourage you to keep this position for a little longer. Dream with me !
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Hi
I would greatly enjoy if some lead dev's removed some of the deadweight at GGG, someone keeps coming up with these stinker ideas... Its like this person keeps saying at meetings,'' I know POE is fun but we must HALVE IT our way and make the game...'' cheers Conan: Crush your enemies. See them driven before you. Hear the lamentations of their women.
Never dance with the Devil because a dance with the Devil could last you forever... -I thought what I'd do was,I'd Pretend I was one of those deaf mutes- Nullus Anxietas:) |
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I like when monsters have resistances and immunity in some scenario.
For immunity I like when it is something specific like, Curse immune, cannot be stunned etc... it does not prevent you from killing the monster and it give some defense to it. I have no problem at all on immunity mechanics as long as it would not prevent you to kill the monster but just make it harder to kill it. |
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I find it unfortunate that a post about fundamental design ignored discussing the biggest difference between immunities and non-immunities, which is how differently it treats solo mappers vs. party mappers. Instead it was about funneling builds (or skipping the challenge if you don't follow the funnel) which is something that every difficult thing does, and is hardly a fundamental error.
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" I only wrote this on a "wimp" so i am sure i have not discussed every angle of the issue. Your argument is valid though, but it is also blatantly obvious that i don't feel the need to address it individually. To put it differently, if they solve the issue for solo players, the team vs solo argument becomes invalid all together. My post aims to address the fact that GGG made design choices to make certain benefits "specialty" or "novelty" attributes. Such as status ailments/life leech/curses/stun etc In practice this means that a big portion of the character is purely dedicated around developing and further enhancing this novelty to great benefits of it's core design. Which in return makes immunity's not a "slight" punishment for a developed character, but a complete deal breaker without any possible way to overcome the hurdle the character is presented with. In other words, if GGG didn't implement passive tree nodes like "increased leach rate" or "increased freeze duration" this would be a non-issue. but since they changed the leech mechanic, with corresponding passive nodes to boost it to "legacy state" and changed how status ailments are applied with again, corresponding "increased X ailment efficiency" this is in fact a design issue. Since they force character into these nodes on purpose, only to turn around and go "well, cool build, but you cant overcome -THIS- "mod X", muhahahahaha" Thanks for pointing out the solo vs party disparity though. Peace, -Boem- edit : i should note : one of PoE's major strengths has always been the possibility's to overcome adversity's the game throws at you in multiple ways. Immunity's are a deal breaker on that front and impede on one of the core principles of PoE as a game. A challenging game that rewards player skill-knowledge to overcome that challenge. Freedom is not worth having if it does not include the freedom to make mistakes Last edited by Boem#2861 on Aug 5, 2015, 4:12:18 PM
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