Curse Immunity -> Reduced Curse Effect

With the prevalence of curse immune mobs (entire map mods, as well as many packs), would a change to "100% reduced curse effect" be functional (Unless that works more like a 100% less...)? This means that by investing in "increased curse effect", you essentially penetrate the resistance, just like Fire Pen, etc. So with a "curse immune" map (100% reduced effect), if you have 20% increased effect then you get a total of 20% curse effectiveness. While the map will obviously be tougher for curse based characters, but they can actually use the curses (Doedre's gear won't be useless for example).

Edit: Also, is the mob/boss reduced effecttively a MORE or REDUCED? (Since Vuln's increased damage taken for example is effectively a MORE).
Last edited by DySeaL#3873 on Nov 17, 2015, 2:11:59 AM
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I don't know if I'd go so far as 100% reduction, but yes, some kind of x% reduced effect of curses instead of outright fucking immunity would be a welcome change.
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.
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ScrotieMcB wrote:
I don't know if I'd go so far as 100% reduction, but yes, some kind of x% reduced effect of curses instead of outright fucking immunity would be a welcome change.


Especially after the changes to the status aliment or rather the addition of those mods in combination. I really despise this map mod and always felt it should scale.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Agreed, any immunity are a bad idea and should be changed to a LESS effect which would promote a bit more build diversity.
Personal feedback thread: https://www.pathofexile.com/forum/view-thread/1345148
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phaero wrote:
Agreed, any immunity are a bad idea and should be changed to a LESS effect which would promote a bit more build diversity.


+1 basically this. I'd have no problem with the higher tier maps reaching even 80% reduced effect or something around that, but such prevalent curse immunity really affects build diversity.
Another potential alternative to full curse immunity is making it so those mobs have -1 to maximum curses. That way they are still curse-immune to builds that just use a curse for extra dps or some small utility, but curse-centric builds still work against them, at a reduced effectiveness. With the upcoming blasphemy gem, I think a lot more builds are going to have 2 or more curses, so this would definitely have an effect.

Curse effectiveness would work too. In fact, they could put both in the rare monster mod pool (and the map mod pool), but as separate modifiers. That way you could get one or the other, or even both.
+1 for not immune, but %100 less effectiveness so that you can some how build to counter or mitigate a bit.
Immunity is always a bad and lazy design
While PoE was built out of fondness for D2, weren't elemental damage immunities removeed as they were simply not fun? Immunities in general are not fun, the enemies should be highly resistant, but if you build for it then you can overcome this.
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DarkWap wrote:
Immunity is always a bad and lazy design


No, you just want a game where you don't have to change what you do.

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Umbral_Sky wrote:
While PoE was built out of fondness for D2, weren't elemental damage immunities removeed as they were simply not fun? Immunities in general are not fun, the enemies should be highly resistant, but if you build for it then you can overcome this.


No. Enemies still retain immunities to this day, as far as I know. And if not, it's not in Blizzard's realm anymore. The game has long since "died", but not in the sense that players don't play anymore.

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