Curse Immunity -> Reduced Curse Effect
" CI has chaos immunity.... should it be 99% less since it's a bad idea? :P |
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" I meant when PoE was created, they stripped out the elemental immunities because they were bad. And come on, CI is completely different. It's completely specializing and sacrificing life to have a single immunity, if a player/rogue exile were able to specialize and sacrifice something to have curse immunity I would be fine with it. Last edited by DySeaL#3873 on Nov 17, 2015, 6:58:15 PM
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I'd do something like:
80% reduced effect of curses on monsters. Monsters gain 15% increased damage while cursed. Monsters have a 20% chance to reflect curses. |
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I think together with the map tier mods, you could have scaling reduced curse effect based on Tier. So a Tier 1-3 map might only be able to roll 20% reduced, Tier 4-6 40%, and so on, with the highest Tiers at 100% reduced. This also stacks with boss/rare/exile curse effectiveness mods, so on at 60% reduced map, an exile (with 40% reduced) will have 100% reduced effect, being functionally immune unless specced into increased curse effect. On a 100% reduced effect map, that same exile will have 140% reduced effect (whether this turns vulnerabilities increased damage taken to a reduced damage taken mod or just immune is something to consider).
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" Immunities should be available despite sacrifices. Look at builds that get 3% extra max res from flasks and get charges just for critting. They can get immunity to elemental damage just by attacking and they don't sacrifice anything for it. They're immune. Shavronne's Wrappings makes builds just about immune to chaos damage. The problem isn't immunities. Immunities were never the problem. The problem is that this game penalizes you for not spamming one attack or spell, unless you use traps. And even then, I haven't seen any trappers surpass any non-trapper. |
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+1 like the idea.
It's bad design to shut down a build because of 1 mod in the map. Make it harder, not impossible. The same should be rework on flask too I guess to be fair (we shouldn't be immune but diminish the effect) Also the new "flask curse immune" should affect the curse on map mod. Currently if i get a map with "vulnerability" I cannot make it disappear with immune to curse on flask. |
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" lol you won the prize for the noobest answer. go to play and learn something, ty |
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I definitely think curse immunity goes too far, especially considering the new 2.1.0 skills that involve curses. Good ideas here.
The Analytical Engine has no pretensions whatever to originate anything. It can do whatever we know how to order it to perform.
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People have been saying this for ages: any kind of immunity is bad for the game. It creates a rock-paper-scissors effect where something is either crazy good or plain useless (like heavy curse specialisation).
Even GGG knows this, as they refused elemental/physical immunity like in D2. But they created other immunities (stun, chaos, curse, enemy evasion (RT, always hits), status ailments,...). All of these shouldn't exist and should be replaced by "highly resistant to the specific feature". You would still struggle with enemies that are highly resistant to your specialisation, but you wouldn't lose that specialisation entirely. You also would never be immune to enemies yourself (like CI against chaos, or US against stun). It is only a matter of time before GGG will get rid of boring immunities... . They want build and gameplay diversity so they don't want to kill entire mechanics or damage types. |
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Curses are support not offensive skills thus they cannot be compared to phys/ele immunities.
You cant kill anything with curse just make it easier to kill. Thats why there is complete immunity for it- that way or another you can kill it just abit slower/harder. Moreover chaos orb rerolls mods you forgot? And if u got a build that cannot fight without curses(i dont know any but maybe there is 1that is based on charges generated from curses) there is 1mod that counters it, one, ONE, o-n-e, some builds got like 3-4 such mods. |
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