Its time to add Chaos Resistances or Chaos immune mods to maps and monsters affixes

We have ton impossible mods, crazy amount build breaking mods, but no Chaos Resistances mods? Why?

Poison Arrow - not gonna nerfed and trolls do everything to not make that happen.
Chaos builds and new chaos gems gonna dominate even more in next patch and new expansion.

So, why GGG still not add Chaos Resistances mods in game? Why?

Melee not gonna see buffs in 2015-2016 for sure, new class have best nodes if you play crit build, chaos or spells. Nothing for non crit melee.

Defense and survive ability gonna be worse and worse after new affects gonna added to the game and monsters will have much higher chaos damage and average damage from monsters and boss buffed.

Rangers got super buff and chaos too.

So, why GGG forgot to add Chaos Resistances mods? Like +80% to Chaos Resistances with higher chance to spawn in map and rare monsters.

If we have Immune to Curses, Blood Magic, Physical Damage Reduction, Elemental Resistance, reflect, Monsters cannot be Stunned, chilled ground, Avoid Elemental Status Ailments, Recover Life, Mana and Energy Shield slower, - maximum Player Resistances, no Life or Mana Regeneration, Temporal Chains, Cannot Leech Life and Mana from Monsters, immune to Elemental Status Ailments, increased Critical Strike Multiplier, etc... so why the hell not Chaos Resistances or Chaos Immune mods?

Blood Magic mod make UNPLAYABLE CI players.
- maximum Player Resistances and no Life or Mana Regeneration and Recover Life, Mana and Energy Shield slower and Temporal Chains make RF build UNPLAYABLE
Monsters cannot be Stunned make builds that created around Stun UNPLAYABLE
Cannot Leech Life and Mana from Monsters make any leech UNPLAYABLE
long list.

So why there no Chaos Resistances in game? No mods for monsters and maps affixes with that roll/mod special after in new patch Chaos will be buffed?
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Some mobs have chaos res, just not immune to the damage, matter of fact nothing is "immune" to a specific damage type, nor should they be. This isn't D2 and that element shouldn't be added now, if it were to be added it should have been from day 1.

PA will get a slight nerf, again it does next to nothing in a party setting and solo despite decent clear speed still has to be active enough to cover a good amount of the screen with PA arrows. Due to the way the ability works now you cant just reduce the damage significant because it has to function as a degen, shooting multiple arrows in 1 location doesn't increase the damage.

So why don't you look up the wiki before you post on the forums, probably because you are a troll. Most of your post are such on these forums and instead of you responding to me calling me a troll for no reason, I'll do it here because it applies, your post is nothing but a bait title with incorrect information. Either you are too ignorant to look up information before posting or too lazy.

Melee is getting buffed in Ascendancy with melee splash and other things coming next month (or suppose to) It just got the LARGEST BUFF in history in 2.0 with the lockstep and fortify changes.


Its funny you ask for a chaos immune map mod when there isn't a single damage immunity in the game. There is like you said physical REDUCTION, chance to AVOID and other negative effects, none of those are immunities to damage.


BM only makes CI unplayable as they don't have the ability to cast their spells (unless they have -reduction enough to get it to 0), in which case it technically can be played then. This is a defensive option limiting an offensive build, not some artificial limitation because you requested it.

RF isn't a primary damage dealer, it helps improve builds it not longer should be used for the primary damage dealer it once was. Again this is being limited by the defensive option you took, not the offensive skill you are using. You don't cast RF like you do other spells. Funny enough you bring this up, but somehow hate PA.

Very few builds are based around stun, its technically not unplayable they can damage the mobs, is it less safe, yes, that is what map mods are designed to do.

Leech immunity is a very high map mod, leech is almost dumpster tier in most cases, in others its dumpster. Again nothing stopping you from damaging the mobs with this mod.

https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Last edited by goetzjam on Nov 30, 2015, 3:51:30 PM
PA can still be quite strong in coop. Yeah it has a ceiling but at that ceiling it still clears faster than the majority of random pickups in coop.

It's hard to balance though, because a level 28 poison arrow does over 100% more base damage than a level 20 poison arrow. There's also a significant dps increase when you have excellent jewels. So the gap between a new player/low budget PA build and a BIS PA build is massive. At one end of the spectrum it trivializes maps, bosses, grandmasters and is extremely safe and fast to level to 100 with. At the other end of the spectrum it's very lackluster and a chore to play. GGG should narrow that gap.

With respect to added chaos resistances .... it sure would be nice to add some pvp hp/mitigation scaling or chaos resist for totems. A level 24 flame totem with a 0.09 cast time can't even fire 1 shot before ripping when it's in a PA cloud.

With respect to the OP's main point, I don't see anything wrong with map affixes targeted at players who use poison damage (i.e., reflect poison damage or poison resistance or enemies take reduced damage over time, etc.). Not immunity though, that's no fun (well, they could add some monsters to the game that have CI or a temporary CI/DOT immunity bubble). Explosive arrow is still very effective when used on a poison arrow build, so it's not like players won't have a swap option.






Never underestimate what the mod community can do for PoE if you sell an offline client.
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Vhlad wrote:
PA can still be quite strong in coop. Yeah it has a ceiling but at that ceiling it still clears faster than the majority of random pickups in coop.

It's hard to balance though, because a level 28 poison arrow does over 100% more base damage than a level 20 poison arrow. There's also a significant dps increase when you have excellent jewels. So the gap between a new player/low budget PA build and a BIS PA build is massive. At one end of the spectrum it trivializes maps, bosses, grandmasters and is extremely safe and fast to level to 100 with. At the other end of the spectrum it's very lackluster and a chore to play. GGG should narrow that gap.

With respect to added chaos resistances .... it sure would be nice to add some pvp hp/mitigation scaling or chaos resist for totems. A level 24 flame totem with a 0.09 cast time can't even fire 1 shot before ripping when it's in a PA cloud.

With respect to the OP's main point, I don't see anything wrong with map affixes targeted at players who use poison damage (i.e., reflect poison damage or poison resistance or enemies take reduced damage over time, etc.). Not immunity though, that's no fun (well, they could add some monsters to the game that have CI or a temporary CI/DOT immunity bubble). Explosive arrow is still very effective when used on a poison arrow build, so it's not like players won't have a swap option.



Saying PA is better then randoms isn't a line for comparison at all. The ability doesn't scale 1 bit in a party, not even a tiny bit.

Look at PA as a spell it then it looks better balanced, look at it as it has no real good EZ support gems, some are ok, but none (aside from empower) are fantastic.

3 prop PA jewels are expensive, especially if they have life, 4 prop are stupid expensive. Hardly affordable for most.

BTW there are some CI grandmasters (probably more soon) Its only safe to a point, you don't have various things to worry about, but at the same time you have other downsides as well. Narrow that gap for what reason? The build needs jewels and it needs at least a +2 5 link bow to do endgame content, IMO its one of the best examples how investing into gear (in this case jewels) can net you significant dps increase.

A flametotem shouldn't even be used in PvP as far as I'm concerned. If you want to mess with PvP scaling well GL convincing the community that PvP is worth the investment, after the outcry last year I doubt they make that same mistake so soon.

Chaos damage isn't designed to be reflected, it defeats its unique purpose in terms of its damage type, I very much see a problem with that being able to be reflected, because you simply can't leech (except that one new spell) from it. Some enemies already have chaos res, perhaps add a 20-40% less chaos damage taken map mod, but I wouldn't go crazy with it.

No immunity means no ci, a bubblething is pretty boring IMO.

It absolutely isn't acceptable to say PA builds can just use EA in those cases, does a melee marauder switch to bow to kill a harder target at range, no. Some games have this element, this one does not, especially because of the tree and the limits of sockets.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
goetzjam wrote:

Some enemies already have chaos res, perhaps add a 20-40% less chaos damage taken map mod, but I wouldn't go crazy with it.


Those chaos res very abysmal and small compared to such crazy dps PA have, so increasing chaos res and adding more new affixes that add chaos res to monsters and map affixes would be nice and hard to cakewalking for PA build.

Maybe you right about immunity, but im 100% sure that chaos res map mods (that will spawn more often) good change or if not adding chaos res mod, then just nerf PA gem, right now 28 PA have SO much damage and scale WAY to high and easy (dont say otherwise, guy who play it killed atziri just few hours after league start and 3day he killed uber like it was nothing to him).

Im not believe GGG will nerf PA, so at least adding chaos res mods and increasing chaos res on monsters that already have it will help game.
Im not believe GGG will make any good defense and buff melee also (even if they told they will) but we all see and know that GGG will buff rangers and add ton new skills for rangers.
"
"
goetzjam wrote:

Some enemies already have chaos res, perhaps add a 20-40% less chaos damage taken map mod, but I wouldn't go crazy with it.


Those chaos res very abysmal and small compared to such crazy dps PA have, so increasing chaos res and adding more new affixes that add chaos res to monsters and map affixes would be nice and hard to cakewalking for PA build.

Maybe you right about immunity, but im 100% sure that chaos res map mods (that will spawn more often) good change or if not adding chaos res mod, then just nerf PA gem, right now 28 PA have SO much damage and scale WAY to high and easy (dont say otherwise, guy who play it killed atziri just few hours after league start and 3day he killed uber like it was nothing to him).

Im not believe GGG will nerf PA, so at least adding chaos res mods and increasing chaos res on monsters that already have it will help game.
Im not believe GGG will make any good defense and buff melee also (even if they told they will) but we all see and know that GGG will buff rangers and add ton new skills for rangers.


Did you really have to bump your own thread knowing full well nobody really agrees with you?
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Mah morn narr
Last edited by Coconutdoggy on Dec 1, 2015, 6:49:50 PM
Chris said that chaos dmg is supposed to be some "special" stuff.

Right now they add more and more chaos skills. Its no longer unique, and should be balanced with same treatment as elemental skills.

About PA, there is no point to discusse it if we dont know what changes 2.1 brings for it

I think that addong CI monsters and chaos res mods would be a good addition to gameplay.
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Did you really have to bump your own thread knowing full well nobody really agrees with you?

he/she did, so i dont get my post deleted like last time, (not really sure about that ggg strongwitchcraft can troll but we cant troll back) the idea of +80% chaos res is bad, chaos dmg is meant to be unqiue (no penetraion gem for example) not the same as all other ele dmgs, now we dont know exactly what will change in ascendency so lets wait till we actually see the changes b4 telling ggg what to do.
Last edited by Fhark on Dec 1, 2015, 10:52:12 PM
Ssshhhhh.
Noblesse oblige
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eragon1111 wrote:
Chris said that chaos dmg is supposed to be some "special" stuff.

Right now they add more and more chaos skills. Its no longer unique, and should be balanced with same treatment as elemental skills.

About PA, there is no point to discusse it if we dont know what changes 2.1 brings for it

I think that addong CI monsters and chaos res mods would be a good addition to gameplay.


If elemental damage was balanced as chaos damage now we will have all builds cakewalk any content like PA do it now.

Maybe im ask too much when asking chaos immunity, but at least chaos res should be added to the game as map mod (main and often) and as affixes for magic/rare/boss.

PA have most strong dps and in same time request less gear and cheaper to be OP as hell.

Also CI monsters would be and and fresh to see in game.

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