How curse resistance should work

Hexproof map/monster affix shouldn't exist. Immunities are cheesy and discourage passive/gear investment in a skill.

All magic monsters should have 20% reduced effect of curses (currently zero), without any anticurse affix whatsoever. Rare 40% (currently zero). Uniques 60% (currently 60% for map and act bosses, zero for all other uniques). This information should be displayed on monsters when you mouse over them.

There should be a monster affix which gives 60% reduced curse effect. So for magic it would climb to 80% reduction, for rares 100%. This would be additive with increases, so a player with investment in curse effect could still curse successfully; curses with 0% effectiveness would fail to apply.

Map affixes should be tiered as 40%, 60%, and 80% less curse effect.

Therefore, a character with 50% increased curse effect going against an anticurse rare in a map with the strongest anticurse map affix would apply curses at 10% effectiveness (150-100=50,50*.2=10).
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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Monster being immune to curse is nothing like being immune to Fire or physical. It just protect the monster from debuff. Therefore it's a perfect and appropriate mechanic that shouldn't be changed.

If GGG would listen to ALL whiny post we wouldn't have a single bloodline mod or Nemesis mod. We would have no more Tormented spirits or other similar mechanics.
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diablofdb wrote:
Monster being immune to curse is nothing like being immune to Fire or physical. It just protect the monster from debuff. Therefore it's a perfect and appropriate mechanic that shouldn't be changed.
If players didn't have the option to invest passive points, or gear, or gem sockets on curses, I'd agree with you. But they can, and having that investment completely negated makes those investments unreliable, and therefore not viable.
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.
I think the mechanic is perfect, there are some monster who are immune to freeze, stun, shock, burning etc. It's all good


Lol I remember playing Diablo 2 and fighting monster boss: Immune to Physical, Ice and Fire.
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diablofdb wrote:
I think the mechanic is perfect, there are some monster who are immune to freeze, stun, shock, burning etc. It's all good


Lol I remember playing Diablo 2 and fighting monster boss: Immune to Physical, Ice and Fire.


Yeah, that wasn't the best idea then and the concept hasn't aged gracefully in the decade+ since. Scrotie's idea of curse effectiveness is so egregiously sensible it's offensive it hasn't already been implemented.
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diablofdb wrote:
I think the mechanic is perfect, there are some monster who are immune to freeze, stun, shock, burning etc. It's all good


Lol I remember playing Diablo 2 and fighting monster boss: Immune to Physical, Ice and Fire.


That worked in the past when games and gamers were at a younger state and people took that as 'the norm'. However, games and gamers evolve and change, and some things of the past do not necessarily age well, nor do they mean they are better. In this case, curse immunity is trying to cling to those old ideals when instead they should be left to the past and looked back on as something to take lessons from and how to make it better. I hardly see people asking for curse immunity to be looked at as something 'whiny', which is quite a silly way to put it in the first place.

If one invests a fair amount of points into the passive tree and gear to amplify their curses and their build centers around things like Blasphemy or mult-cursing as support, or whatever, this mod breaks those builds, or penalizes them harshly. Builds that come across heavy elemental resist mobs have options of appropriate elemental penetration, using a different element, and other things both in the passive tree and gearing. They are 'penalized', but not to the point their damage is nullified fully and they can work around that. Curse immune has no realistic workaround, no way to 'break' that immunity (ironically, you use D2 as something for saying curse immunity is ok, and even then that game allowed you break immunities in the right scenarios), and so that investment might as well not even exist.

Having instead mods that reduce/lessen curse effectiveness (choose whichever word you want) gives the player a choice in that regard. They can still build for curses, still use them, and either choose to accept the penalty, or try and amp up their curses so the penalty isn't as harsh. Now, that might mean curses in general need some looking at, and likely will be getting some passes if I recall GGG saying something about that possibly in Ascendancy, but for just curse immunity alone...it needs to go and be changed to something else.
I still can't agree with you, a monster immune to curse, stun, shock, burning or freeze is still killable. Immunity like that are a good mechanic
Curses are incredibly OP. Resistance AND possible immunity is good

:^)
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diablofdb wrote:
I think the mechanic is perfect, there are some monster who are immune to freeze, stun, shock, burning etc. It's all good



no, there's not. Well, not the freeze/shock/burning part, anyway; immune to stun is a random affix, and frankly it's almost as unreasonable as immune to curses.

Only a very select few unique monsters have immunity to freeze/shock/ignite, namely Atziri, the last of the trio you leave alive, and some warband leaders, and maybe a couple others. It's not a random monster affix, and the random map affix is only a chance of avoidance.




Full immunity to curse *is* awful. As the OP stated, it pretty much negates investment into a specific aspect of builds in a way no other affix (besides stun immunity) does. It's not comparable to an 'immunity to fire damage' or something like that which would completely nullify every last ounce of damage certain builds do though... it's more comparable to 'immunity to critical hits', which GGG sure as hell wouldn't implement.

I don't agree with the OP about magics and rares generically having curse resistance all the time; the monster 'curse immune' affix should just be changed into 'resistant to curses', giving them something like 50% reduced curse effect, and the map affix would follow suit, just with the % getting higher at higher map tiers.
Last edited by Shppy#6163 on Jan 15, 2016, 6:39:12 PM
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diablofdb wrote:
I still can't agree with you, a monster immune to curse, stun, shock, burning or freeze is still killable. Immunity like that are a good mechanic


Of course you won't agree with anyone given how your posts and views are...sorry to sound harsh, but it's pretty obvious that you have a mindset that won't be changed. Sure, those monsters are killable, hell, almost anything in this game outside of the most extreme cases is killable if you bash your head against it long enough. That's still not a justifiable reason for curse immunity to be around...it follows perfectly with the saying:

Just because we can do a thing doesn't mean we should.

Stun, shock, freeze, and burning immunity are nowhere near close to the severity that curse immunity is...stun might be there, but I don't play stun builds, so I'll defer to others who know more about that. I could list the rest of them one by one, but I think people here in this topic are smart enough to rub some neurons together and see what the difference is...hopefully. None of those - as far as I know - break any build so bad to the point where the major investment into it is practically tossed out the window. Investing into those status ailments come with investing into damage that's baked into the nodes they are coupled with so that even if you come across those immune ones (and they are rare compared to the prominence of curse immunity) you aren't losing everything.

Can't say the same for the curse nodes...they do only one thing and that's amplify the curses one uses. Those curses are the things that then either amplify damage, provide LGoH, leech, charges, etc, etc, for builds that use them. If they cannot function against not just rare mobs with curse immunity, but against a rather common map mod then the person either has to accept a full loss of their investment into curses, or only use curses as a supplement to their build, at which point the build is generally fine on its own and the curses are just gravy.

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