Replace max resists with diminishing returns

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GeorgAnatoly wrote:
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caboom wrote:

my first thought was to replace all the +max ress mods with large chunks of ress and made it so stacking resistance over the cap increace max resistance with a diminishing return.



You'd still end up with the same problem diminishing returns would produce - having to have resists on every piece of gear, up to the next break point.


not realy, up to 75-78% wich should be enought to keep the char alive one does not realy need to get triple ress in every slot, 80%+ is where it gets tricky and one would need to go full potatoe with both tree and gear to achive over 85%.
self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

Rather than diminishing returns, what I feel the game needs right now is options to invest more heavily into max resistance. Maybe the non-aura equivalent of a purity for each element. Maybe additional items that improve max resistances.
I suggested that somewhere years ago, and I'm pretty sure other did before and after me also.

I would like to see diminishing returns and no hard cap on resistances, that way you would have a choice, to try to get a few next % at a high price, but not just through uniques.

In the current state of the game, you don't really have a choice : you cap, or you cap.

I like choices.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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mark1030 wrote:
I like the way it is. I don't want to feel obligated to get reissts on every piece of gear. Just getting which resists you need on a piece gives a lot more flexibility.


The correct response here. Keep in mind people various items don't have res, have negative res or in general would be a huge issue for GGG to try and rework a system that doesn't need changed. Its similar\based off of the d2 system that worked alright.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
The only concern I have with Diminishing returns are builds that depend on specific resistances...primarily RF builds.

With diminishing Res stacking, it could complicate the RF equation a bit for players to understand required regen per max fire res.

Not saying it would be impossible...but RF is pretty complex as it is for players to wrap their head around.

Just food for thought. Interesting take on it though.
Prisus - RF isn´t rly a problem. It might need a bit of balance
I totally agree that the current resist system is pretty boring. Althogh I think there's an easier solution: simply limit the availability of +resist. Remove it completely as a randomly rollable mod from gear, and limit it to uniques, jewels, and passives with reduced amounts. Then rebalance monster skills around ~30-50% player resists.

Basically, make it easy to get 20% resists, but moderately difficult to get 50%, and very hard to get 75%. The same end result as diminishing returns, but a tad simpler.
And what should happen with resists on current gear?

Will it all become legacy? Can you imagine shitstorm that would bring?
Or will all resist rolls on existing items be made 0? (let's overlook the fact that ggg technically can't do it because reasons) Can you imagine shitstorm that would bring? That's not just two items, however OP they were, this is like 90-95% of ALL in-game items you are talking about.
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
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suszterpatt wrote:
I totally agree that the current resist system is pretty boring. Althogh I think there's an easier solution: simply limit the availability of +resist. Remove it completely as a randomly rollable mod from gear, and limit it to uniques, jewels, and passives with reduced amounts. Then rebalance monster skills around ~30-50% player resists.

Basically, make it easy to get 20% resists, but moderately difficult to get 50%, and very hard to get 75%. The same end result as diminishing returns, but a tad simpler.


No, that would be terrible.
Having monsters balanced around 50% but players still being able to reach 75% would be terrible, you could just reduce by half the elemental damage of some monsters, making facetanking much easier for people with the gear.

Plus flasks
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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goetzjam wrote:
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mark1030 wrote:
I like the way it is. I don't want to feel obligated to get reissts on every piece of gear. Just getting which resists you need on a piece gives a lot more flexibility.


The correct response here. Keep in mind people various items don't have res, have negative res or in general would be a huge issue for GGG to try and rework a system that doesn't need changed. Its similar\based off of the d2 system that worked alright.


Well that's half true. It's fuckin bad to have 120% res on merciless but still having that cap 75%: why someone should invest passive or gear for resistance? Just for a possible "elemental weakness curse" map mod? Lol this is ridiculous: i think that the d2 system is quite obsolete right now. The player must be rewarder with something if he choose to heavily invest points in something: this doesn't happen with resistances if we exclude auras nodes (this is the only way that lets you boost your max res, which is fair but INDIRECT system which forces you to take aura nodes in order to get higher res) or a couple of uniques.

I would approve a resistance system based on that: it would force people to invest more in resistances if they want to be safer, at least in certain situations. Though i know it would require to rebalance the entire game: but that is something they have to do when they are gonna add act 5.

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I suggested that somewhere years ago, and I'm pretty sure other did before and after me also.

I would like to see diminishing returns and no hard cap on resistances, that way you would have a choice, to try to get a few next % at a high price, but not just through uniques.

In the current state of the game, you don't really have a choice : you cap, or you cap.

I like choices.


I think you said it right.
Last edited by Serge91#5363 on Jul 14, 2016, 6:53:42 AM

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