Replace max resists with diminishing returns

i consider it as fun, as long as reaching 75 resists won't be harder than now, since most builds would be totally broken cause they use some specific build enabling or BIS unique items for the build, and this if not set correctly can break them all.

also sounds hard to balance around curses too.
Last edited by shatojin#6505 on Jul 29, 2016, 12:20:27 PM
I don't think I'd be that comfortable with what you're suggesting. Right now, I can sacrifice the shield slot in order to improve my maximum resistance to any element, then care normally about my resistance on other equipment slots. With your suggestion, I'd have to max out on all elements on every available piece of equipment. It would quickly become very tedious, and require high expenses on every single piece of equipment (which would almost always require three near-perfect resistance affixes before any other affix).
it would make this game really boring because farming for gear is already a pain in the ass.
What about chaos resand build requiring lot of uniques also.
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Last edited by Head_Less#6633 on Jul 29, 2016, 1:31:05 PM
Actually cap or not is boring, no decision making process involved.
"
goetzjam wrote:

Except it is too late now.

Res effects almost every single aspect of the game. Its how some unique items are balanced, its how content is balanced, its how map mods are balanced, tree, regular gear, auras, I could go on and on. The gain simply isn't worth it to change a system that truly does work now.

The undertaking would be MASSIVE and when it doesn't work it will be disastrous, this isn't anywhere near as easy as the leech change to do and even that they were not able flesh out completely during the beta period. Its not like they can do no other changes but focus a beta on just this, what do we have to gain from this either, besides the idea that somehow res becomes less mandatory for characters or high es\life characters?


IDK i don't think it would ever happen because the work involved and the benefits don't come anywhere close to being worth it.


It's never late.
I dont say we should remake resistance system. It may stay - you have to get 135% of each resistance (more VS elemental weakness, EE, etc) and be OK.
MAXIMUM resistance bonuses are those, that add imbalance into that system, because of too high increased returns when you're close too 100% (and getting immunity at 100% is just silly). GGG continuosly nerfs bonuses to maximum resists to prevent abuses (last time, flasks were nerfed).
I want to remove "+ X% to maximum resistance to Y" at ALL, and replace them with "You take (X*5)% less damage from Y" (or maybe a bit higher, for balance purposes). It's very simple, and can be done without changing engine even!
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Last edited by MortalKombat3#6961 on Jul 29, 2016, 3:10:44 PM
This suggestion would eliminate the need to 'choose' what is required on a piece of rare gear. It's almost like shoehorning people into such specific pieces that it would take a long time to actually reach a cap. Or a better example: Set pieces in Diablo 3.

Calculations and a couple reasons why it won't work
Spoiler

Let's say I grabbed all perfectly rolled gear. 45% tri res on all pieces, includes a shield, and jewellery.

That's 45 x 9 pieces.
405 resistances total. By your calculations, everyone would have 77% all resistances. And this is assuming highest end tiers of affixes.

Capping resistances would be difficult, and cause a lot of pain for the casual players, who already have a hard time finding half decent gear. This also causes many players who hates farming their ass off all day to potentially leave the game, as they can't seem to reach that height of perfection (or as close as it can possibly be)


Refer to this webpage for theoretical max resistances
http://pathofexile.gamepedia.com/Resistance#Theoretical_maximum

Applying to maps
Spoiler
Let's assume we did your suggestion and applied it to maps.
Let's say the map -res mod was -10.
That would mean the -res mod would become less effective (as your maximum resistance becomes 67%, rather than 65%) which makes this mod less terrifying, which defeats the purpose of the mod, for a risk vs reward mechanic point of view. OR, to be technically correct, less risk, more reward.


Applying it to the main game
Spoiler
It would take ages to max out your resistances early on, as everything could potentially one shot you. And nobody likes to be one shot. Even that nice looking spark mage who happens to be next to you, and casts one measly little spark in your direction, only to dunk you for 1/2 hp.


Seeing it from all sides
Spoiler
As much as your suggestion could break some of the stagnation (only some), it would break some of the game's mechanics in a wonky sort of way. Anything resistance related would probably have to be re-calculated, a good amount of code would have to be re-coded, and players soon realise elemental damage does too little, or too much.


Also, all end game curses are level 20.
Elemental weakness does 39%
All specific elemental curses do 49%

And these can stack on top of each other. Under the assumption we're using your suggestion, this would make curses as a whole kinda pointless, as it doesn't affect your resistances much other than reducing it by like what... 3-4%? So there's another broken mechanic.

All in all, I don't think it'll work out. Just my 2 wisdoms.

EDIT:
Spoiler
Maximum Resistances were nerfed because it was too easy to reach the maximum in the first place (Anyone who remembers elemental adaptation knows this). Besides, many of the maximum bonuses either eat up a slot, and a whole slew of stats that may not benefit the build, or are temporary (Like flasks). If the player has found a way to have 100% up time, and to so through what GGG has provided for them, the deserve 100% uptime.

Play a flaskfinder. Embrace the 88% all res. God knows damage conversion isn't broken kappa.
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Last edited by SerythXavier#1012 on Jul 29, 2016, 3:19:54 PM
"
MortalKombat3 wrote:
"
goetzjam wrote:

Except it is too late now.

Res effects almost every single aspect of the game. Its how some unique items are balanced, its how content is balanced, its how map mods are balanced, tree, regular gear, auras, I could go on and on. The gain simply isn't worth it to change a system that truly does work now.

The undertaking would be MASSIVE and when it doesn't work it will be disastrous, this isn't anywhere near as easy as the leech change to do and even that they were not able flesh out completely during the beta period. Its not like they can do no other changes but focus a beta on just this, what do we have to gain from this either, besides the idea that somehow res becomes less mandatory for characters or high es\life characters?


IDK i don't think it would ever happen because the work involved and the benefits don't come anywhere close to being worth it.


It's never late.
I dont say we should remake resistance system. It may stay - you have to get 135% of each resistance (more VS elemental weakness, EE, etc) and be OK.
MAXIMUM resistance bonuses are those, that add imbalance into that system, because of too high increased returns when you're close too 100% (and getting immunity at 100% is just silly). GGG continuosly nerfs bonuses to maximum resists to prevent abuses (last time, flasks were nerfed).
I want to remove "+ X% to maximum resistance to Y" at ALL, and replace them with "You take (X*5)% less damage from Y" (or maybe a bit higher, for balance purposes). It's very simple, and can be done without changing engine even!


They nerfed flask bonus because they added ways to increase the flask bonuses, like the prefix and the actual pathfinder class.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
SerythXavier wrote:
This suggestion would eliminate the need to 'choose' what is required on a piece of rare gear. It's almost like shoehorning people into such specific pieces that it would take a long time to actually reach a cap. Or a better example: Set pieces in Diablo 3.

Calculations and a couple reasons why it won't work
Spoiler

Let's say I grabbed all perfectly rolled gear. 45% tri res on all pieces, includes a shield, and jewellery.

That's 45 x 9 pieces.
405 resistances total. By your calculations, everyone would have 77% all resistances. And this is assuming highest end tiers of affixes.

Capping resistances would be difficult, and cause a lot of pain for the casual players, who already have a hard time finding half decent gear. This also causes many players who hates farming their ass off all day to potentially leave the game, as they can't seem to reach that height of perfection (or as close as it can possibly be)


Refer to this webpage for theoretical max resistances
http://pathofexile.gamepedia.com/Resistance#Theoretical_maximum

Applying to maps
Spoiler
Let's assume we did your suggestion and applied it to maps.
Let's say the map -res mod was -10.
That would mean the -res mod would become less effective (as your maximum resistance becomes 67%, rather than 65%) which makes this mod less terrifying, which defeats the purpose of the mod, for a risk vs reward mechanic point of view. OR, to be technically correct, less risk, more reward.


Applying it to the main game
Spoiler
It would take ages to max out your resistances early on, as everything could potentially one shot you. And nobody likes to be one shot. Even that nice looking spark mage who happens to be next to you, and casts one measly little spark in your direction, only to dunk you for 1/2 hp.


Seeing it from all sides
Spoiler
As much as your suggestion could break some of the stagnation (only some), it would break some of the game's mechanics in a wonky sort of way. Anything resistance related would probably have to be re-calculated, a good amount of code would have to be re-coded, and players soon realise elemental damage does too little, or too much.


Also, all end game curses are level 20.
Elemental weakness does 39%
All specific elemental curses do 49%

And these can stack on top of each other. Under the assumption we're using your suggestion, this would make curses as a whole kinda pointless, as it doesn't affect your resistances much other than reducing it by like what... 3-4%? So there's another broken mechanic.

All in all, I don't think it'll work out. Just my 2 wisdoms.

EDIT:
Spoiler
Maximum Resistances were nerfed because it was too easy to reach the maximum in the first place (Anyone who remembers elemental adaptation knows this). Besides, many of the maximum bonuses either eat up a slot, and a whole slew of stats that may not benefit the build, or are temporary (Like flasks). If the player has found a way to have 100% up time, and to so through what GGG has provided for them, the deserve 100% uptime.

Play a flaskfinder. Embrace the 88% all res. God knows damage conversion isn't broken kappa.


The point is that the game would be re-balanced around such a system of course, and we could have the damage scaling so that maybe we do not need to have -20 and -60% resistances to gear oneself.
If the monster's damage was ... let's say ( without real calculations here, just to show the idea) calculated around players having :
- 50% res in normal
- 65% res in cruel
- 75% res in merc

The value of the mods would be tuned accordingly also, items mods for gear and map modes, and ele weakness too, and penetration also.


This why it is unrealistic, but it could be really nice imho.
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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