About ACT 6 and -30% penalty to chaos resist...
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It's seems like a really bad decision with acts 1-10 "learning stage" philosophy in mind:
1. It creates an unhealthy difficulty spike when you randomly meet some rogue exile or any unique monster that deals high chaos damage(it goes from "easy mobs" to "losing 1/3 HP in one hit"). Even with bosses being a big difficulty spike(because regular mobs are too easy), at least you can prepare for them. 2. The player is too concerned about updating it's much needed fire/cold/lighting resists to worry about chaos at the beginning of act 6. No one is going to stop to farm/trade for perfect rares that roll good life + elemental resists + chaos resist in this stage of the game. 3. Crossing paths with hard hitting chaos enemies at this stage of the game with -30% resistance is an annoyance for Softcore and extremely frustrating for Hardcore(Hardcore players already have to deal with bad connection + fighting perfectly against every boss in the game). It' just too random and rare, unless you constantly carry a chaos resist flask, that would be useless 99% of the time. Suggestion: Don't debuff chaos res after ACT 5(at least not by -30), but reduce possible max chaos resist roll on items to compensate. That way players still have to worry about chaos resists in the last Acts/Endgame when the items we farm will take longer to replace. Fighting with 0% chaos is still decently hard, given the randomness of the spawns... Thats it, cheers! Last edited by Gordyne#2944 on Nov 27, 2018, 10:54:15 PM Last bumped on Nov 29, 2018, 7:21:10 PM
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" It increase the damage taen at best by 30%, and at worst by 130% if you were chaos res capped before getting hit by Kitava's curse. But let's be honest, given that you are complainig about those exile's damage, you clearly don't have +75% chaos res on your gear+tree at this point. It's safer to assume that you are now taking 30~40% inc chaos damage taken. Which means that if a mob takes 1/3 your health in one hit, it would have taken 1/4 of your health in one hit before that ... => according to you, loosing 25% of your life in one hit is what 'easy mobs" do but 33% if different ? If anything, the game up to maps needs to be more difficult ( no need to buff some bosses though ), no the other way around, imho. HC racers reach map in about the same time as SC players usually, which means that it's not as much of a big deal as you think it is. And they know that some areas are a bit chaos heavy, and are playing just a bit more careful I guess ... but that's it pretty much. A few things can hit a little bit hard here and there before the endgame ? That's a good thing, we need more of those 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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" 1. I'm not complaining about the exile's damage, but the extreme disparity between normal mobs and chaos damage given the circunstances + no one is going to go out of their way to get +% chaos resist on the passive tree just to deal with 1% of the content. 2. There are good ways and bad ways of making the game harder. Including more chaos enemies in the game so that they are more "expected" is one of them(good). Buffing regular mobs is another(good). Random, extreme damage spikes that happen very rarely is a bad way to implement difficulty. 3. No I have -30% resist(chaos) on my gear, but still didn't die to chaos enemies yet(I have experience with arpg). However, if I want to increase this resist while not sacrificing a lot of others, I'll have to farm/trade for very good rolled Items in act 6. This farmed gear will be replaced very soon(too much effort for almost no reward). 4. I didn't say regular mobs were hitting me for 25% of HP. 5. Agree with you. Up to maps game needs to be more difficult, but not with extreme damage spikes that rarely come. Buffing regular mobs + introducing more chaos hitting enemies(while not having -30% penalty) would make for a considerable increase in difficulty without the spike of: Easy - Easy - Easy - Extremely Hard - Easy - Easy -Easy Last edited by Gordyne#2944 on Nov 28, 2018, 7:51:08 AM
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Generally speaking, the game doesn't expect you to have much Chaos resist and you can comfortably run pretty much all content even at -60%. Other resistances are expected to be capped or higher, but Chaos is not treated the same way at all.
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Chaos damage is supposed to be scary. It is easier that ever to get enough chaos resist to survive deep into maps these days. Reality is, story line mobs are just not difficult enough for the Chaos resistance penalty in act 6-10 to make a big impact. The resistance penalty is supposed to hint at you that this will start to become important. By mid tier maps, it is.
wolf I'll take "Swords" for two hundred Alex.
-Faux Sean Connery |
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The game is balanced around having capped resists but -60% chaos resist, if you can get any chaos resist that's a bonus on most characters
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" If you lost a third of your life in one hit, not having that 30% penalty would have made you loose 25% in one hit. I never implied that regular mobs were dealing that much, only that not having that penalty would not have made that mob be just "easy". You might have been "unlucky" with one encounter, got crit, or got cursed + hit, you might not have been tanky either, I'm not sure. But not having that 30% chaos res removed from you would not have been a drastic change, it's all I'm saying. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Nov 28, 2018, 8:46:32 AM
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" As I said, regular mobs should be hitting a bit harder then? Any decent game designer will tell you that extreme damage spikes out of the blue are terrible balance design choices. + the fact that many times there is too much AoE and effects all over the screen so it may take you a few seconds to realize there is a rogue exile hitting you for ~5x-6x the damage you are used to take. It's not the level of difficulty that is bad, but the way it's implemented. |
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Oops, double post.
Last edited by Gordyne#2944 on Nov 28, 2018, 9:01:33 AM
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" It's cool, I get your point. However, loosing 1/4 HP instead of 1/3 is more advantage than you think for players with good reflexes(and hardcore players in general). And wearing one +20% chaos resist item would be enough to greatly alleviate this spike without losing too much elemental resists(assuming they remove the 30% penalty). Last edited by Gordyne#2944 on Nov 28, 2018, 9:00:36 AM
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