Resistance needs to be converted to resistance rating
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Personally, I'm less sure that resistances need to be changed to a rating, but not because ratings are inherently inferior or anything like that (we do, after all, use ratings for evasion and armor, albeit different sorts).
Rather, I think it's good to have different mechanics for different defenses - yes, to the point of those increasing returns. And it's also quite easy to neglect them (and then regret it) due to the relatively intermittent way resistance gear shows up (even if it is easy to find, every resist mod takes the place of another, after all), or even to lose them (especially before endgame, which is where I for one spend the vast majority of my time). Also, from a development perspective, there's probably an upper limit on the number of different mod names you can come up with that sound good and mean "resist fire better", especially if you're trying to make each sound better than the last. That's not to say I think a resistance rating is an abomination-that-should-never-be-visited-upon-the-game or anything like that, though. I'd expect if such were implemented, we'd also see multiple tiers of resistance rings, and a line in the character sheet detailing just how much of X effective resist we had against the last monster we fought. I have wandered through insanity;
I have walked the spiral out. Heard its twisted dreamed inanity In a whisper, in a shout. In the babbling cacophony The refrains are all the same: "[permutations of humanity] are unworthy of the name!" |
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I'd like to see experiments done to determine whether this is a good idea, as I have no doubt said before.
While we're talking about elemental stuff, is it only me or is weapon elemental damage a little overpowered right now? I mean, AoF's been removed for now which is something but even then I think it's a little too easy to get significant boosts for it especially now that elemental damage mods have been buffed. I think the elemental damage mods on gear are probably okay (maybe a slight nerf) but the passive skills that boost it should be nerfed (e.g 20% becomes 10%, Catalyze's 45% becomes something like 30%) - then more of them should be made so that it's possible to reach the same level of damage but it takes longer. That is, instead of there being the four passives near the templar starting area, make it more like eight with weaker strength and in a couple of nodes, that sort of thing. Same amount of potential, but you can't get it as fast. Does anyone else feel +weapon elemental damage is currently too much, or am I alone on this one? |
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" Objective opinions are invalid. Thats how wows rating system works. Thats the whole point of a rating system. GGG already commented in one of the threads that that is exactly how their own rating works aswell, because bad people like you asked why they lose hit chance when they level up in chaos, even though they are already level 70, while the enemies are 60. GGG told them the same thing we are telling you, that the char screen only shows you your values against opponents of the same level, which in return means that they will go down if you level up, since it now compares you to stronger enemies. Your defensive and offensive values against lower level enemies stays the exact same if you level up. Just stop stirring shit up in this thread with your abysmal knowledge of RPGs. |
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Also in favour of rating, the system in place atm is lackluster. I'd even take the -resists in higher difficulties over it (while all it does is making the transition from one difficulty to the next a lot harder, until it becomes meaningless again a few levels down when you get the new cap values).
Crafting 6 rings in normal and be set for the rest of the game is stupid, . |
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"I have no idea what you are trying to say here. It is a proven fact that if you are hit capped at level 80, and you hit 81, you will now MISS ON LEVEL 80s. No one is making that up, it's how it works. I don't know what you're going for in the above quote, but you are clueless. "[citation needed] "No one is stirring anything up. You said you wanted a rating system, I said I didn't. You said it worked one way, I used the best known rating system around as a comparison and said it sucked. This entire thread is "objective opinion". You want it, I don't. You'd better stop posting on the internet if you don't want people to share their opinion. PoE is Diablo 3 Diablo 3 is Torchlight 2 Torchlight 2 is Fate 5 Last edited by notevenhere#0812 on May 17, 2012, 9:40:28 AM
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Its not an objective opinion that a % based system is harder to balance than a rating based system, its a fact.
Its conceivable by just thinking about it, but because you are pretty braindead, i even made a perfect example that describes step for step why its harder to balance. Someone else in this thread understood that post, while you even replied with "i dont even get what you are getting at", pretty much confirming that you are pretty braindead. You didnt understand the post, and you didnt understand the reason why i brought it up anyways. You actually dont understand anything that is going on in this thread. You dont like the idea of a rating system, you got your point across. To me, you are a butthurt WoW player, that leveled up and saw that his crit chance went down, and that pissed you off. Why that crit chance goes down, doesnt actually bother you, the reason behind it doesnt make any sense to you, since you are just incapable of understanding, since you are still pretty butthurt that your crit went down. In other words, you are emotional about it. Try to calm down and read my explanation on why it is harder to balance if it is a % based system, just like visibiliti advised you to. Read it until you understand it, and if you dont, dont bother replying. If you did finally understand that example, but still think i am wrong, then bring a counter example. If you cant find a counter example, then dont bother posting. There you go, you can prove me wrong by bringing up a counter example to my explanation as to why it is harder to balance. Seems pretty easy right? Last edited by gh0un#3019 on May 17, 2012, 10:53:29 AM
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@notevenhere: There is simply not any single differentiation between accuracy going down when you continue levelling up as it must match with the monsters whose level are the same with yours; also could be shown as negatified from total percentage, so would this one.
So tell me now what the hell you just can't get it now ? "This is too good for you, very powerful ! You want - You take"
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I agree a rating-based system is better that a fixed %-based system. However, a rating based system still poses some problems. One of those problems is the fact that we would need a TON of new prefixes/affixes to represent every tier of +Rating gear. One way to fix that relatively simply would be to have +(Rating*Item Lvl) mods replace the current +% mods. This way lower-lvl items will spawn with lower ratings and higher lvl items with higher rating without the need to create hundreds of new prefixes/affixes.
Last edited by BenZen#0444 on May 17, 2012, 4:06:07 PM
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Your ideas intrigue me, BenZen, and I wish to subscribe to your newsletter. That seems like an excellent way to handle it.
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"Yes please IGN - PlutoChthon, Talvathir
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