Immortality is killing PoE

Yeah, can't say I feel bad for the OP. They give you the equivalent of a giant flashing button that says "IF YOU PUSH THIS YOU WILL PROBABLY DIE."

I would not call it bad game design, as it's very easy to read, understand the ramifications, it stands out visibly, and you certainly have a choice. If you hate it and think it breaks up the killing speed, ignore it and move on.

If you can't be bothered to take 0.5 seconds read one sentence, you are the architect of your own demise.
Last edited by Sabranic_SilverDeth#2793 on Aug 15, 2021, 8:38:22 AM
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Sabranic_SilverDeth wrote:
Yeah, can't say I feel bad for the OP. They give you the equivalent of a giant flashing button that says "IF YOU PUSH THIS YOU WILL PROBABLY DIE."

I would not call it bad game design, as it's very easy to read, understand the ramifications, it stands out visibly, and you certainly have a choice. If you hate it and think it breaks up the killing speed, ignore it and move on.

If you can't be bothered to take 0.5 seconds read one sentence, you are the architect of your own demise.


So I still don't understand - AS the OP is suggesting - why is this needed?
In what context the immunity makes sense, so you can see the good bonuses under the immune tag, so you can say again eeee, so "unlucky" that the two increased chance remntants for logbooks are again under Immunity.

Is this the good stuff? What is to like about this design and what exactly positive purpose it holds?

Explain to us please.
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Sabranic_SilverDeth wrote:
Yeah, can't say I feel bad for the OP. They give you the equivalent of a giant flashing button that says "IF YOU PUSH THIS YOU WILL PROBABLY DIE."

I would not call it bad game design, as it's very easy to read, understand the ramifications, it stands out visibly, and you certainly have a choice. If you hate it and think it breaks up the killing speed, ignore it and move on.

If you can't be bothered to take 0.5 seconds read one sentence, you are the architect of your own demise.


It's not the equivalent of a giant flashing button that says "IF YOU PUSH THIS YOU WILL PROBABLY DIE."

It's the equivalent of a giant flashing button that says "IF YOU PUSH THIS YOU WILL PROBABLY NOT DEAL ANY DAMAGE."

Which feels really bad because this game is one in which you min max for dps since end game bosses have billions of damage and one shot you anyway even with defenses.

It is bad game design any way you look at it. They always remove ways to "break the game" that are positive for the players, this one breaks the game and is negative. Even worse.
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
Last edited by Pyrokar#6587 on Aug 16, 2021, 3:33:44 AM
We already had immunities in D2. Nothing new
Full immunity is a bad design choice if the game is not built specifically about using multiple damage types.
I don't think immunities brought anything interesting into D2 and I was stuck on 1.09 forever because of it. I don't consider a good gameplay if you log into game, port to waypoint and based on the type of mob and their immunity, you decide to restart the game :D It's same with PoE - you accidentally trigger immunity against your build and you just go to new instance.

I know even my beloved D1 had immune mobs and grinding as a mage with sword to lvl 50 was not really that entertaining :)
Grim Dawn has a good solution - it promotes directly dual element gameplay so even high resilient mobs against one element do not pose that big of a problem.
PoE unfortunately does not promote this, from ailment calculation perspective, itemization and support gems. It promotes conversion into X. And if you get X immunity, you are gently told "next time pay attention scrub".

Just give the mobs something like 10s ward against the element with couple seconds downtime. It would behave like those shitty block mobs.

I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
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Pyrokar wrote:
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Sabranic_SilverDeth wrote:
Yeah, can't say I feel bad for the OP. They give you the equivalent of a giant flashing button that says "IF YOU PUSH THIS YOU WILL PROBABLY DIE."

I would not call it bad game design, as it's very easy to read, understand the ramifications, it stands out visibly, and you certainly have a choice. If you hate it and think it breaks up the killing speed, ignore it and move on.

If you can't be bothered to take 0.5 seconds read one sentence, you are the architect of your own demise.


It's not the equivalent of a giant flashing button that says "IF YOU PUSH THIS YOU WILL PROBABLY DIE."

It's the equivalent of a giant flashing button that says "IF YOU PUSH THIS YOU WILL PROBABLY NOT DEAL ANY DAMAGE."

Which feels really bad because this game is one in which you min max for dps since end game bosses have billions of damage and one shot you anyway even with defenses.

It is bad game design any way you look at it. They always remove ways to "break the game" that are positive for the players, this one breaks the game and is negative. Even worse.


GGG feels (and I agree) this will make the encounter more engaging and adds a bit more variety to the encounter. The player should make decisions on where to place the explosives, what remnant mods to take or avoid etc etc.

Actually the first few times it is funny as hell (not for HC players) as we are running around like headless chickens and the monsters dont take any damage and the player is wondering what the hell is going on.

I personally don't see the problem--they have clearly marked the dangerous mods as highlighted in yellow.
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est0rm wrote:
So I still don't understand - AS the OP is suggesting - why is this needed?


I like it.

1: It forces you to slow down and pay attention.
2: It rewards people who are not a one trick pony.
3: It adds another dimension - I like monster and encounter diversity.
4: If gives you a free boost if it does not effect you - sort of how Leech, Regen and Reflect rolls on maps are severe hindrances to some, and free quantity to others.

There are four reasons I like it, off the top of my head.
Last edited by Sabranic_SilverDeth#2793 on Aug 16, 2021, 7:09:15 AM
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Marxone wrote:
Full immunity is a bad design choice if the game is not built specifically about using multiple damage types.


When have the developers ever said that the game is not built around having multiple damage types? It clearly supports it. And with PoE II coming out, and clearly dictating balance changes we're experiencing now, (taken from the dev's own mouths), it will be simple to have a backup 6-link or two with an alternate element for situations like this.

A spare 4-link or well chosen weapon swap would easily give you a secondary attack you could use on immunes. In diablo II for example, I carry a Famine runeword on weaponswap, with a few points in rabies on my werewolf, for dealing with physical immunes. My bone necro has some low-level Raise Dead minions for handling magic immunes, and my fire sorceress has a backup frozen orb for fire immunes. My barbarian uses berserk for physical immunes. My Amazon owns a good bow on swap and uses strafe for lighting immunes.

This game IS Diablo II's spiritual successor, so the introduction of immunties - alongside what will soon be a huge number of six-links per character should not be in any way surprising.
Last edited by Sabranic_SilverDeth#2793 on Aug 16, 2021, 7:21:23 AM
The shield runics are obnoxious though.

Either you get very close to them so they drop ther guaranteed block stance, or you just don't deal any damage. Which defeats the purpose of any smart play, because you MUST trigger their attacks - be REALLY close to them - to actually deal damage and kill them.

Very
Poor
Design
Sitting in HO spamming alts for 4 hours straight is peak PoE gameplay. Thanks, Chris.
Immunity to a damage type is just bad RPG design.

The only time it's acceptable is when the player can remove it by some means, usually mechanics.

You can have 90% Resistance to something and long as the player has access to tools for reducing this value, it's also fine. Flat Immunity is just not fine. You remove the tools a player could use to overcome anti-build designs and you remove character interaction entirely at times.

Even games based around using 4+ characters at a time like DOS2 or XCOM have no business using Immunity. You render your Pyro or whatever entirely useless and it's not a fun experience.

PoE has been designed over time to use single damage types. The separation of Aliments and Crit, The way Aliments work, Poison, Impale, Bleed, ect. The only reasonable exception is Lightning/Cold mix. Items like Voidforge or Capricious Spiritblade further solidify this design.

The implementation of the Immunity is also insulting IMO. I've never accidentally hit Immune Physical and never will. As for D2 comparisons. People just run past Immune packs. It's equally stupid.
"Never trust floating women." -Officer Kirac

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