When will you finally fix the stupid overcomplicated elemental/chaos resistances system?

its a good thing that you dont need resi on every item to cap it...

as soon as you start using influenced or even double influenced gear you are running out on suffix mod space fast

stuff like curse on hit,nearby enemies have -x resi,dmg over time multipliers,base crit to spells/attack and many more

even other base mods like flat life regen,spell suppression,phy reduction,crit chance/multi etc are strong and usefull

we are at a point were you want as little items with resi on it as possible

going to a more complicated system with unreasonable high values (like the Op used 1500++) that have diminishing returns is a very bad idea


we already have this problem with eva and armor a lot of players just take the "estimated" chance for a "true" value and wonder why they still died to x skill/attack
Last edited by ciel289#7228 on Dec 19, 2021, 9:15:57 AM
is it complicated? I mean the numbers can get crazy but you don't really need to know the exact effectiveness of damage mitigation, just a rough idea. the problem isn't complexity the problem is survivability requires too much investment for most builds. you've got 3 elemental resistances, chaos resist, energy shield, leech, dodge, suppression, armour and regen and currently the game requires you to invest heavily into most of these, all your skills points get eaten up by survivability nodes, when ideally you should only be investing in the survival style that suits your class/build.
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stecheese1 wrote:
is it complicated? I mean the numbers can get crazy but you don't really need to know the exact effectiveness of damage mitigation, just a rough idea. the problem isn't complexity the problem is survivability requires too much investment for most builds. you've got 3 elemental resistances, chaos resist, energy shield, leech, dodge, suppression, armour and regen and currently the game requires you to invest heavily into most of these, all your skills points get eaten up by survivability nodes, when ideally you should only be investing in the survival style that suits your class/build.


any build should exspect to use 50% of non travel passives and gearmods for defence for a well balanced build

ofc there are build exceptions (mostly meta builds)

if you wouldnt have to invest into defence there wouldnt be a choice anymore,it would simply be "build dmg"
Honestly it's becoming such a pain in the ass to get Res if you have a unique heavy build...

I wish the cap was lower, or that they just increased the numeric value of all resistances. OR, subtract less resistances from beating the story.

Making us need Chaos res is fucking disgusting and severely limiting unless you have a lot of currency to spend
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Rakie1337 wrote:
Honestly it's becoming such a pain in the ass to get Res if you have a unique heavy build...

I wish the cap was lower, or that they just increased the numeric value of all resistances. OR, subtract less resistances from beating the story.

Making us need Chaos res is fucking disgusting and severely limiting unless you have a lot of currency to spend


chaos resi is a bit odd,you can do basicly all content with atleast postive resi

since so much stuff does chaos dmg now they should adjust the resi values to be equal to fire/cold/lightning

jewels can be good for resi,if you run a uniq heavy build
the best option probably is purity of elements with the ailment immunity this aura is really worth running

if you can stack a watchers eye with phys dmg taken as x element on top of it,you are nearly immortal unless you do dumb things

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