Maps/acts should be res specific, not just -40% res on all

Hi GGG,

Just my 5 cents, but maps should be res specific. Not global negative resistance.

For ex. In a ice map there should only be a negative resistance to ice. Not the rest. Go you a lava pit? -fire resistance. There is no logical reason why ALL resistances should be dragged down for a map. Or even a act.

The resistance should stay the same no matter what. You got 30 fire resistance? Fine, they should stay 30% fire resistance in act 1, 6 or Atlas. Unless there is a reason why it's temporary lower (see examples above).

If the maps would be to easy if they resistance was to high at a point. Then resistances early on should be lower. For example. resistance in early game should not really be a thing. Getting resistance should be a thing you might need, but only find small nr's on items at that point. For ex 5% fire resistance for act 1 would be insanely good. But you would need to up scale for act 2.

The reason you would get resistance should be the game teaching you resistance; and telling you "look, you could do the last map because it was a forest. but this is a fire map. You need to get some defense against that". Culminating in that you need all resistances in the end, because the atlas is different from= node to node.

Also, there is no reason why you would punish ppl's gear in a later act by just lowering all resistances 10% or so every act. If monsters in act 1 would only do max 10% elemental dmg. In act 2 20%, and so on. You would get logical progression and ppl would have a use to make and keep some gear. Instead of going "i got great resistance gear for act 1. But it's like going naked in act 3. despite it bein g a +30% resistance piece.
Last bumped on Dec 29, 2024, 11:59:26 AM
The whole purpose is to ensure that you actually progress.

The game gives you bonus res at the start, and then cuts it back as you progress. Think of it like training wheels, as you get better you're expected to carry yourself. So -60% baseline is what the game is designed around.
So, I disagree on your thoughts in general on the resistances decreasing across acts - I think in principle that’s fine and makes sense.

BUT I think it’s an interesting callout to say, rather than a flat -10% each act, each act had a -30% in a specific resistance, and in the end you finished the game in the exact same place as today.

Thematically, this makes more sense, and I think it would be much easier for new players to gear up and understand the system.

Rather than needing to stack +10% across 3 different resistances going to act 2, a new players would say, “oh, I just got -30% fire res, I should find a piece of gear with fire res”

That would be a much better way to teach new players how to gear IMO. It would also be MUCH more punishing more quickly to players that ignore it, so there are tradeoffs.
Last edited by pattw555#0071 on Dec 29, 2024, 11:36:25 AM
Resistance penalties - is an archaic mechanic, which exists in the industry for a long time now, and nobody really understands why the hell is it still a thing, but everyone keeps doing it and pretending as if nothing happened.


The only purpose this mechanic has - is to cut-down character power at certain thresholds, so that the character could not do what? Get an actual good stat as a replacement for triple res rolls on everything?


In every single game with the res penalty, it is always the same thing:

- How many gear slots do I have for res rolls?
- How much res do i need?
- Okay, I will divide the amount of res needed on the number of slots, and will fill-up the requirement.

What a pointless and meaningless gameplay loop with zero value whatsoever no matter from which side you look at it.


I'm trying to think about some other mechanic of the genre which is as stupid as this one, but it is hard to beat "you got to get gear with more res, because we penalize your res, so that you would need more res, because we cannot figure out how to balance gear otherwise".
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Valsacar#0268 wrote:
The whole purpose is to ensure that you actually progress.

The game gives you bonus res at the start, and then cuts it back as you progress. Think of it like training wheels, as you get better you're expected to carry yourself. So -60% baseline is what the game is designed around.


what does game actually gives you? 10 ice res at the start,and then by the end of the game it butchers All of your resistances by 60 .

Do you even know what you wrote above?

What progress are we talking about here?Are we playing same game?

I am as of now,280 hours in. NOT a single item dropped that was of ANY value.

Havent seen any Divines yet. All of my gear was purchased from other players and now,considering i cant progress further than t10 maps for 10 days,because i am not getting anything literally besides 3-4 EX an hour.

My estimate with this tempo,i will be able to gear myself by the end of 2029.

All of that because i am not playing twitch 7 screens of enemies oneshot in 0.5 sec build.

Again,what progress?

There's a reason why every streamer plays same 3 builds.

They all strayed from their original builds they played at the release and they all play either lightning sorc , ranger or lightning monk.

You either play any of those 3 classes who have base damage without any modification at 30-70 k , so they can afford to stack max magic find and still can oneshot t17 content with 10 attacks a second , or you play Warbringer like me , who attacks once every 3 seconds , who needs 650 str but in order to achieve that you need to invest all of passive tree nodes into STR (no damage nodes no nothing) and you need max str on all items that can roll STR.

That would be fine if you actually didny need any life or resistances.

Sorc,Monk and Ranger need 2 divines investment in order to clear t15 maps with ease.

I need 20 divines investment in order just to stay alive in t15 , no guaranteed clear , because i actually need to fight face to face.
Last edited by Werdx_1#3669 on Dec 29, 2024, 12:12:04 PM

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