[CURSE IMMUNITY MAP AFFIX] Can we please have this changed?
In all honesty:
The affix should be "Curse effectiveness 25%" not curse immunity. Also, you should add a node or some nodes to the passive tree in order to boost curse effectiveness, just like you can with spell/physical dmg. Otherwise, you could have it be "Mobs are immune to #{n} curse(s)" For players that have more than {n} curses available (due to gear or the passive), they can still curse. For example, say a player is able to maintain 3 curses on an enemy at a time and the mod was "Mobs are immune to 1 curse"; that player would still be able to place 2 curses on those enemies. Also, the frequency in which it appears has been high in the maps that we have been rolling. I believe that it would be more beneficial to make it roll as frequently as blood magic or no regen. Jokingly: Since you added this feature to the game, it would be nice if you guys could also consider the following possible affixes: 1. Mobs cannot take physical damage. 2. Mobs cannot take [insert elemental type] damage (give the ability to divine this to something else!) 3. Mobs can only be harmed by [melee|ranged] attacks - this one can go deeper by specifying weapon type (wand, staff, bow, etc). 4. Cannot build frenzy, power, endurance charges. 5. Cannot run auras. 6. Chaos resistance @ 75% 7. Chaos reflect @ 15-18% Last edited by cloudily#1108 on Jan 22, 2014, 11:04:05 AM
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great idea! i feel as if the game isn't challenging enough for experts like myself and cloudly.
IGN: KonyDidntDoIt
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So: Immune to physical,
Immune to [element] Immune to [melee/ranged] Seems simple enough. |
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Nice troll suggestion.
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The thing with curses is that the only give you an advantage in combat, and don't actually deal damage on their own.
Immunity to anything other than curses would render some builds completely worthless against particular enemies. An ability which some unique mobs use that makes them temporarily immune to a particular kind of damage would be fine, as long as it's just that; temporary. |
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" Basically, like in D2, immunity is a build killer and restricts people in a lot of ways. The way GGG does it is the best way, resist yes but no immunity. |
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The problem with putting immunity to curses as a map affix is that it kills quad/penta curse (support) builds. They already had a monster-level curse-immunity which was more than fine. Why take it a step further and add it as a map mod without the ability to circumvent?
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Maybe support builds aren't really good builds then?
"Support" builds are getting carried in any party, this game is designed so that each character is responsible for their own defense/damage/healing. There are no set cleric--buffer--tank---deeps, trying to play this game in that fashion probably won't be met with the best of success. I think some people make lazy safe chars and call that 'support' characters for a party, because they aren't willing to actually put up in a party. But that's just my opinion. stop over moderating that makes the official forums useless
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" I think what you meant to say is that support builds can help carry a party through dangerous maps. I've seen some incredibly sick support builds since playing this game, ranging from multiple-curse and conduit builds to multiple aura summoners. If anything, support builds can double or even triple a party's DPS and provide safety in many situations. I understand that an ARPG is all about being hack-and-slash, but with POE's tree and diversity, it opens up many more possibilities. Why limit the fringe builds? |
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This post makes sense, why would you have an Affix that makes a build completely useless, this immune to curse affix is the same example as cloudly gives, if you want map mods to make builds useless then add the ones he suggest.
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