[CURSE IMMUNITY MAP AFFIX] Can we please have this changed?

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Lunchguy wrote:
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.


Punishment does and it really should be fleshed out to more elemental types, so we can have stuff like our own lightning thorns.


But really, straight up non bypassable immunities are never a good thing. They eliminate portions of the game, provide no real challenge that can be overcome through skilled play and quite often don't work out quite as well as they are imagined to. Same thing with just removing whole parts of the game through out right crit immunity, outright can never miss, etc....


Systems of resistances that can go over 100% for mobs that are supposed to be 'immune', resistance lowering and resistance penetrations give the same effect but also allow some alternative strategies to exist without making parts of the game null and void. With immunities there is no system of checks and balances and the parts that are removed are pretty much not part of the game anymore.


If a mob can resist up to 100% of a curse, and we can bypass up to 50% (say 25% from passive and 25% if applied during some status changes) through some effects.. then we have both curse 'immunes' and the ability to pierce it through some builds and skilled play.
Last edited by Jiero#2499 on Dec 2, 2013, 12:51:23 AM
You are forgetting the most important of all:

Players cannot Leech Life or Mana
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Here's a nice Monster Combo!

-> Everyone has Resolute Technique
-> Can only be harmed by Critical Hits
-> Spell Immunity
Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro.
^
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Crackmonster wrote:
You are forgetting the most important of all:

Players cannot Leech Life or Mana


Ouch, that could be incredibly deadly. Hopefully the quantity awarded for that one is worth the risk.
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Nurvus wrote:
Here's a nice Monster Combo!

-> Everyone has Resolute Technique
-> Can only be harmed by Critical Hits
-> Spell Immunity


Ha!
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DirkAustin wrote:
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Lunchguy wrote:
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.


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.


I've thought about this though... If it weren't for curse immunity there could be many more viable builds which rely heavily on curses. I understand that the curse immunity is probably the mechanic they chose to make it so curses where always a secondary added effect rather than a straight up build type, but it could be without being overpowered as is.
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Jiero wrote:
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Lunchguy wrote:
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.


Punishment does and it really should be fleshed out to more elemental types, so we can have stuff like our own lightning thorns.


But really, straight up non bypassable immunities are never a good thing. They eliminate portions of the game, provide no real challenge that can be overcome through skilled play and quite often don't work out quite as well as they are imagined to. Same thing with just removing whole parts of the game through out right crit immunity, outright can never miss, etc....


Systems of resistances that can go over 100% for mobs that are supposed to be 'immune', resistance lowering and resistance penetrations give the same effect but also allow some alternative strategies to exist without making parts of the game null and void. With immunities there is no system of checks and balances and the parts that are removed are pretty much not part of the game anymore.


If a mob can resist up to 100% of a curse, and we can bypass up to 50% (say 25% from passive and 25% if applied during some status changes) through some effects.. then we have both curse 'immunes' and the ability to pierce it through some builds and skilled play.


Now that is what I call a correct assessment. +1 to you sir. I thought curses where a really cool mechanic. When going dual(+) curses, 6-10 passive points depending on where your build is normally, you loose quite a bit of your power/defense by running into curse immune mobs. This mechanic is so prevalent that I try and remove the need for curses all together from my builds, so they are more just icing than part of the cake.
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DarkHeart69 wrote:
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Jiero wrote:
"
Lunchguy wrote:
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.


Punishment does and it really should be fleshed out to more elemental types, so we can have stuff like our own lightning thorns.


But really, straight up non bypassable immunities are never a good thing. They eliminate portions of the game, provide no real challenge that can be overcome through skilled play and quite often don't work out quite as well as they are imagined to. Same thing with just removing whole parts of the game through out right crit immunity, outright can never miss, etc....


Systems of resistances that can go over 100% for mobs that are supposed to be 'immune', resistance lowering and resistance penetrations give the same effect but also allow some alternative strategies to exist without making parts of the game null and void. With immunities there is no system of checks and balances and the parts that are removed are pretty much not part of the game anymore.


If a mob can resist up to 100% of a curse, and we can bypass up to 50% (say 25% from passive and 25% if applied during some status changes) through some effects.. then we have both curse 'immunes' and the ability to pierce it through some builds and skilled play.


Now that is what I call a correct assessment. +1 to you sir. I thought curses where a really cool mechanic. When going dual(+) curses, 6-10 passive points depending on where your build is normally, you loose quite a bit of your power/defense by running into curse immune mobs. This mechanic is so prevalent that I try and remove the need for curses all together from my builds, so they are more just icing than part of the cake.


That's really disappointing to hear as curses are part of the game and so is +1 curse gear. If you're sacrificing life and defenses on gear and in the passive tree to gain extra curses, your build is already taking a hit. Since these builds are most likely full support builds (either including MF / conduit), they most likely cannot solo maps. Then adding curse immunity onto the map means they cannot even help support a party.

I know that people will say, oh if you cannot solo maps, it is a bad build. The game obviously caters to a huge amount of variations. If you want to be a tank or do MF, you have the option to go those routes. If you want to be support and help out a group, that is another option. Working together as a team is part of the gameplay and helps build camaraderie.

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