Dear GGG: You brought over a MASSIVE mistake from PoE1 to PoE2 and it hurts everyone! Resistance?!
" It's not even poe1. Diablo 2 lowered your resists when you played on next difficulty. I think it was -20%/-50% in original D2 and -40%/-100% in LoD. D4 also has this mechanic (-25% resists per torment level capping out at -100% in T4) but it's not something you worry too much about since all jewellery has resist implicits and you can fine-tune it with gems and paragon. I agree that it needs to be reworked. Game should not be balanced around having max resists otherwise you are just taking extra damage if you are not capped (and things like resist debuffs in Trials become extremely deadly due to how bad damage scales with minus resists: going from having 75% to 50% doubles your damage taken). |
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" Why are they forcing D2 down people’s throat? If anyone wants to play Diablo 2 they can go play that game. This is (almost) 2025 and I expect a lot more from games now than I did when D2 came out. |
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I disagree entirely and prefer it the way it is. If I find a gear with +20% resistance to a certain damage type, I want it to give me +20. I've played games where some arcane formula with DR adjusts the actual value - it sucks and is so counterintuitive it inevitably gets more negative than positive reaction from players. D4 tried the same thing early on, but the pushback was so clear that they too abandoned the idea and went with straight, comprehensible values.
I don't have a problem with losing resists at certain stages of the game, this is akin to hitting a new difficulty level. The same system was in place in D2, and it worked fine there as well. |
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" Technically with the current negative resistances and/or +max res it's still effectively an "arcane formula" with ironically more jagged and inconsistent values per point of resistance. I'm not familiar with D4 scalings, but I find it unlikely that a basic algebra formula that displays the end result in your character's stats page anyways would turn away the PoE playerbase. I've played tons of games with basic damage reduction formulas and they are all fairly straightforward and tend to be more cleanly balanced than additive damage reduction systems. |
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Another option is to change it so that damage is damage is damage, all reduced by armor. Evasion and ES could probably even stay exactly the same.
Different damage "types" would have different debuffs associated with them, which would be the defences that you could chose to target. Essentially completely divorcing damage reduction and debuff reduction. Bleed/Fire applies DoTs - Defences can reduce the magnitude of each DoT, or the overall time that you're affected. Stun/Ice applies stacking slow until staggered/frozen. Defence against this can split between reducing move speed penalty, and action speed penalty. Penetration/Lighting would mimic's today's shock, creating a reduced defences debuff. Not sure the best split of how to resist this in an interesting way that is split between magic and non-magic. Chaos always targets the debuff that has the lowest resistance. Poison uhhh... Is basically burning/bleeding but different. I'm not sure how to pair this meaningfully. |
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Constantly see people have frustrations with games like cod just slapping a new number on it and calling it a day to make a quick buck.
poe2 feels cheap and a way to do that. Reading these posts I fail to see any innovation on current systems, while making all previous versions of mechanics are worse to their counterparts. strongboxes ultimatum expedition. Res is such a daunting thing as a player. find a good piece of gear? oh good you better fit 24 dex and 27 lightning res and 22 chaos somehow lmao. |
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They just have too many sacred cows that are more than two decades out of date.
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" I mean... they can still use comprehensible values and de-emphasize max resists. There's no good reason that max resists should be an expectation. All it does is force choices on the player, reducing diversity. Make resistances less available and reduce their necessity. Then the resistances you get can make the game easier rather than doable. This would also be in line with an emphasis on skill. " But you're not hitting a new "difficulty level," you're just progressing through the campaign and there's no narrative explanation. In Diablo 2, it was clear you were entering a different difficulty and that resistance penalties accompanied that. In PoE2 it just happens as you progress through the story (again, with no explanation) and you might not even notice. |
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+1 AGREE
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The resist swapping harvest craft was one of the best introductions to really help people push through map tiers. Without it, I'm getting hard locked to a certain level until I raise enough currency to get different gear that's as good as what I already own, because the new piece I really want has the wrong resists on it.
It's not great and means I spend far longer in trade than I'd like to |
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