Diablo 3 and all resists mechanic.

  • #1
    It's plain dull.

    I mean, wouldn't it be great if you could identify which monsters have less resists to what, and use specific weapons/effects/spells to counter them?.

    And in the same way, let say a monster has a heavy fire spell, wouldn't it be great if you could, through a spell/weapon/etc protect yourself against fire?.

    But.. no, we got "all resists', and the three stats become 1, "resists".

    I think changing this mechanic a bit, would add depth to the game, without making it too complex for the type of game it is.
  • #2
    the part i hate is we have
    fire
    ice
    arcane/holy
    elect
    physical
    AND AR

    its like.... hey we have 50 (lets just say) type of afixes that can roll on any chest. one is flat out better than the others.... so... what in the fuck is the point in getting the 5 listed?
  • #3
    Yeah... I really don't get it. Every time I start thinking about this game, it just makes me angry how amazing could it be, if only the developers knew what they are doing....
  • #4
    yeah i really don't like that it does not matter what type of damage you are dealing. you could have a fire wizard for example, buuut it would be pretty pointless because you could always improve your damage output by choosing non-fire skills. Also you would not gain any real advantage by being a fire wizard instead of an ice wizard for example because monsters don't have resistances or weaknesses against different kinds of damage.

    Basically the kind of damage being dealt by you or your enemies just does not matter in D3 and yeah i agree its pretty darn boring.
  • #5
    True, some underlying game and combat mechanics seems to be very plain and dull.

    It's also a shame how most of the community have been giving feedback since release on how the single resists vs all resists mechanics, as well as the mandatory trifecta (as, crit chance, crit dmg - if you want to be even remotely competitive) mostly hurt the itemization than help it, and yet the dev team doesn't seem to even recognize this as a problem.
  • #6
    the trifecta are just so synergistic that getting higher damage is purely about getting more crit and then most successful builds are really based around crit as well since its the primary way to get your items and skills to synergise. So really the way skills and item design primarily centers around one mechanic(critical hits) really hinders build diversity.

    and when i say build diversity i mean builds that dont center around one mechanic. People often compare crit to + skils. In diablo 2 it +skills only increased your damage in D3 it increases your damage but its also the centrepiece on which so many builds depend. no build in diablo 2 was unworkable without + skills but all builds were made more powerful by it. so i just think there are two many synergies surrounding the trifecta it already boosts your damage by massive amounts is that not enough by itself without making it also synergise with skills? not too mention other affixes such as arcane power or watever on crit its just excessive!
  • #7
    Quote from Zero(pS)

    It's also a shame how most of the community have been giving feedback since release on how the single resists vs all resists mechanics, as well as the mandatory trifecta (as, crit chance, crit dmg - if you want to be even remotely competitive) mostly hurt the itemization than help it, and yet the dev team doesn't seem to even recognize this as a problem.


    I think the devs have been aware of it for awhile now.

    However any changes to the basic system after months of players using the ah/rmah on those principles could cause a mass backlash and that's something best saved for an expansion.

    As we've seen with prior blue posts/blizz announcements, even officially recognizing the current itemization as a problem
    will have an impact.
  • #8
    they should just let the individual resists roll higher than AR.
    AR trumps single resists in every single way right now. Just make the single resists roll as high as 100 or 160 (double max AR) and they will become more used.
  • #9
    Quote from Indimix

    It's plain dull.

    I mean, wouldn't it be great if you could identify which monsters have less resists to what, and use specific weapons/effects/spells to counter them?.

    And in the same way, let say a monster has a heavy fire spell, wouldn't it be great if you could, through a spell/weapon/etc protect yourself against fire?.

    But.. no, we got "all resists', and the three stats become 1, "resists".

    I think changing this mechanic a bit, would add depth to the game, without making it too complex for the type of game it is.


    No, because the game is played at a fast pace, obliverating mobs as you go. I have zero desire to stop, find a safe spot and switch out gear for 1 pack. That is not fun at all.

    And no, I don't want bosses to have that either, because I have no desire to farm, or maintain a set just for 1 type of mob, or one boss. The last time I had a Resist set was WOWs BT.......coincidentally the same time I quit that game.

    There are better ways to provide content that doesnt involve spending countless hours farming, or wasting space in our bags for a resist set for every type of resist.

    IMHO, I think they should just get rid of all types of resist except AR, Physical, and merge all other to just "Magic Resist".
    It would help reduce the number of trash items we get as well.
  • #10
    I don't think it would be that terrible as you say, actually, it will evolve from "spinspinspinspinspinspinspinspinspinspinspin" to a richer experience.

    You don't know until you try.
  • #11
    I don't think making resists more complex would make the game better. And once you change all those game mechanics it isn't like its easy for them to roll it all back if it turns out poorly.
  • #12
    I have no problems with how resists work in the game. I really don't like mobs with elemental resistances because it either forces you to change specs or just overall limits options for builds based on damage type. I think the purpose of the rune system is to be able to use the skills you want based on what they do, rather than what damage type they do (aside from trying to make an elemental build, like stacking cold skills + Frostburn gloves). Even with only say 50% elemental reduction on mobs or bosses it discourages you to use those elements.

    As far as single resists and all resist, I don't have any problems with having both around. It's obvious from their design that they do not intend all affixes on items to be as useful as all others, so really it seems more like an itemization argument, which is a hotly debated topic also. Further, single resists allow for having double the resists on a single item, which can be huge if you only really care about 1-2 damage types, like physical resist for RD mobs.

    My only complaint about the number of resists is the inconsistancies with mob damage type, making it very hard to figure out what damage type some mob abilites are without extensive testing. IMO if something does damage to you with something that looks red, it should be fire damage, but half the time it seems it's physical.
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  • #13
    Quote from Loroese

    I have no problems with how resists work in the game. I really don't like mobs with elemental resistances because it either forces you to change specs or just overall limits options for builds based on damage type. I think the purpose of the rune system is to be able to use the skills you want based on what they do, rather than what damage type they do (aside from trying to make an elemental build, like stacking cold skills + Frostburn gloves). Even with only say 50% elemental reduction on mobs or bosses it discourages you to use those elements.

    As far as single resists and all resist, I don't have any problems with having both around. It's obvious from their design that they do not intend all affixes on items to be as useful as all others, so really it seems more like an itemization argument, which is a hotly debated topic also. Further, single resists allow for having double the resists on a single item, which can be huge if you only really care about 1-2 damage types, like physical resist for RD mobs.

    My only complaint about the number of resists is the inconsistancies with mob damage type, making it very hard to figure out what damage type some mob abilites are without extensive testing. IMO if something does damage to you with something that looks red, it should be fire damage, but half the time it seems it's physical.


    Well, sure, the current state of the game wouldn't work if the resists starts playing a more interesting role, instead of being just another +EHP modifier. Maybe you could display the resistance/attack of a monster, maybe monster could have more than one kind of attack, and all of that represented in a sort of actionable UI.

    IMO, it would take away the mindless farm to something that some players may appreciate.

    I remember in D2 that if you didn't have a good lighting resistance, charged bolt spawning monsters would eat you alive.
  • #14
    I like the AR and individual resist on gears. They are separate so you can stack individual resist if you want (monk's OWE, or physical resist for reflect damage mobs). This is the same arguments as when people complained about sockets being worse than plain stat; the sockets give less stats but can stack with plain stats to give higher total stats.

    I also hate enemies having resistance to one element. It was very painful in d3 as a frost sorc fighting frost-immune mobs. (I quited d2 when I hit hell because of that).
  • #15
    I too dislike the fact that elemental damage and resist doesn't really matter in the game anymore. I liked gear swapping back in D2 just to get through a certain enchanted mob. There is actually no point in having any of the elemental types right now. There should be more points in the game where it should matter.

    Right now there is no gear savvy, we don't check our weapons or armor for what it can resist or deal more damage too. We don't prepare at the door changing equips because we know that on the other side is a bunch of naturally lightning enchanted scarab beatles. The disappearance of these tiny points of strategic review is dispiriting.
    sto lavorando
  • #16
    i like the AR mechanincs
  • #17
    Quote from Loroese

    I have no problems with how resists work in the game. I really don't like mobs with elemental resistances because it either forces you to change specs or just overall limits options for builds based on damage type. I think the purpose of the rune system is to be able to use the skills you want based on what they do, rather than what damage type they do (aside from trying to make an elemental build, like stacking cold skills + Frostburn gloves). Even with only say 50% elemental reduction on mobs or bosses it discourages you to use those elements.



    The thing is, what all damage dealing skills DO is deal damage. So it does not really matter how the damage is dealt because players simply pick the skills which maximise damage output. Mobs with elemental resistance force you to specialise into farming certain areas with certain kinds of builds. But that's good because then genuine builds emerge beyond those which are simply geared towards damage maximisation which is what all builds strive to do right now. Secondly it makes it so playing with others has a true advantage to playing by yourself because certain damage type speciality builds can thrive and be more productive together.

    Its a matter of what kind of problems you face, in D3 right now the only real problem to be overcome is how to deal the largest amount of damage possible. which is not really any sort of problem at all because the answer is very simple.

    Id like to see more compelling problems beyond just how damage is distributed throughout the environment EG mortar, reflect damage, direct physical, ranged etc.
  • #18
    Unfortunately, this is one of those things Blizz will never even think about to implement, for the sake of dumbing down the game to appeal casuals who only want to worry about one or two numbers.
  • #19
    I understand why resists are in the game(or rather, a two-tier mitigation system), but I just don't see a way to make single resists interesting without adding some annoying micro-management as well. I'd hate the idea of schlepping around a bunch of different resistance gear or fiddling around with different sets each time I find a new pack.

    My theory is that they're in there purely as a junk stat, and that OWE was added to make them 'interesting' for at least a few people... although that backfired, as single resists aren't MX with AR (which is a decision that's always puzzled me).
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