Diablo 3 and all resists mechanic.
#1
Posted 08 January 2013 - 09:52 PM
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
Posted 08 January 2013 - 10:01 PM
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
Posted 08 January 2013 - 10:11 PM
#4
Posted 09 January 2013 - 06:14 AM
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.
Edited by Sagathiest, 09 January 2013 - 06:16 AM.
#5
Posted 09 January 2013 - 06:55 AM
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
Posted 09 January 2013 - 11:10 AM
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!
Edited by Sagathiest, 09 January 2013 - 11:12 AM.
#7
Posted 09 January 2013 - 06:18 PM
Zero(pS), on 09 January 2013 - 06:55 AM, said:
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
Posted 10 January 2013 - 02:54 PM
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
Posted 10 January 2013 - 02:56 PM
Indimix, on 08 January 2013 - 09:52 PM, said:
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
Posted 10 January 2013 - 06:18 PM
You don't know until you try.
#11
Posted 10 January 2013 - 09:53 PM
#12
Posted 10 January 2013 - 11:41 PM
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
Posted 10 January 2013 - 11:56 PM
Loroese, on 10 January 2013 - 11:41 PM, said:
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.
Edited by Indimix, 10 January 2013 - 11:58 PM.
#14
Posted 11 January 2013 - 12:42 AM
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).
Edited by Orb, 11 January 2013 - 12:43 AM.
#15
Posted 11 January 2013 - 12:50 AM
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.
#16
Posted 11 January 2013 - 10:11 AM
#17
Posted 11 January 2013 - 10:30 AM
Loroese, on 10 January 2013 - 11:41 PM, said:
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
Posted 11 January 2013 - 02:40 PM
#19
Posted 14 January 2013 - 02:37 AM
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).
Edited by Catalept, 14 January 2013 - 02:38 AM.
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