Updated: How Ignite, Chill, Freeze, Shock, & Poison Immunities can be made fair / still challenging.
What makes 100% Status Ailment Immunity unfair, notably on Map Bosses and Major main Map Bosses (since some players throughout this thread did not catch on)
" Pardon my late reply. Must it really be explained why 100% Immunity mods are unfair on Map Bosses and Major main Map Bosses? (Notice I did not mention regular enemies like Rares, minor Unique Bosses, and Rogue Exiles?) It matters not how often a Map Boss or Major main Map Boss with 100% Status Ailment Immunity occurs; what matters is the fact the situation occurs at all, thereby road-blocking certain builds, and if not that, affecting their effectiveness where other builds do not suffer quite as much. While GGG has done away with most 100% Immunity mods on Bosses, there are still Map Bosses and Major main Map Bosses on the Atlas that have them that can or do road-block certain builds, notably Ele-based builds, that rely on Status Ailments and are built around certain Status Ailment modifiers to dish out most of their damage. That is what makes it unfair. Now, certain builds do exist that can down even the toughest Bosses with 100% Status Ailment Immunity using straight damage with their Element of choice without getting damage benefits from their Status Ailments, yet that proves absolutely nothing other than downing certain Bosses taking a longer time as a result, while other builds (notably ones that cycle through different damage types instead of being one major damage type) do not have to really worry about that. One particular Status Ailment that still gets screwed to this day above all other Status Ailments is Ignite, while other Status Ailments do not suffer quite as much. The idea in my OP therefore makes things fair across the board for all Status Ailments, meaning no other Status Ailment is favored over another when it comes to certain builds gaining or not gaining the damage benefits they provide. " I believe you meant, "Why shouldn't Map Bosses and Major main Map Bosses be 100% Immune to [insert Immunity mod(s) here]" I thought the answer to your question was something that did not require such in-depth explanation, notably because I thought the issue was a mutually understood issue, yet I guess that's what I get for thinking. With that being said in mind, I answered your question by giving you specific reasons to what makes 100% Status Ailment Immunity unfair, notably on Map Bosses and Major main Map Bosses (not Rares, minor Unique Bosses, and Rogue Exiles). When Rares, minor Unique Bosses, and Rogue Exiles are Immune to Status Ailments: The only monsters throughout PoE that should be allowed to be 100% immune to Ignite, Chill, Freeze, Shock, and/or Poison are Rares, minor Unique Bosses, and Rogue Exiles if they have any of those Status Ailment Immunity mods. Therefore, any Status Ailment Immunity mod on Rares, minor Unique Bosses, and Rogue Exiles should read, "Immune to [insert Immunity mod(s) here]" (like they do now), meaning they are Immune to Status Ailments for the entirety of a fight. ____________________________________________________________________________ When Map Bosses and Major main Map Bosses are Immune to Status Ailments (with a Status Ailment Immunity Bar under their Health Bar) The monsters throughout PoE that should not be allowed to be 100% Immune to Ignite, Chill, Freeze, Shock, and/or Poison are Map Bosses and Major main Map Bosses if they have any of those Status Ailment Immunity mods. Therefore, any Status Ailment Immunity mod on Map Bosses and Major main Map Bosses should read: ![]() ![]() ![]() Meaning they are immune to Status Ailments for 20 seconds that begins to count down after they are damaged the very first time during the fight, becoming less Immune over time until their immunity of said Status Ailment(s) reaches zero. After a Map Boss or a Major main Map Boss reaches zero Status Ailment Immunity, they are temporarily granted 25-35% 'Extra' Damage as the Ailment(s) they were Immune to for 20 seconds, and then the battleground becomes speckled with Burning ground, Chilled ground, Shocked ground, or Desecrated Ground depending the Status Ailment(s) they became less Immune to after their Immunity reached zero. Then, after 20 seconds passes by, the Ground Effect(s) disappear, they are Immune to whatever Status Ailment(s) again, and this countdown process continues to begin and end until the end of the fight. Thank you for looking into this. Immunities can be handled more creatively! HeavyMetalGear When game developers ignore the criticism that would improve their game, the game fails. Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) Последняя редакция: HeavyMetalGear#2712. Время: 7 окт. 2018 г., 00:26:24 Last bumped7 окт. 2018 г., 04:52:35
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Not a great concept for poison builds, not that those don't avoid the mods anyway.
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" ...how is it unfair? " you said this twice, but failed to address the pre-req of... why? why shouldn't other monsters/mobs be immune to _____? [Removed by Support] "Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! Последняя редакция: robmafia#7456. Время: 5 окт. 2018 г., 13:13:10
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Because some builds rely on those ailment to dish most of their dmg, if not all.
It would be the same if some monsters would be just immune to chaos or fire, or phys dmg or whatever single element, would that be great ? Not really not, quite the opposite. What monsters are immune to ailments right now by the way ? afaik, even Atziri isn't immune anymore. Screw completely immune monsters. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" ...have you ever played diablo 2? by hell, most monsters were immune to 2 elements (or 1 element and physical)... [Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
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They used to have ailment immunity bosses and they got so many complaints for so long they removed pretty much all the immunities. Good change imo, I see no reason to bring it back. If you make bosses ailment immune in phases it’s just an immunity phase that only affects niche builds. Bad move given how shitty immunity phases are in general.
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" The same applies to reflect, life-leach, reduced regeneration/defenses... it seems to be a common theme that there is a nemesis for almost every one-trick pony. So, boss is poison immune? well, straight chaos damage still works, given the current state of the tree, you should still have decent damage. Its not like you die using a skill unlike with reflect... |
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" You’re comparing map mods that can be rerolled to build in immunities that are always present. It’s a very different situation. Also, every optimized build is a one trick pony. It’s the nature of the game. |
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" god forbid people try to diversify their damage output. that might require a tiny bit of thinking. emphasis on might, because vast majority of phys builds use hatred/HoA and viola, 3 types of damage. much hard. the fact that we're not even talking about fire/cold/light/chaos immunity and just ailments makes this even dumber. [Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
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" I could got give a crap about Diablo 2, that was another game and is completely irrelevant here. " I do agree that reflect need to go. Life leech ? you can somewhat work around it Reduced regeneration/defense ? Absolutely off topic, it's not exclusive at all, if your build can't run those mods at all, there is likely a problem with it. No-regen is a no-go for RF builds, but can be managed in many cases. And yes, map mods that can be rerolled are already not as bad as permanent immunities, as pointed by Vesuvius079. " It's not like ailments have been reworked be scaled independantly from the on_hit damage calculation, right ? /s So if I have a build which dmg is 75% burning, let just add mobs that are cutting 75% of my dmg before other mods, and making trickster passives unable to trigger, and make immolate completely uneffective ? Wow, such brilliant ideas. Let's add chaos immunity too, after all CI is a keystone in the game right ? let's put it on monsters !! ... or not, of all the exiles to be fought in the game ( not talking about HoG, screw that map lol ), NONE of them has any kind of such immunities, and for good reasons : those are absolutely shit design in PoE, because the game encourages you to scale one type of damage only. This is also one of the reason with PvP is completely trash in this game by the way. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Последняя редакция: Fruz#6137. Время: 5 окт. 2018 г., 21:41:12
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