Devs, Please re-think Stun and resists mechanics…
I love everything about this game, except how it seems to revolve around Resists, and Stun.
Why would you guys make it so it is necessary to max out our resists, THEN make it so monsters can SHRED those resists down to -999 if a fight goes that far? It puts us into 1 shot fail, because there is NOTHING we have to prevent it. Please fix this, so that either enemies cannot shred our resists (obviously we just take more damage in higher corruption) or give us some sort of resist shatter prevention stat…
Another issue is everyone assumes that “metal clanking sound” is from stun, but there is no direct info available about if thats actually what it is. IF it is a stun… why doesnt it just stun lock us? Why does 1 “stun” hit take away 2k ward +75% health in 1 hit… it seems like stun avoidance isnt preventing this no matter how much we have, yeah we dont get “froze” by the stun, but still that hit does 2k ward, and 75% health damage…
Its so frustrating to stack up all your defenses (resist, stun avoidance) at the cost of replacing it for damage and it STILL does nothing…
Why have defenses if you make the monsters capable of
Completely by passing them??? Everytime this happens no matter what i try to correct , i just get frustrated and shut the game off… I have HIGH Endurance, High Resists, HIGH ward, and pretty high Armor… these 1 shots are getting out of control, especially with the frequency of how they happen.
For Example, i play a Runemaster Sorc, in these Monos there are mobs that put their Metal clinking sound circles down at such a fast frequency that (since i cant move while casting, If i stop even for a split 0.43344 second to throw a spell to try and kill this enemy i get nailed by that monster ability and it kills 2k ward + 1000 health… Please look into this i cant be the only one.
I really enjoy the game for everything except thosr issues… and those things are enough to make me stop because nothing i do seems to allow me to succeed