I think players forget it’s beta and there will be huge changes going on all the time. Think the best approach is, don’t be attached to certain aspects of the game, it’s still a game in development. Also from what I heard, read and also based on interactions with the developers of LE, they aren’t stupid. Having little more community optimism would be nice to see, especially before it’s even released.
I like the changes and to attention made to uncapped resistance. Many ARPG forget that having uncapped resistance is suppose to be risky, but not obligatory deadly.
Also the change to Armor is very intresting, In term of tech design, I wouldn’t be surprise if they decide to chance due to the complexity, but if they manage to pull it off Slow clap
I am also kinda sad about the changes (I know, sounds weird), but I do liked the idea of flat EHP agaisn’t specific dmg types, but again the logic behind the change is sound, lot more understandable and intuitive. I do hope the EHP vs dmg will make returns, maybe buffs granting a similar effect?
I overall, I feel like the change will be good. I am planning to redo my characters anyways since I have a better idea how to play the game. This is just a good incentive to do so now
It was only that in 1 specific scenario (a one shot), in every other scenario protections soaked up a % of the damage that would otherwise have gone to your health.
I also miss it.
@KissingAiur is also correct that those freaking out need to chill.
I think what the community doesn’t understand all these resistance changes are relative in the end. They go hand and in with damage balancing cross the board which can be adjusted up or down. These type of changes require players to actually play the game to see how defensives line up and feel in combat. The only real change I see from the notes is a more of a clearer visual representation change to defensive mechanics with the addition of removal and switching around how some mechanics work; still relatively the same thing.
If you had just two sources with 50%, then you already would be at the 75% cap. So how many affix slots you need just depends on the number of resistances that you can get per slot. Not a big deal.
Multiplicative resistances have some nice properties. If I add an item with say 50% resistances against a damage type, then I know that I will get half of the damage I would have gotten without it. Regardless of how much resistances I already had before that. That makes it somewhat easy to guess the impact that the item would have.
Also, you would never be able to reach 100% resistances. So a hard cap might not even be necessary. The nice thing about the hard cap is, that you will never reduces the damage by more than 75% (with resistances). That could make balancing the damage output of enemies simpler. But other than that, it would not be necessary with multiplicative resistances.
Penetration could also be multiplicative. It would be similar to “more damage”. So no matter how many resistances the player or an enemy has, 20% penetration would just mean 20% more damage. And 30% resistances would reduce the incoming damage by 30%, regardless of whether the enemy has penetration. Again, very simple.
Shred could reduce resistances mupltiplicatively. 20% protection shred would reduce your resistances by 20%. If you had 50%, then you would have 40% after the resistances are shredded. That means that it would be more impactful against enemies with high resistances and it would be useless against enemies without resistances.
I think a system like that would be pretty intuitive and simple. But it might not work like people are used to from other games - so this could also make it harder to understand for new players. But I think it is not as hard as the proposed changes, as they need these additional rules with hard caps and stuff.
But in the end it is important how it feels in the game. The proposed changes might just feel right and make sense after playing a bit. We will see
The resistance changes made gearing and endgame absolutely miserable for me - to the point where I don’t really want to play my high-level characters anymore.
I need a total of 525 resistances to cap and average gear with T4 affixes offer 20 resistance - I don’t see how this was shipped to production in its current state. I now need more affix slots than I have in total just to cap this mandatory defense layer - one that even scales multiplicatively so the benefits are backloaded. Not to mention we’re now in a situation where some skill talents grant 150+ resistances making them worth 7+ affixes compared to most damage talents being worth 1-2 affixes.
So I pretty much went back to PoE until this is fixed, I like that LE is less complex than PoE but having 70% of itemization being about capping the most mandatory defense layer is truly broken.
No, it’s pretty easy to cap the resists even without any resists from passives/skills.
4-5 sets of set phys/void & necrotic/poison prefixes will cap those + 5-6 elemental resist suffixes will cap that as well. That leaves 8 prefix slots + your weapons/offhand & ~12 suffix slots. Less ~4 for capped crit strike avoidance.
You said the same thing that I said but seem to completely dissagree with my conclusion. It’s easy but that’s only because we have a crafting system that lets you chose every affix slot for yourself (which is another topic for another time), It’s still broken and unfun to have 70% of your gear be the same generic items. I’ll still play PoE, thanks.
I don’t understand. I have a lvl 70 character with 3 uniques (all offensive stats) and I am still over 100% the resist cap. I haven’t even taken that many resist passives either. I have 9 prefixes for set necrotic/poison and void/physical resist and a couple elemental resist suffixes. I’m able to build my character the way I want to with the defensive stats that I planned for. I don’t understand why it’s difficult.
And like others have said, you don’t need to max out resists. Haven’t tried it yet, but dodge + armor seems to be a theoretical combo since the damage you didn’t dodge gets reduced by armor. As a matter of fact, I’m thinking of trying that out now…
Resists in PoE are MUCH more required than in LE. Plus you have to scale resists up quite a bit more in PoE due to the resist reduction from moving through difficulties.
That’s all you need though, as I said above, 4-5 sets of both phys/void & necrotic/poison plus a few elemental resist suffixes will do you even if you don’t get any resists from your passives or skills.
But you have more affix slots in PoE & more skills available to get them, plus more on the passive tree (that every character can get) if you want to go that route & most importantly, PoE has fewer resists to cap (with more affix slots)!
POE has fewer resists to cap sure. But I am never going back to that monstrosity of a passive tree. There’s choices sure, but there is such a thing as too much choices.
To each their own though, feedback like this is needed. Highly doubt this is the final version. I’m sure there will be many tweaks along the way, possibly even another overhaul although I’d be skeptical at a second(?) overhaul. I do think people need to try and not cap resists like it’s the only way to build defenses. Shaman and sentinel I can see resists working as a primary option. But mage and acolyte (even sentinel and shaman) do have other options. Try them out instead of limiting yourself to just building resists. We are supposed to be testing after all. Resists, dodge, hp, ward, armor, damage reduction (harder), block are all available.
I’m going to be honest, I preferred the flat EHP protections before to the % based resistances they’ve put in place. With resistances, there is no reason not to cap them, ever, and it leads to a one dimensional build optimization of “cap resistances, then stack as much health and defenses as possible,” whereas with the old system, you could either stack tons of health for one shot mitigation and generic defense, or stack one protection to selectively increase survival against certain scarier damage types, or forego increasing health (and actually reduce it) but go for less efficient protections instead to get a bit less overall EHP but much higher value from healing/each point of health, as that low health pool has massive mitigations. I agree the new system is more readily intuitive, just because every other ARPG ever uses it, but I personally really liked the old system and the unique challenges, optimizations, and tradeoffs it presented. Maybe the old protections could somehow be implemented along with resists, as an alternative or supplement to stacking hit points, to give a more customizable and varied build experience.
Not true i know of a few builds that push the top of the ladder and run better by stacking HP or attributes or dodge than to even bother going for resistances.