Resistance Changes Feedback Thread

Not on caster weapons you can’t.

Edit: but then melee builds need something to give them the edge, so if that’s better weapon suffixes, that’s not too bad.

Thx 4 doing the dirty work and fair point :smiley: .

Not even frailty on hit i thought that was just frailty on melee hit. But at least tou can still get it on rings and relic

Nope, frailty on hit is only for ring/relic, as you say, frailty on melee hit is only for melee weapons (obviously :wink: ). Melee weapons can get several more suffixes.

My bad got mixed up :sweat_smile:

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I don’t think the monolith is too easy, per se. My opinion is that it’s much easier to gear for a low life ward build, than it is a high hp build with all the required stats that are needed for it.

I think the scripting of the MoF bosses is actually really fun, though I’m not a fan of this boss monster resist system. I think once you can overpower an area, you deserve it.
The problem with these scripted boss fights is, once you learn the mechanics, you can beat them, as proven, with no gear. I still think only the extreme 1% would do this. The length of time it has to take, is just not fun to me. A fully geared vengeance sentinel, that can facetank every hit, deals next to no damage, and is painfully slow. The ward spellblade I’m working on now (beat Formosus for the first time ever last night), deals damage AND can facetank every hit, and only requires 1 defensive stat: ward lol

First of all I’m glad you enjoy that aspect. The more the merrier.

I don’t know what their philosophy is and I would be surprised if they did. Perhaps they are taking a case-by-case analysis and iterating on some feedback without any pillars of design philosophy?

I posted a POE interview earlier because Chris Wilson thinks one of the secret ingredients is in the item design and how it relates to the game overall.

Suppose you’re a good arena player who did not like the changes because it is too easy to cap resistances (or defenses) just like POE. But this arena player is just that… only cares about arena, like you only care about arena. To ideally make a game for arena, and I’m stressing the word ideally thus mutually exclusive, requires a different approach than to ideally make a game for a SP/MP with end-game. But doing both can easily be done but doing both without influence from the other in the grand scheme of things cannot be done, or perhaps should not be done. But here we are.

At least some people believe that incrementalism in improving your build with no end in sight is a good thing. I agree. In addition some also believe that maxing resistances should be hard and that because it is hard this will increase build diversity. Nobody has yet mentioned that making resistances easy to cap also leaves room for more diversity, and then we’re back at POE and items being essential in that diversity.

But this is semantics. Surely one can imagine meaningful diversity and shallow diversity… And how about a middle of the road approach? But god I hate middle of the road approaches. These are tantamount to weak and spineless approaches.

I just wanted to highlight that changes that are good for one mode, can be worse for the other and visa-versa. So the loud voices should be taken in context.

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It’s not that much about arena for me. I did push some builds some patches, but I’m not by any means a high skilled arena player.

If arena is not the system to balance around, then don’t butcher arena builds. i remember an interview where got asked what wave the devs want players to go on arena. There shouldn’t be an answer to that question. Let the player find out what wave is going to be the highest. I’m not saying the system where people went 1000+ was good, but right now the ranges that determine player gear and skill are really cramped down.

What worries me right now is that the SP experience got worse the last few patches if you want to minmax chars.

The endless from monolith got removed in 7.9. There was no reason to. Before there was a reason to kill mobs in maps for more loot. The monolith stacking was cool and was a indicator for build guides. Now I’d rather rush to the boss and be over with it. I’m saying we could have kept the old good stuff plus the awesome echos and bosses.

Adaptive boss dmg reduction got introduced, it was kept in for a complete patch cycle which made me quit. It was terrible even after the tweaks. It is still way to much!

Lifespawn of char progression shortened with the new defenses.

Campaign and monolith are a joke right now with the current difficulty.

Maybe it’s all just a setup for the upcoming multiplayer, I don’t know. What I’m seeing is my single player experience for the current state of the game getting worse every patch.

I’m happy that many builds actually got viable this patch, it is really fun to play around with different classes and different setups. But right now there is not much going on besides that. The game doesn’t make me want to grind while before it did make me want to grind.

The gameplay loop for me got worser with 7.9 and 7.10

The endless monolith hasn’t been removed, if you want to carry on to see how far you can go or getting as much % rarity as you want, you still can but after a while you’ll have the quest echo pop up most goes so you’ll need to choose the other option (which is annoying I’m sure).

Campaign was always a joke, but yeah, the monolith bosses do feel substantially easier. Hopefully they’ll add the rest of the empowered monoliths & buff those (the empowered ones).

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It got nerfed becouse people made forum posts with uneducated feedback, asking for nerfs.

Leydun, any build can face tank monolith now, ward or now, gear or not.

Yeah, I managed to facetank all of the bosses (even the empowered Abomination & Rahyeh) on my Spellblade by mistake…

That’s a very generalised statement. There was a lot of different feedback on different aspects of the difficulty level when the monolith update first was released.

I can’t remember threads that said “I want to facetank every boss without effort on any class.”

The recent update on the resistance system along with the nerfs before seem to be a bit to much of a nerf on the bosses.

LE is still searching for the perfect difficulty. Calling feedback “uneducated” because it differs from your point of view is not appropriate imho.

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I am curious how this went from a Feedback thread on the new resistance system to a thread about the difficulty of the monolith :smile: :man_shrugging:

Depends on the build and available items to equip.

Literally any build can do those things lol

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Sorry if I expressed myself inappropriately.
I dont think you understood what I meant by “uneducated”.

When new mono came out, people flood the forums, discord, youtube and reddit with posts wanting to nerf the monolith (specially the first 2 bosses, Abo and Rehyeh).

When you ask those people who complaint what was their build and gear and if they had GB capped in order to help them, they responded: “what is GB?”
So they were not “educated” in the game, as they were basically ignoring core progression systems while doing end game and had no idea of what they were doing.

Its fine to have a different opinion, but sometimes people give feedback that is just factually wrong.

On this note, there are many people who asked for this. I even read comments like “arpgs should requiere no skill or thinking” or “remove all telegraphed enemy skills, i dont want to juke on an arpg”. It gets even wilder on the reddit and youtube.

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To be fair to Raw, that context you added does chang what you said quite a bit… And he’s not a native English speaker so he’s more likely to go with the standard definition than you or I.

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Is there a better word I can use? all the other ones I knew were well… rude xd

With hindsight, I think you should just have added the context / other thoughts you had in your head.

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Ok. I have to admit that I did not follow all the sources of feedback.

In the context you described your previous post, I get your point.

Maybe I also feel addressed by your post and not understood correctly. I had several debates on the difficulty of monolith.

My very first impression was that the monolith difficulty was way to hard, the reset mechanic too unforgiving. I don’t want to necro that debate here. I only want to speak for me and people with a same mindset: Feeling the originally implemented difficulty was too hard does in no way mean that it should be plain easy. I love a good challenge, but I’m not a great rogue lite fan. I’d like to see the difficulty being a mix of gear check and skill check. The first approach was 100% skill check. Gear did not matter because the oneshots came no matter what (gb + ca capped, 2200 void protection → Rayeh oneshot after 15 seconds into the fight). Others beat that boss naked.

Right now its maybe a bit too easy, because theres no skill check anymore. It’s the opposite behaviour than before. And to me it feels also not right. There needs to be a middle ground that is not to be found, yet.

It looks like the difficulty literally is one of the most difficult topics.

:smile:

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