Skills are disabled in town. That is a design decision that was made. I don’t need to have a clear statement from EHG or read a requirement specification. It’s a simple observation.
Holy Aura is disabled in town - consistent with the design decision
Since the skill isn’t active, no effects apply
It’s consistent with the user experience - no other skill applies in town
A consistent user experience is important. If some skills (or worse: only part of those skills - the passive buff, but not the animation or active buff state) work in town, while most skills don’t work whatsoever, there is an inconsistent user experience.
This will lead to confusion because the user doesn’t know what to expect. Should I get the INT buff from my storm crows in town or not, even though my crows aren’t spawned?
All passive resists with 100% uptime should show when they are equipped on the ability bar. It should not be on me to remember which characters have which ability buffs that turn on and off in town and what % they grant. That’s patently ridiculous.
The passive buff from the aura is still dependent on the aura-effect of the skill being active. Active does not mean “activating” the skill with the duration and cooldown. Even in passive state, it is an activated skill. You get an aura, and this aura applies the “passive” effect.
Other entities (players, minions) are also only affected when inside the aura effect.
By pure speculation of being a former software dev and tester, I would guess that some sort of event-handlers are involved in skills, auras applied, etc.
If the passive effect should be working in town while the skill is technically disabled, they would have to create exceptions and workarounds in the established system of how skills work. This adds unnecessary complexity to the code, opens up more opportunities for real bugs to apply, etc.
The passive effect of Holy Aura would have to move from being an effect applied by the aura to be applied simply by putting the skill on the bar. But only for your character, not for other entities entering the aura. And then it isn’t allowed to work on you as the passive effect from the active aura, because it would be applied twice. But the active “active” effect of the aura would still need to apply because of the skill being active. Or you disable that exception created for towns out of towns.
I don’t think it is ridiculous to expect some brain activity from you while playing the game. I have made the same mistake, overcapping resistances because I forgot. Shame on me, it was me being stupid. I have planned this character with those buffs in mind, after all.
That’s a gross misrepresentation if I’ve ever heard one.
Obviously you can if you got a endlessly scaling end-game.
Should resistances make you immortal in corruption 50k+ then?
Are they useless in 100 corruption since you get one-shot there?
Both statements are not true, hence you need to get a bit more precise there.
Which corruption is the goal?
Are one-shots ‘normal’ there then?
And are those special mechanics from some monolith bosses or even timeline bosses or normal enemies? Is it the accumulation of several shots at the same time instead?
Resistances definitely do their job. Armor also does their job. As does every other defensive measure and Health/ward pool. The end-result is the effective EHP at any given moment, and that’s obviously limited.
So, are resistances a good measure to increase EHP in comparison to other defensive mechanics? I would say yes, they’re darn strong and you usually try to max them… with the exception of the last bits if you have to choose between capping them or abstaining from multiplying it through different defensive measures besides resistances.
That’s what makes a more complex ARPG like LE worthy to play for long times, if it allows several different ways to improve your character then the theory-crafting stays alive and hence the ability to replay the game or pick it up again with a new idea improves the overal time you’ll spend in it and enjoy the process.
Yeah and posting base profanity on a community forum is a Rotten idea! See how easy that was? I am by no means a prude. I think who ever typed out the title to this thread needs to resist using vulgar language. Its a horrible idea and look. And don’t give me the “all the words” nonsense. That’s disingenuous. “Resistances ‘are’ a bad idea!” Easily done. I just find the over use and reliance on profanity to express oneself a bit absurd and over the top, especially in public forums such as this when it possible to take the time to figure out other words then “edgy teen” level.
As far as the discussion about resistances, it seems like a thoughtful discussion.