(Primarily for Nightmare/Hell/Infer
1. WIll all the monsters have for example a 25/50/75 % resist everything on the higher difficulties. (This is apart from the specific resistances on the mobs which will exist and I like)
2. Will the playable have for example a flat (before gear) -25/-50/-75 % resist everything? ie taking more damage.
I really hope both of these do not happen. Simply because it just means the player skills are not properly balanced for the higher difficulties. But what does everyone think about this.|||The whole point of the latter idea, is that it should be easier to have gear that makes you nearly invincible in Normal or Nightmare, but more difficult to do so in Hell. If your resistances from Normal carried through, it would be too easy to make your character heavily resistant to everything, but a part of the game should be making compromises with gear, and only being able to pick a select few good traits.
That in mind, I think they absolutely should give you negative resistances in later difficulties. However, I don't think they should make all-resist as prevalent as it was in D2. I think characters should always be strong against some elements, and weak against others.
As for your former point (giving monsters natural resist), I also think this should be done. One can argue that instead of doing this, you could simply give them more life. However, with increased resistances, monsters will respond differently to you, whether you get enhanced damage, or subtracted enemy resist (i.e. they will be weaker against -resist abilities). For example, Let's say a Wizard wants to use a magic missile against a monster. If he has zero arcane resist, then both the passive ability that gives the wizard 20% enhanced damage will do the exact same thing to the monster as the one that subtracts enemies' resistances by 20%. However, let's say the monster has 80% arcane resistance. The enhanced damage passive will still increase the magic missile by a factor of 1.2, however the -res passive will double the magic missile!
Generally, traits and items that subtract an enemy's resistance is more rare than those that enhance your damage. This is because monsters consistently have resistances, making the -res attribute better. I would like to keep it this way.|||I agree with your points but . . .
To me global resistance equals the character and mob monster damage values are not properly balanced in the higher difficulties and they need a blanket global resistance to fix the imbalance
1. Monsters don't do enough damage. Hmmm do we fix their damage to be higher or do we take the lazy option with minus global resistance on the character.
And
2. The player damage is imbalanced. Do we fix it or just sweep it under the carpet and throw a global resistance of all the monsters. The players won't know the difference. But it stinks of laziness from Blizzard.
Btw by global resistance I'm talking about every resistance even physical resistance.
I'd rather Blizzard fix the damage values of the players and monsters for the higher difficulties instead of going the lazy global resistance route.
My idea would be the monsters and your damage would scale up enough so starting out with -50% resist would not matter. Yes without making bigger health for the monsters they'll die faster. But this is where specific resistances would kick in. Then you'd have mosters weak to one or 2 things and super resistance (but not immune) to the rest. This would really help team work. You could make a plan before hand of who will kill what so each person is picking off monsters that are weak to their attacks.
I'd prefer the harder difficulties to be like this. More thinking. More risk (you die faster) and less mindless whacking each mob for hours and hours till it dies.
But specific individual resistances or 2 for each mob like resists fire and lightning for example I am very happy with on the other hand and that I think is a good idea.
Resistances and not immunities. I think immunities are a bad idea.|||Normal Resistance Mod: +0%
Nightmare: -30%
Hell: -60%
Inferno: -100%
Your base resistance can be reduced to -100% as a cap.
Your max resistance can be +75% as a cap.
Special Items can increase the cap to +95% just like diablo 2.
Resistances of monsters will depend on enchantments, creature type, difficulty.
Resistances of monsters will be anywhere from -100% to +500%.
Resistance cap will be 50% on normal monsters.
Resistance cap will be 75% on nightmare monsters.
Resistance cap will be 90% on hell monsters.
Resistance cap will be 95% on inferno monsters.
Keep in mind having higher than a 100% resistance just means its far tougher to reduce them below the capped resistance % with piercing effects.
This is the way it should be. Knowing Blizzard they'd probably keep the monster resists as Immune with skill swap being used as reasoning for getting by it.|||nah, the d2 approach was hacked-together and pretty poor. blizzard should be able to handle difficulty scaling much better this time around|||Note: Resistance percentages from D2 have been reinvisioned. D3 will have resistance ratings. They may not need to have contrived bonuses / penalties to resistance because resistances will likely be based on the disparity between the players and monsters, as ____-ratings worked in D2.|||
This. Also, you must note that there are 3 "branches" of damage mitigation in D3: Armor, Defense (which is a character attribute), and Resistance.
Q u o t e:
Note: Resistance percentages from D2 have been reinvisioned. D3 will have resistance ratings. They may not need to have contrived bonuses / penalties to resistance because resistances will likely be based on the disparity between the players and monsters, as ____-ratings worked in D2.
Resistance reduces damage from the 5 "elemental"
Armor reduces physical damage (and potentially non-elemental sources like Holy).
The Defense stat reduces all damage.
So technically your defense or a monster's defense is the "global resist."
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