Absolute debuffs

Original post (mistaken):

[spoiler]I really dislike this new mechanic. The last thing GD needed was yet another goofy resists minigame.

There were already a zillion damage types (with inconsistent bonuses and resists for DOT subtypes), then difficulty penalties, then overcapping, then three mathematical types of debuffs, two of which don’t stack with themselves and one of which does, and now this BS, which backtracks to negate the previously valid overcapping.

It feels like the game is cheating when monsters get access to an entirely new mechanic which is denied to the players.

What’s next, an exponential debuff? The higher your resist, the lower it goes!

There must be something more interesting to do with this engine than simply fiddling with ways of moving resistances around.[/spoiler]

Damages/resistances already were a mess in TQ and they still are in GD. Complete overhaul was needed, but this opportunity was wasted.

I’ve obviously missed the train. Can you point my nose into this stuff?
Got an opinion over debuffs in GD, but got to know about these absolute debuffs to discuss further.
Is it about the Anasteria kind of resistance debuff?

Indeed. I and a few others opposed damage type sprawl during early access, but no one listened to us.

Yeah, the kind that just ignores overcap and cuts your capped 80 down to 40, whatever your real total. Anasteria, Valdaran, Guardian of Dreeg, etc.

Monsters don’t have access to a mechanic you do not…

Overcapping does protect you from resist reduction and always did. The character sheet is currently incorrect in that regard.

There’s a problem with curses in general in this game, and resistance reduction is just a part of the issue. In the particular case - the absolute resistance debuffs are cheap and serve to add artificial difficulty.

*correction: it appear absolute resistance reduction isn’t as absolute as it looked like; it doesn’t change my statement on debuffs

The debuff issue in GD isn’t strictly related to the resistance debuffs, respectively the high number of existing resistances, but includes all the crap cast on the player in every fight. Most of the times we fight slowed (both AS and MS), perplexed, stunned (stunlocked at times), and with lowered resistances (sometimes of multiple types). And this crap is everywhere.
Every faction got several representatives of cunts constantly throwing stuff at you.
Let’s take chthonians for ex. - it’s impossible to fight without debuffs in any single fight, in every single second. Even if you got a skill to cleanse yourself, you are immediately cursed once again.

Curses on players are way too common, too efficient, last for too long, and developers haven’t provided reliable ways to get rid of them. This results in severe drops of efficiency of the characters, literally a handicap. Why? If it’s about difficulty, a raw increase of damage of mobs is way better, than disabling the player in so many ways.
IMO in a game with so many damage/debuff types, it is absolutely inappropriate to add such a number of curses, at such a frequency.

There are games which widely use curses in both ways, and this mechanic has always been very dangerous/powerful. But these games provide the ability to work around curses - either increase their potential by investments, if used by player, or a way to decrease their negative effect on player, or allow to even completely remove the debuff.
Here we got the useless Ulo, and the high CD nullification, common to a single class.

  • Resistance reductions got to be extremely rare, both players and mobs. It prevents from both exploits and imbalance.
  • Debuffs got to expire faster.
  • Debuffs in general got to be more rare, numbers of mobs able to curse got to be drastically reduced, along with restricting more than a one cursing mob in a pack. It will encourage strategic gameplay, like aiming this mob, while its guarded by the others around it.

In short - debuffs of any kind got to be either extremely rare, or greatly reduced in efficiency, or there should be reliable tools to remove the negative effects, if we are going to play the “debuff game” at any cost anyway.

And last, stun effect got to be treated in a special way. It’s the worst mechanic ever to exist in an aRPG. It literally nullifies character’s progression, skills and gear, along with the player skills. Stuns belong only to some special ingame encounters.
This is an outdated, unfair mechanic, which developers of such kind of games mechanically translate from one game to another by inertia.

Is this % max resist increase overcapping or simple resist overcapping? Because if you just stack resists vs Mad queen for example it won’t do any good. I tried 400% vitality resistance and the debuff remained the same, it got cut to ~ 47 vitality resist. Same for Anasteria.

The mechanic that these monsters have access to is very strong but to be fair only very few monsters do have it.

What do you mean by “new mechanic” please?
Anyhoo, I for one am ok with the “get your resitances up” - minigame.
Although I gotta say, I usually end up with way to much Poison resistance and way waaay to little Aether resistance. Poison seems to be on every other item, and Aether resist is/seems sparse.

Can you please elaborate Zantai?

The character sheet incorrectly portrays the reduction as it does not account for overcapping, but the game does consider it when calculating damage taken.

That sounds cool but from what I experienced Mad Queen and Anasteria would kill my character just as easily even with overcapping. Same for Shar’zul. I will try again.

Thank you

Thanks Zantai for the clarification ! Actually good to know for sure.

I actually noticed the difference on Valdaran, I switch two items against him for a total of 170% lightning res and despite the res being similar on char sheet after debuff, I am able to tank him with - not without.

Still would be awesome to show the actual overcapped value as a tooltip or something when hovering over resistance types - snipping the thread with my 2-cents.

Btw, will we be able at last to see the exact values of our resistances (overcapped) by hovering the mouse for example?

Then please fix this! The game and its mechanisms are already confusing enough without showing wrong numbers or completely hiding true overcapped resistance values from they player for no reason. Honestly, this should be top priority and is much more important than patches adding new items, as much as these are appreciated.

The incorrect display is already fixed internally.

Showing overcapped resist values probably won’t happen anytime soon though.

Well, that’s a relief :slight_smile: I take back most of it, then.

So overcapping resists actually helps against Valdaran and Anasteria? Sorry for being annoying about it even after you just answered it, but i just want to be 100% sure.

It didn’t seem so to me. Only % max resist ever seemed to help. In crucible I leaft aether at 80% because of that. I’ll try again later today.

I had at least 160 Aether resist with Screams of the Aether. I didn’t see any change, Anasteria burst me all the same. Has this internal fix been made in patch 1.0.0.6? If so, it would explain it. I tried this in 1.0.0.5

Fixed internally means it hasn’t been released.

Thanks for this.

The explanations regarding this seemed to indicate that the fix is in effect for everyone but we just don’t see it in the character panel.

The fix is for the character sheet. Absolute resistance reduction has always factored in overcapped resistances. It simply wasn’t displayed on the character sheet correctly.