Have CC effects NOT take effect if you have 100% resist reduction

I chugged on a Hoarfrost Ointment. I still get frozen.

At 6:28 of this vid I didn’t just get frozen once. I got frozen repeatedly to the point I couldn’t attack.

I know this happens with other CC skills as well. If I have 100% Skill Disruption protection my skills still get disrupted by Cronley. Etc Etc.

Well, most CC resists except for slow cap at 80%… Are you asking for the cap to be removed?

Essentially, yes. Though admittedly I didn’t realise they capped at 80%. I found that fight frustrating as I kept getting frozen mid AAR-Stream.

IMO having 100% immunity to something should mean exactly this - inability to get affected by any ailments while under the effect of temp or perma buffs. Otherwise it makes no sense.

In this particular case, there’s no difference if Duck took his time to drink a potion, or he didn’t. It doesn’t look right.

On a side note, I personally find Crate too fixated on disabling players by a variety of CC effects, often backed up with ridiculously long duration.

Freeze is one, but not the worst offender, and it’s usually somehow thematic to certain mobs, and isn’t common.
The worst is actually stun. As it’s everywhere. And certain encounters may simply stunlock you to death, unable to do anything. You can only counter this by playing a certain class, associated with certain items with certain properties. Stun resistance is just that rare. There are no ointments or anything.
I remember fighting Gutworm two days ago, died stunlocked from full HP, completely unable to do anything.
The Sentinel is another offender, his stun lasts like forever.
There are other common mobs with high stun chance that roam in crowds, which are able to stunlock as well.

My opinion is that if ailments are so important for developers, they have to provide the proper tools to the players, to counter them or work around.
Especially about those, which disable the character, like freeze and stun.
Otherwise the duration of these got to be reconsidered, as it isn’t fair nor balanced.

Some are just plain redundant as well. Physical resist? Well wtf is Armor for? Freeze resist, why separate this from cold resist? Stun, Petrify, Slow,Trap…could be a single mechanic.

It is already difficult enough just to balance the basic resists. The resulting complexity of having all these separate mechanics is something of an illusion, especially, if they become so importantly later that they can’t be ignored. The effect is, if they are so important, is that ultimately you get herded to a very narrow selection of ‘must have’ armor and relics and components that boost your resists. The pieces that are most FUN for the build have to be sacrificed to the alter of sadistic mechanics that whoever designed some of these systems is praying to.

A design where you simply cannot cap everything at once is ok too as long as the effects don’t impact the gameplay so deeply that you end up in stunlock or perma stun situations. Could also be though that Defense Ability is simply too low and you are taking too many hits…cant get stunned, or damaged, or slowed, if you can’t be hit.

well, then ignore physical resist if you do think armor is enough

Freeze is different from cold because cold is a damage type and not everything that deals cold freezes.

I would have lumped freeze, stun, petrify, slow, trap into one though

A design where you simply cannot cap everything at once is ok too as long as the effects don’t impact the gameplay so deeply that you end up in stunlock or perma stun situations. Could also be though that Defense Ability is simply too low and you are taking too many hits…cant get stunned, or damaged, or slowed, if you can’t be hit.

Pretty much never got perma-stunned/frozen/… maybe once or twice over all the time I spent playing, so it is not really something that affects gameplay much (unless you play HC)

I didn’t say this. I am saying that I do not understand the design decision for it to not be enough. The extra layer is redundant from a design standpoint. Could be very important from a gamplay standpoint, since that is how it was designed, it is simply that this layer of complexity does not add anything to the experience, and perhaps takes away from it. It didn’t have to be designed that way.

Freeze is different from cold because cold is a damage type and not everything that deals cold freezes.

But everything that freezes most certainly deals cold or frostburn. No reason some aggregate of Cold an FB resist can’t determine freeze reduction.

I would have lumped freeze, stun, petrify, slow, trap into one though

Not meaning to say they have to be lumped in any particular way, only that having yet another level of resist percentages is anti fun. What it looks to me is that Praetorians, many of whom favored melee builds, some time ago wanted more resists, and they got a special armor that gave them large boosts to the most difficult to find resists that allowed them to revel in the mire of this obnoxious resists upon resists system. The monstrosity was born of their boredom, having been at the game so long, but they found it pleasing, without concern for how a general audience would receive the abomination.

And i think that is a big part of the history of this game. It is fun, don’t get me wrong, and addicting, but it reeks of having a small closed group do all the play testing for years upon years of its development.

I have not seen a praetorian (or anyone really for that matter) ask for more resist types, I am also not sure what special armor you are referring to, praetorians have the exact same game you do.
I am also not sure praetorian generally prefer melee (or why resistances would matter less for melee) :wink:

I would have lumped the mobility resistances (freeze / stun / entrap / slow / …) into one simply because right now I basically ignore them for being the least relevant and too hard to get to a meaningful level across the board.

I would not lump them together with damage resistances (cold & freeze).

It is my perception that the game is biased toward melee builds. Most of the information available generally promotes some kind of melee build, and it is you who formulated that information. And i believe, without direct evidence or knowing, that many of you with that title had and have a deeper role in the development of the game than is let on. You have that title by virtue of being here a long time, some of you since the earliest stages. You particularly have dropped at least one hint that you work for crate or do a job for them in some capacity. I have an elephants memory for written conversation. I think a few of you are developers, and you in particular are emotional and reactionary to criticism of the game, indicating that it is personal for you. And if you are, great fucking job, the game is by far one of the best in a long time, and I thank you. But not perfect, at times frustrating on certain design points, but hands down some of the most fun gameplay i have experienced in a long time. And, there is an item set in the game that bears your title. Nothing happens in a vacuum, and I am aware of the small team nature and long development history of the game. Its a broad generalization for sure, but not one made without observation and consideration.

Some Praetorians probably wish they had as much influence as you imagine they do. :smiley:

Fact is, becoming a playtester has nothing to do with how long you’ve been here, and they get very little say in what decisions we make, they just get to offer their views on our decisions sooner. The vast majority of their contribution is helping us find and pin down bugs before they go live. Not nearly as glamorous as some picture it, I bet, but their assistance has been critical in making the game a smoother experience for all players.

Mamba is not a Crate employee. He created a utility used by players, which is not affiliated with us. We have no reason to pretend we are players. Every Crate employee is on the forum as themselves with an Orange name. And frankly…if we were going to pretend to be players, why would we make our alternate accounts Praetorians…seems like it’d be less conspicuous if we had a regular old account, no?

That some players take changes to a game very personally is a very typical phenomenon that appears in virtually every online game community ever. Games create emotional reactions that can be very strong, and so seeing something attack/demand change of something you enjoy can illicit a reaction in some people that comes off as hostile or overly-protective. It is a behavior we discourage.

Its not a bad thing even if you were. It would give you the freedom to interact as yourselves without openly representing the company. But even if not, one can often see some older members taking criticisms at a personal level, maybe not having directly made certain decisions but definitely having given input that helped make that decision. It is personal to have spent that much time trying to create something, whether as employee or as an enthusiastic supporter. Just remember we come here and complain because we like the game, otherwise we would simply move on.

I dunno, id have called my self something similar…Divine Ancient One…Antediluvian perhaps…

My main has 0% stun, petrifiy and freeze resist, doing just fine against mad queen and fabius. I’m a spellcaster though, and I kite when possible, only taking bursts of unavoidable damage with mirror of ero and wendigo totem.

To the OP; I don’t see why they shouldn’t add a set bonus that increases the cap for stun resist by 20%, allowing for stun immunity. Although like I said the cap doesn’t bother me, it might be interesting to have it available somewhere in the game. Perhaps for a 2hander only build, or within a constellation? :slight_smile:

Not really, just some people get very passionate about every aspect of the game regardless of whether they are a tester or not :wink:

CC is an interesting topic when it comes to Grim Dawn, isn’t it? When players ask for it to be more applicable to bosses and the like, the (Developer) response is that Crowd Control is made for crowds. But then, of course, it’s entirely potent against players, and last I checked our player characters weren’t crowds. :rolleyes:

I thoroughly dislike CC owned by players and owned by monsters. When owned by players, it makes balancing complicated and usually cumbersome. When owned by monsters, it generates probably my number one pet-peeve of modern video games: removal of control from players. Whenever a computer system removes player choice and ability from a game, howsoever temporarily, be it by CC’ing a player or manipulating a player’s mobility/positioning, I grow very annoyed. :smiley:

All that said, I do not soon expect CC to change in Grim Dawn or in ARPGs in general. Its presence is far too ingrained in the genre and there is a familiarity in developers and players for working around and about it.

#TheDream

Say what now?

We don’t want more and more layers of resist. The developers don’t want more levels of resists. What I personally want however is a bit more limitation of the resists you get along the way. That way you can’t max ALL resists and have to make decisions which ones you do want to max out. And maybe switch out gear along the way. Then again there are many unused damage types on the game, which you can see in the character tabs. Perhaps we can do something with that? Who knows…future will tell.

I also agree with Ceno. There is a limit to how much CC on opponents is acceptable. Running into a position where you’re stunned and immobilized for a long time while hard hitting mobs kill you in a few hits is too frustrating and unfair. Such cheese is not endorsed by us Praetorians if it makes it into release. Blame cruel zantai for that :stuck_out_tongue: At the moment I’m fine that we can’t stun bosses. They’re often too easy as is in my opinion. Perma-locking them down just makes it too cheesy. Bosses stunning us even at 100% resists…well… Bosses don’t do that. Nemesis can and they got more then just 100%…you often need to overcap your resistances up to 150-200% against them.

Most of us run characters of various types. Spellcasters, melee and ranged with varying setups in skills and levels of gear. We test with characters that are outside our personal comfort zone as well. For example I hate playing summoners, but got 3 running through the content at the moment. Dikkie mainly plays ranged/casters while Ceno prefers melee. Overall we do play quite a range of different characters. We try to re-create real life situations and applications. I personally even go so far as gimping my character to the point it is on the same level as a beginning player.

None of us test this game with the idea it has to be uber-1337 catering only to the hardcore. Although I am trying to, and hoping, that every opponent lvl 90+ will be among that category seeing how most people will have super-1337 mythical gear to deal with those types of encounters.
As for normal/veteran difficulty, which is where most people finish when beating Logh, you need different guidelines. Optimized chars go for around 5k dps for example with maxed resists. Truth is that most people at that stage of the game are casuals with some resists here and there and 2.5k dps. Meaning that normal/veteran is often tuned to the weaker end of the spectrum. Then ramp it up through elite and Ultimate to cater to the appropriate skill/gear of players.

And like Zantai says. Our influence has diminished greatly over time. They’re not re-making entire acts or create entire new quest lines after we complain in unison. That said the content we get is of far higher, finished, quality then it was in the past. So there is little changes required in that regard anyway. The developers make all the decisions. We offer our experiences, feedback and advice… Then the developers decide to what degree our input is appropriate.

I can’t say for others, but I don’t take, forum posts personal. When going to the ideas section there often are ideas that just make no sense. People having criticism is fine…thinking you can change 1 mechanic… good luck. Most people have no idea how even 1 mechanic, as simple as run speed, has big impacts on other aspects and mechanics this game offers. Then they refuse to think about that and keep thinking everything is so damn simple. That is when I personally get really annoyed by the ignorance. But yeah I am also somewhat of a devout supporter, but can distance that quite well hehe.

Thank you for the thoughts. Again my comments incite and I do not mean to. I apologize if the suggestion came of like an accusation. Whatever the nature of your role, it is obvious you all contributed much to the game, so much you got a tribute item in the game. Understand that no matter what I say or how I complain about this or that, the sum of you guys efforts are pretty kick ass.

I do understand the technical side can be more complicated than it seems, and sometimes as simple as it seems. Some things once woven so deeply into the game would be hard to undo or alter. I for one never expect a complaint to generate a change, but expansions are coming, and other updates eventually.

I don’t mind the resists myself. My only complaint it the difficulty of addressing all of them without breaking a build I have had fun with up to the point when I felt I really started needing the resists. Proc effects mainly, I had to give up most, or all of them in some cases, just to get the resists to something adequate as i move into mid to late game. Leaning on that fun set or item often means stacking one particular resist type or going without, unless you are lucky to have found a few crazy good restive items that give good coverage with a single item.

Too often the choice is the fun way or the right way(the crucible way i suppose). The “Right Way” tends to look too far ahead to the highest difficulty and having the best items in the game. Playing long enough with a character it eventually comes together, but I still wish I could have a few more of squalls pieces on my character without dying instantly to the first bit of pink damage i take, for instance.

As for the perma stun, i have been locked down a few times. Its really not the stun, or the damage the enemies do relative to your ability to resist it. It’s the combination of both. Temple Guardian for instance. It was a hard enough battle just due to the damage output. Resists were up and I could manage but I knew if I made a mistake it was over. It was a tense battle. Then BAM, Im locked down suddenly for what seems like forever and two hits later its over. In spite of doing everything I could to up my resists, in spite of it already being a tense fight where my ability to time and anticipate and dodge were going to determine the outcome, the game blindsides me with a lockdown that ensured that everything I could do within the framework of the game up to that point wouldn’t be enough. Yeah that’s cheezy.