It always bug me how hard it is to obtain resistance to movement impairing condition like stun, entrapment and freeze and that is only made worse when there is no way to break out of these condition.
Getting these condition on you is usually pretty deadly especially when playing a squishy caster and it makes the death feels pretty cheap as you just stand there looking at the nemesis beating you down while unable to do anything to to save yourself. 1 of the worst offender is the Chtonic nemesis Benhjar that is able to chain a ground stomp and obsidian cage that keeps you in place for almost 6 seconds if you are unlucky enough.
Another aspect of the game that I feel that is pointless is how you are able to get the resist up to only 80% instead of full immunity to these condition. Sure a player should have difficulty and make sacrificees to max out all resist but current state of the game does not even make the resist accessible enough to even max out those that are critical to survival unless having access to passives or buffs that offers those resist.
Having these resist rolled into stats like higher physique offers resists to stun, cunning to entrapment and spirit to freeze and sleep would some what make the resist more accessible and make other stats more appealing.
It affects me as well, though two things I do differently now when farming SoT and Moosilauke is up. I carry around a 90 Resist to Cold robe in my bags (at 92 percent normally), and the potion that reduces the cold stun time. Between using both of them right before the fight I’ve found less deaths, I still get some, but noticeably less. All of the other nemesis doesn’t seem to have a stun option so this is the only one I’ve seen where I have a problem. I know your talking a different nemesis, but the plans can be the same.
You can get overcapped stun resist with three Thunderstruck items. Freeze resist with one potion, trap resist isn’t needed at all because from what I remember only Monstrosity enemies have it and some other trash mobs from AoM.
Getting 100% reduction would not be good since then Crucible would be too easy and the game overall would favor to kiting builds, which would be sometimes even impossible to hit.
In my opinion, two harshest resists are stun and freeze, which both can be overcapped with almost no effort. 80% resist is also enough to avoid death, since the longest stun in the game is 3 seconds, and freeze 5, which goes down to 0.6 for stun and 1 for freeze. Both of these hard crow controls belong to either standard bosses or heros, can’t remember. Nemesis usually have 2 seconds of any movement impairing conditions, which brings it down to 0.4 sec with 80% resist.
There’s no need of adding any more of stun resist or freeze resist, however trap resist could/should be added to some items (I personally don’t care about trap resist because I always manage to clear trash monsters that trap me before they get to me and traps mostly don’t affect me by that).
Increasing the cap these resists to 100% would be totally pointless since stun and freeze are easy to get and even if you have these at 80 they only (most of the time) make you only stop for less than half a second and you still can use a potion while stunned. FG will make these conditions even better, since you’ll be able to have a movement skill for literally any character and by that it’ll increase your ALL resistances since you’ll be able to move back/away even better even with immobile builds like Spellbinder or Purifier.
Entrapment is pretty damn easy to cap, with Arcanist and Inquisitor having zero issues with it and even then it’s one of the last resists you should care about. Freeze resist is probably the easiest to cap and even then, just pop an hoarfrost ointment. Stun is the one more difficult to cap than the previous two, but it’s still pretty easy to do so.
The main reason i’m led to believe that they only cap at 80% is to avoid the player being pretty much immune to CC. Several of the more dangerous enemies have considerable CC and making you immune to it removes the danger.
Thunderstruck is a nice prefix but asking a new player to get that with a decent suffix is a bit much. Also using potion non-stop for freeze resist isn’t that possible considering how ‘‘rare’’ is the frozen heart. I somehow have as many rare material as i have the Frozen Heart which is needed to craft the Hoarfrost Ointment.
The other option to ‘‘help’’ is to craft the Stoneplate Waistguard but you need the recipee and there is so many good belt that it’s usually hard to give up a + 1 to all skill in a mastery. I could see a Medal version so people can get some resist a bit more easily, especially for mastery combo that don’t have CC resist by default.
Otherwise there is the leathery Hide component for stun resist in the helm, which frankly less people use considering how good the new ones are and the Frozen Heart for freeze resist (and petrify resist) in rings but then again the Runebound Topaz is so good :rolleyes:
Giving more option would be great for build that have a harder time when the mastery combo and the devotion set-up don’t give much CC resist. As I said a Medal (as a recipee? or MI) with base CC resist like the Stoneplate Waisguard belt would be nice too. I say the medal but I think that’s more or less the best slot without touching too much the interesing gear for all builds (generally speaking)
If they added more of these resists to more items, some builds would either stop caring about these resists (arcanist, inquisitor, soldier) because they get it for free and overcap it no matter what they do. Some builds could not be viable by that too, because (throwing shit out of window now) a deathknight would have every of these resists overcapped and a purifier would stay at e.g. 20% even if they really wanted those stats.
There are some games that overdid something with particular (strong) mechanics. I’ll throw one game here, League of Legends, where back in the day cool down reduction was a rare stat and you had to sacrifice something for it, now you just get it for free and cap it even when you don’t care about it because your character doesn’t need it at all. The same will happen with Grim Dawn if Crate just adds random items that will give it as a base stat. One medal would be able to grant a nice dose of over 50% if we had something like this. Medals in general are not (most of the time) as BiS as belts etc - belts grant + to skills, medals don’t. At this point, we either sacrifice skills for resists or resists for skills, this is what Crate wants. If we could have everything we want for free, which would happen if medals granted these resists, the game would be literally boring. I am happy with the game as it is now. We don’t have overdose of many things, we don’t get overpowered resistances from everything (well… except for physical resist now) and therefore the game is super fun because we want to have everything so we sacrifice one to get the other to then sacrifice the other thing to get another thing, and this is why the game is fun. Some builds already are super broken because they literally everything (Octavius tanks for example) and there’s no way of either hurting them or stunning by any means.
At this point adding these resists to random MIs is a bad idea. They maybe should add some of these to prefixes or suffixes, but definitely not to raw items. There are certain *fixes that even make Stoneplate Waistguard overpowered, but most builds need more skill points so they don’t bother making these belts. Moreover, you get armor, stun, freeze, petrify AND %armor from this belt if Angrim crafts it for you. That’s already a super overloaded belt which is almost free to craft.
Thats not true that those mastery would stop caring.
Futhermore overcapping your resist is also really important and a lot of the time some other MI medal with a high base resist is something I prefer over having more CC resist.
Builds that already max CC resist won’t care to much about such a medal because they already have maxed stun/freeze resist and I would probably go for more damage instead through a good medal.
Builds that would actually care because they can’t max CC resist most the time without crazy good rolled MI would craft such a medal.
I don’t understand your though process of having to much of it when it doesn’t affect builds that have it maxed regardless (stun/freeze resist).
Some squishy builds may stop being squishy with a lot of stun or freeze resist. Imagine running with 50% stun resist on any build, you play something that is annihilated if it gets stunned, now you’re almost invulnerable because you halve the stun. The same is with defensive ability, where some builds deal massive damage, but can’t afford enough DA to dodge attacks that frequently or to not get crit.
Builds that can overcap it don’t care about it because they’d get it from any source they want and sometimes even get it accidentally. It is mostly about the squishy builds that should not be able to get a high value of stun resist. Inquisitor provides damage absorption and damage reduction, if they got a random buff in stun resist etc, they’d be the most OP mastery in the game. Nightblade is another one that is kind of strong. It has massive damage but the defense part is kind of not there. If they could afford more stun resist than they can now, they’d be even more broken.
Some things cannot be resolved by nerfing or buffing. If they wanted to add stun resist and stuff to more items, they’d have to consider nerfing some masteries as well. If they nerfed some masteries they’d need to give some compensation to not make them trash-tier. Nighblade with lower damage would not be a nightblade anymore. If we had more stun resist that mastery could be ranked as one of the best masteries. Inquisitor is already good, if they reduced/deleted the defenses it has, many builds would lose their point of existence. If we had more stun/trap resist, Spellbreakers could be immortal - mobility, defense, high damage.
Belts and amulets should be the items that have stun, trap and freeze resist. Maybe even hats, because we have to decide whether or not we want defense or something else. Putting that to random items like medals would just make everyone go for them and capping e.g. stun resist with two items. Right now you have to think about what you want and even though stuns etc are not such a bit threat. I never had any issues with getting stunned with no resist at all. I always managed to kite or do anything to avoid death by stuns (this is an issue only in crucible, and therefore you should not be able to cap these resist on every character for free).
Crucible wise, it would be totally overpowered to get it in medals or other random gear since you really need these stats. I am pretty sure people who demand increase to these stats are Crucible gladiators that can’t avoid stuns and therefore want everything maxed with no loss in damage or defense, which is totally wrong.
I guess we have to disagree.
Saying a build is OP because of CC resist is funny.
A broken mechanic Like DA had to be adressed, but you don’t become a god out of having CC resist
A squishy character will still stay squishy, even with CC resist maxed.
It’s simple. If you get stunned for two seconds, you receive 100% of your HP as damage from 5 sources of damage - 3 sources a second. If you have 50% stun resists, all your resists are increased by 50% at this point because you’re getting stunned for only 1 second and take one wave of damage, therefore 3 sources of damage for 50% HP.
You can’t just look at it as a stun that doesn’t have damage as a follow-up. In your point of view, stun just makes you unable to move and that’s all, but in reality a stun decimates you because it is always followed up by damage. If you move, you can dodge it, if you don’t - you can not.
I know what is a stun :rolleyes:
Also, I never said that stun is only the idea of just not being able to move.
Receiving damage when stunned/freeze, it is the idea of being CCed. Just common sens :undecided:
Futhermore, if someone wants to go all in damage with no defense, it’s kind of funny to not go for maxed CC resist.
My intention is not to make remove the challenge of the game, I do recognize there are a few masteries that are especially good due to the amount of resist they get from buff and passives like Soldier’s Overguard, Scars of Battle and Inquisitor’s Vigor. Making the CC resist too accessible would allow class with these masteries to max out everything but on the opposite there are classes like the Pyromancer that get absolutely no CC resist and suffer tremendously due to how hard it is to get resist on gear.
I currently have a fire/chaos Pyromancer that gets CCed almost all the time in Ultimate and that usually means death when fighting nemesis like Benhjar and Gravathul which apply stuns frequently. I can avoid Benhjar stun by keeping range and make sure the obsidian cage wears off before Benhjar gets too close to use ground stomp but in the case of Gravathul, there is no avoiding the charge and that is usually deadly. Moosilauke is the only reason why I have Hoarfrost on skill bar. Of course things may improve as I get more BiS gear but as far as I can see, unless I sacrifice my amulet slot for something like a Mythical Avatar of Mercy, I won’t be getting any CC resist unlike my shield Tactician and word Mage Hunter than simply shrugs off any CC thrown at them.