Fixing the Aura Stacking + Pumping Single Skill Problem
" Thank you for cordial reply. Now on to response: Zones have a limited set of creatures that spawn, and those creatures have predictable resists. So most of the time you are not actually facing RNG. The difference is the elites because they have additional powers. They often have 6+ lines of text enumerating their abilities. If our objective is to cause players to have tiered responses to resists, then not only do we need to track what is resisted but we also need to track how resistant it is. And that information needs to be obvious enough that it won't be skipped. GGG wisely recognized that it can be difficult to read the text for all the abilities in the heat of battle, and put visual cues on important abilities so you wouldn't have to read the text to notice them. Now resists could be added to the list of things "important enough for a visual cue" but here's the pitfall: if they put visual cues on too many different things then the visual cues suffer the same problem the text had. It becomes too busy to concisely and quickly communicate important information. They need to invent something else to highlight the important visual cues. A comparison:
Spoiler
For immunities,
Imagine a table where one axis is the resisted element (fire, ice, lit, chaos, phys) and the other axis is the intensity of the resist (weakness, no resist, mild-to-moderate resist, strong resist, immunity). For any given character there will be one or two cells on that table that play interestingly (usually: strong resist against your main element), and all the other cells fall into one of two categories (1) Resistance is unimportant, (2) Resistance prevent you from succeeding in the battle. What do we make of that? First of all this whole system spans a ton of game mechanics from item affixes (damage types & resists) to elite abilities (specialized resists) to skills (which element they use). The cost was not just the complexity of all those game systems, but also the introduction of unwinnable scenarios where you cannot deal with the immunity. The benefit was just to make a small portion of the game space interesting (roughly 5% of the time if resists and intensities are evenly distributed). For cooldowns, Cooldowns have ebb and flow- the strengths and weaknesses come and go. Cooldowns give you a weakness, but also provide the solution to that weakness. Immunities give you a weakness, but the solution to that weakness is to adjust your build, which is not something you can do in the middle of a fight. I guess a concise way of putting it would be that immunities create strategic diversity whereas cooldowns provide tactical diversity. If the problem is "spamming one skill" I would expect that to be referring to a lack of tactical diversity. Last point, I am not against immunities! But you already have a good grasp on their advantages so there is no need for me to rehash that. I am pointing out weaknesses lest one imagine immunities could solve the problem by themself. |
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"Good points. So how about something like this then:
Under this system, it would be very clear when you'd be dealing with a possible immunity: whenever you see the monster Purity aura. The rest would be learning the native resistances (displayed) and weaknesses (not displayed) for each monster type. You could try to take out the whole group, or focus on the source of the aura then use your normal attack pattern. Note that physical and chaos immunities are impossible, since penetration with those types is impossible. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Dernière édition par ScrotieMcB#2697, le 1 avr. 2013 à 13:21:24
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" This is all theoretical fluff As has been said before, you are solving the wrong problem with immunities. Sure you can implement immunities (although your system is way too complicated and way too high in the sky to ever see light in PoE), but its not actually solving the problem, that we are dealing with in the thread, that is spamming single skills All the immunities are going to do, is if they are too weak (like they are currently), it won't change anything at all, and if they are too strong (what you are proposing) all it means is that the characters would level up an alternate skill to deal with the immunity, and they would spam that alternate skill instead of the original one. This isn't solving the problem at all, if I am a fire mage and I go up against a fire "immune" mob, I might just spam Freezing Pulse instead of Fireball. Has it fixed the problem? No it hasn't. It hasn't fixed it anywhere else, and it won't fix it here. Drop the ball on immunities, its not going to work. The only problem, that immunities are there to solve, if they solve it, is build diversity. It has nothing to do with tactical and dynamic gameplay for a single mob of monsters tl;dr I am not sure what problem you are trying to solve with immunities (or why you are even fixated on it so much), but its not fixing the problem indicated in this thread Dernière édition par deteego#6606, le 1 avr. 2013 à 18:56:14
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" I like you Scrotie, you took my commentary and came up with a solution to address it. That seems like a very reasonable idea that addresses my main concerns. Well done. |
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" Actually, it does. I just did check the wiki and it confirms what I said--and what I have also had confirmed by a dev. |
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I think you guys are missing the entire point of the game. It is to make characters and builds with a simple rule set in mind. Souping up that one or two abilities while trying to squeeze every last bit out of the character in terms of auras etc IS what the game is about. You're trying to fix a "problem" that's essentially the fundamental aspect of the game and what gives it replayability.
But okay, let's say that all these changes happen and the entire socket + skill system gets scrapped and something different where abilities have cooldowns is put into place (socket system HAS to be changed because there is no way this game would be enjoyable if you had to constantly cast unsupported abilities - it would come down to people just switching gems once they met mobs they couldn't deal with. That would be WAY WORSE.). So, here we have 6 abilities the character can use, and has to use, because he can't use one ability to try to deal with most situations. So now I play this character for a while and I've essentially been using 6 abilities, if I make a new character instead of having mainly used 2 to 3 of 35 skills I've now used 8 to 10 of 35 skills. And to top it off those abilities will most likely be very similar to what they do (eg glacial hammer as #1 and infernal blow as #2). Would you really play a game like that rather than this game? If you do, perhaps it's time to find a new game to play, because the "problem" you are addressing would require changes that would essentially make this an entirely different game. You would have to address pretty much every aspect of the game with fundamental changes. @Aelloon Dernière édition par Aelloon#5522, le 1 avr. 2013 à 21:13:45
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