1.1) 1/5th penalty remains for when total resist is over 100
1.2) cold mastery is nerfed since it always applies now
when you have a penalty bonus between difficulties, monsters gain resistances, for example +20 per difficulty
So instead of having hell monsters with
0fire-0cold-0lite-0magic-140psn
You’d have
40-40-40-40-99(140)
overcapped resistances (total-cap) is compensated with a bonus like life% , Arbsorb to that damage type or +0.1 to cap per 10 resist.
Ps: similar compensatory mechanic should apply to players
Note: in the case the compensatory mechanic is “+cap”, monsters could still become immune in rare cases where they have an already high resistance and roll Enchanted monster affix to that resistance. Ie: Pit lord elite rolling fire enchanted would make their fire resist 145+75=220 … 220-99=121 121/100= 1.2. 99+1.2=100.2 cap
These changes make it so instead of having steamrollable monsters and un killable monster
You would have all monsters challenging and some more challenging
Important: Some people pretend that having a cap on resist makes the game steamrollable but in fact nope….
Actually most of monsters have 1 very high resist making them immune and the rest of their resists is little to none
That’s these little to none resistances that allows you to currently steamroll monsters with a damage type they aren’t immune to
People need to stop acting like removing immunities by putting a 99% cap will be like monsters having 0 resist lol
99% resist is still making you deal 1000x less damage
Youre wrong. Being able to load up on one damage without end game gear boosts, kill everything, makes the game easier and beyond a reasonable power creep.
Nowhere have the devs hinted (that I have seen) at removing immunities. They have been in the game longer than they have not, I dont see it changing, sooner you accept it and give them suggestions to work with the mechanic, IE removing them from certain monsters like normal ones as I have suggested many times, then we could get somewhere with the devs.
Not entirely… Id like them to shutup but its their right to share their opinions… its their falsifying imformation to fit their narrative that needs to go.
Man, the thread title is really reaching. There’s no conceivable way removing immunities makes the game harder instead of easier. None.
Immunities aren’t even about difficulty to begin with. They’re to prevent people from spamming 1 skill all day long, you know, like the hammerdins everyone seems to hate.
If you remove immunities, youre just turning every class into a hammerdin and every monster into generic trash. It would be more boring than you realize. >.>
Straight facts.
They should just spread out the immunity types better. Then immunity should probably be placed with resist, so a fire resistant mob can still die to fireball, but it is going to be super slow going and not worthwhile.
Undoubtably blizz will find a way to mess all of this up.
If Blizzard really wanted to do something about immunities, they could do some “realistic” tweaking of the damage for skills… A few example thoughts for the Sorceress:
Fire bolt, Hydra, Fire wall, Blaze, Inferno, 100% fire damage.
Fireball, 75% fire/25% physical. (It explodes, which is a physical concussive force)
Meteor, 50% fire/50% physical for the meteor impact, 100% fire damage for the flames. (Its a METEOR that slams into the ground, physical damage!)
Lightning skills, 80% lightning/20% fire (hey, lightning is hot… bzzzzt)
Cold skills, 80% cold/20% physical. (Getting smacked in the face with a large chunk of ice should have some physical damage.)
Well what is goal of this tho? I dont feel feel like it would change anything really unless you have high end gear. If i understand it correctly. Well even with high end gear it would be worse than now. Lets see:
I have frozen orb sorc and points in mastery to lower resist by 120%.
There is normal monster with 160 resist. Since its capped at 99, resist will be that but 1/5 will applied to 160 right? So i lower resist only by 1/5 from 120 so by 24%. Monster end up with 75% resist. Not only thats still quite a lot but you said monsters with high ress will also have cold absorc, so effectively you will do only very little. I guess its still managable for playthrough to kill stuff.
But here comes a problem, fire sorc lighting sorc and majority of builds dont have skills to lower resist. So their only chance unless they have top gear(will get to that later) is lower resist wand.
Ok lets look at fireball sorc. She will use lower resiat wand on 120% fire resist monsters. Lower res lvl 2 wand lower resist by 37% with 1/5 its - 7,4 so monster will have 92% fire resist + absorb?. Thats still way too high to do any reasonable dmg.
And what will do elite gear? Very little to deal with high resistance monsters so sorry bit it feels like your suggestion made situation even worse unless i am missing something. Yes you removed immunities but at the same them you made options how to lower them worse.
Because everything is now affected by that 1/5 decrease. Facets would be basicly worthless as one would lower res by 1% instead of 5%.
People dont hate hammerdin for doing that. People hate him because they cant do it with their builds as immunities are making it impossible.
So normal difficulty is generic trash? Normal monsters doesnt have immunities there.
Immunities dont make monsters dangerous because you dont fight them. What make monsters dangerous are their special abilities, damage, spells , speed and stuff like that.
Its like i would put huge rock in middle of road and you could go around ot or try to destroy it with your fists. Does rock being immune to your fist damage make situation difficult when you can just go around it?
I never understand Immunity apologists when they kept claiming that immunity makes the game harder
It’s basically a paywall
And then there are those who claim “but just add more items to break immunities”
Which is even more dumb because not only you aknowledge that immunity is a problem you have to deal with but also don’t realize it and tackle it the worst possible way,