Let's talk about cc immunity and phasing altar nodes

Perma cc immune is for builds to use stone gauntlets where it can be worn. Most set builds can’t fit ice climbers and not all sets enjoy multiple 80% defense. I agree 100% that crowd control immune is bad. I believe this node warrants a nerf and ice climbers can made a new emanate item. Sure some would object not to be frozen is bad, but let’s think of other Players like zuni and squishier sets who doesn’t have imbued set defenses and no 80% DR items. At least you can still be vortexed into arcane.

Illusionary is a QoL item. Rarely physical collusion and positioning is a problem for pro player. Removing it surely eases differenty by a bit but not over other altar powers. Empower is way more broken than passability and warrants a complete removal if the goal is keeping the game less challenging.

Goal is to rely less of bounties whether solo or group and source mats from visions. Therefore 2x bounties should be removed but illusory type node should remain since we no longer wants to target farm obsolete bounty for its item power. There avarice, RoRG should move onto altar nodes replacing some direct dmg nodes or obsolete nodes such as 2x Db, 2x bounty or various 5% dmg node.

umm…

  1. “Don’t like it, don’t use it” is even more valid and appropriate than “don’t like it, take it away from everyone” that this thread is proposing.
    Both statements are absolutely dependent on “I don’t like it” while the thread proposition is forcing that belief on others instead of being responsible for your own self-control in choosing whether to use the option or not.

FYI, you can make your own choice but forcing your choice on others is nearly impossible to the point of idiotic-to-attempt.

  1. Having the “option” is still keeping everyone on equal footing, maintaining fairness. Your “remove the option” argument is not “more fair” at all, especially considering this option is the only way many builds can have fair access to these mechanics.

Seriously, just admit that you like self-imposed suffering and want others to suffer with you and stop pretending to be righteously “doing it for our own good”.
Yeah, you did well suffering through before things got easier “grandpa” but now it is time to let your descendants benefit from your hard-learned wisdom and prevent them from suffering the way you did.

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If footing is equal why all the nerfers are care? So they feel that they lose their own advantages if nerf won’t come.

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As a substitute to the CC Immunity node, this game could use another CC trait called Crowd-Control Avoidance, which takes the % Crowd-Crowd Reduction and grants the player a chance to fully avoid any CC effect for 3 seconds upon encountering one.

Example

An elite attempts to Vortex you, the dice rolls based on your CC Reduction percent in your character sheet, which is 33%, you have a 1 in 3 chance to fully avoid the Vortex and become completely immune to all Crowd Control effects for the next 3 seconds.

Two seconds later, you step on a spider web, you are immune to slow — the dice do not roll. After another 5 seconds you are hit by a Dark Berserker stun, and the CC Avoidance check dice rolls again.

To make it more accessible, the formula can be opened to tally other stats such as Dodge Chance and Block Chance. Ie.

  • % CC Reduction + (% Dodge / 2) + (% Block / 2) = % CC Avoidance Chance

The player can achieve CC Immunity by reaching a value > 100%.

These 3 affixes gain some added value, a player will be more conscious of these gear rolls and rune selection.

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Tbh, I would probably do this if it was possible. Would be fun to see just how much of a disadvantage that would be compared to other people on the leaderboards.

The problem is that there’s important stuff gated behind those two - 2x leg potions and auto-salvage. A toggle for some (most?) altar powers would not be the worst solution to the problem too.

It just feels extremely wrong to have a bunch of elite affixes and items all of a sudden literally do nothing. And again, I think this can be cool once in a while as a seasonal mechanic, just not as a permanent change.

I think you are solving the wrong problem. This is rather orthogonal to the discussion. Just because some classes already have it, this doesn’t mean that all of the others should indiscriminately have it too. In fact, giving such strong tools to classes/builds selectively is part of balancing the game.

I don’t see how it’s even relevant, it’s not like we have 99% of builds with cc immunity in any given ladder leaving all of the others behind. So I don’t think such drastic measures are warranted. I’m fine with any solution just so long as it doesn’t result in a permanent removal of mechanics (cc, collision and walls) from the game. This is beyond overkill.

First of all, this is just not true. I think you meant “isn’t a single 6set build”, because Legacy builds are using Illusory Boots all the time. Literally right now top2 crusader and top5 DH - both have it.

Second, this wasn’t always the case. Average power level per item slot has increased over the years, most notably since crafted sets were buffed. This does leave niche items behind, which I don’t necessarily think is super good for the game, but now they would just get completely obsoleted.

Third, I didn’t even mention the boots in “that one sentence” - I thought about the potion. While on the topic of those - there’s also one for cc immunity. Those are exactly the niche tools I was talking about.

People have fun in idlers and clickers too. This game doesn’t resemble one of those.

This is a two-way street. Those nodes take away mechanics that have been in the game for a decade and I have personally enjoyed.

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