Blades Runner
Posts: 623
Joined: Thursday, 23rd December 2010, 19:17
Character overview and Resists
Secondly, I don't propose to crush old system to build new one. I just wonder about significance of some game design decisions concerning resists.
And if something is not fit right for me - I just want to hear your opinion, which maybe will justify it for me.
Anyway, let's begin
Res.Fire /Res.Cold - Perfect. You feel usefulness of every pip of this resists and adviced to have at least 1 * at all times with maxed out for a special encounters (Ice caves, Volcanoes, Dragons, Drakes etc.)
Life Prot - This one...well, not so much usable for me. And not only for me I suppose. Personally I think, three pips of such resist is too much. I rarely even use two at the same time. At most it's only one. Maybe I'm doing it wrong, I don't know. But I better will have some other resist than Life prot.
All in all, life prot feels inferior and doesn't deserve whole three levels of resist.
Res.Acid - This one is new. I don't even noticed it's appearance until late builds I've played. I didn't found a single item yet that have res.acid and wonder why it have yet another three levels of resist. Maybe, I'm missing something, but what for Res.Corr needed then? [speculation]It protects only items from degradation while Res.Acid protects health of a character from acidic attacks? Acidic attacs inflicted only by all kinds of jelly and some drakes/draconians?[/speculation]
I would be glad if someone explained purpose of this Res for me.
Res.Poison. - Hoo boy. Poison res. deserves a whole topic, because as stated many times by other people - right now it's more like "poison immunity". Poison source is very common in the dungeon, and ability to nullify so many sources by 1 pip is wasted tactical/decision potential.
In my opinion, it deserves three levels and stands in a line with Fire and Cold resistance by importance.
Res.Elec. - Someone mentioned that r.elec needs more pips, because you either nearly-immune to it or die horribly in explosion of sparks. Personally for me - this one fits perfectly for electricity/lightning theme. But only if there will be no more such bi-polar powerful effects.
Sust.Abil. - too rare on randarts and rings better used for something else, so having two pips is overkill. Also very situational.
Res.Mut. / Res.Rott - Fine by me. The only thing I wonder about - does anyone found something that provides resist to rot? Because I yet to find randart with Res.Rott., 'cos there is no rings or amulets that protects from this effect.
Saprovore - I don't even know why it displayed in this screen. It cannot be changed by items in any way - only by mutation (and I'm might be wrong about this) and belongs better in Abilities and Mutations screen along with all kinds of innate features as fur, metabolism or running speed.
Gourmand/See.Invis./Res.Corr/Clarity/Spirit.Shd/Stasis/Ctrl.Tel./Lev./Flight. is fine with one pip.
Warding - same as with sust.abil - It's good to have but very situational. Also, most of the time you will get only one pip with amulet anyway.
I repeat, this is only my overview of resists. I would gladly hear out what you think about this, where you agree or disagree with me and maybe there's gonna be some use of this topic.