Delmuir wrote:
I don't really understand the issue with saves and resistances...
What would make sense to me is this:
1. Saves determine whether or not the effect lands.
2. Resistances determine the duration, i.e., 90% resistance reduces duration by 90%.
3. Cap resistances at some appropriate amount, likely between 70% and 95%.
The issue with this approach(and the 1.6 version of saves) is that not all effects are created equal. Duration reduction makes sense for damage over time abilities, while for most of the truly dangerous effects it doesn't matter as much. Having Inner Demons on you is in most cases as lethal when it lasts 6 turns as it is when it lasts 12 turns. You either clear it or you're in serious trouble. That's more or less the same for being blinded, silenced, stunned, confused, etc. It works like that in reverse as well - disabling an enemy for 4 turns is usually as good as disabling them for 6.
Another issue I have with your idea specifically is that the current way talents are balanced assumes that saves and resistances work, well, the way they work now. So it's not just that you have to change the complete system of saves and resistances, you have to go back and update all talents with a completely different system in mind. What you're proposing is a complete overhaul.
I'm not saying that a complete overhaul is a bad idea, but 1.6 is far enough along that I don't think it's realistic. At this point, it's more realistic to expect that a system that we already have will be tweaked so it works better than that someone will spend months on completely overhauling the game.