According to the 1.6 beta 2 changelog all the save changes were reversed.
It does feel a little silly that we have two stats that do the exact same thing - status resistance and saves. It's somewhat redundant. The only real plus side is that the saves make it so that a class is more resistant to its own type of spells (ie, mages have high spell save while their freeze resist is entirely based on gear/skills, while bulwarks et al have crappy spell save). This could in theory allow a class to skimp on a certain resistance, but most effects are caused by multiple sources (ie, stun/freeze is both physical and magical. Same for daze. I think confusion may be mostly mindpower but I'm not really sure), so this doesn't really apply either.
In other, similar, games status resistance usually affects the duration of that effect (similar as in RPG type games, rather than roguelike. I know that in DotA and in Grim Dawn there are status effect duration resistances but they are capped in both games. In Grim Dawn the cap is 80 and the cap can be increased by probably ~10% max by gear. In DotA it's only a very few items and a couple of skills/heroes, where the average hero can't get past about 30%. It can also behave weirdly vs DoTs, where it can increase their DPS but shorten their duration, as most of them are attached to other debuffs like slows. Those two games came to mind as examples for being well known for their balancing efforts). However, these are real time rather than turnbased games, where a 31.357% reduction makes more sense.
I liked the idea in 1.6, but I do agree with criticisms in this thread. I think a wider spread that has an effect would be nice though, as +20/-20 are the only markers that currently seem to matter. IE, saves in the 20-30 range could reduce duration but not chance to be affected at all. The important thing is that it would need to be more predictable than the beta1's were, with a lower chance of drastically lowered duration.
A possibility hinted at earlier in this thread to make saves more important would be to allow for especially bad save values to increase duration. This would require a fair amount of rebalancing though, as some durations are already crazy high (20 turn hexes, would be awful on a bulwark with 10 mag and 0 spell save, etc.) so it wouldn't really be a good fit for 1.6.
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