Having good (but not perfect) saves and good (but not perfect) immunities is not very effective currently. I think that the system would work better if, instead of a straight chance to ignore an effect, it reduced the power of the attack by that amount. This would make immunities in the 50-95% range much more consistent. An example:
You are hit by a mage's (40 spellpower, which is 60 untiered power) freeze spell when you have 60% stun immunity, so instead of checking your save against 40, you check it against 22 (60 untiered power * 0.4 not immune = 24 untiered, or 22 tiered power)
I believe that this would deemphasize 100% immunities for players, which I think would be a good goal.
Immunity/Save synergies
Moderator: Moderator
Re: Immunity/Save synergies
Me too! Immunities could be capped for players, too, if this was changed.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Immunity/Save synergies
Best idea in months! Recent betas are getting too difficult to play. Powerful characters can die in one turn with almost no way to avoid this.
MADNESS rocks