Saves vs resistances

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stinkstink
Spiderkin
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Re: Saves vs resistances

#16 Post by stinkstink »

edge2054 wrote:I was going to overhaul the rest of the egos before next release anyway so this will give me more purpose behind it :P
Unrelated, but I hope this means rings of see invisible will finally go into the toilet where they belong.

Delmuir
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Re: Saves vs resistances

#17 Post by Delmuir »

I curious as to how this debate ended…

I still think the mechanics of this are weird.

Personally, I don't think the saves feature should exist at all… so I'm taking the opposite side as most people I think. I don't think there should be any way to avoid a status effect unless you evade the attack entirely.

I think resistances should simply reduce the effect, plain and simple.

50% blind resist would mean that when you're blinded, you would lose vision in 50% of the tiles in your visible range. I think it'd be cool if the squares you could see were random, rather than just a diminished range, but whatever.

Same for all effects. Resistances would just reduce the effect… this is more intuitive (I think) and more fun. Also, by eliminating an opaque mechanic like saves, you make the game a bit more elegant.

Lastly, if you capped status resistances at 90% then everyone could be affected by them, even if that means they'd "shake it off" before you had time to capitalize on it. Thus, you'd hit them and then it'd note that the enemy recovered before you could act. No form of "status penetration" should exist as status effects are already extremely dangerous… I just think it makes more sense and is more fun if no one is immune to any status, even if the effect is significantly minimized.

bpat
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Re: Saves vs resistances

#18 Post by bpat »

I agree that there is an awkward overlap between saves and resistances, but on higher difficulties saves are worthless because enemies have very high power stats. If saves were made to be useful, I would support phasing out resistances, but at the moment I feel that resistances are a necessary evil. I do like Grey's idea of them reducing the power or duration of the effect instead of the chance of the effect proccing since it would be a nice change regardless of the status of saves.
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Red
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Re: Saves vs resistances

#19 Post by Red »

I feel that part of the issue is the tiering system of saves and power. This makes stacking saves steadily less useful, since an enemy with a raw power of fifty less than your save might have an actual score of only five or ten less. This means that total saves and even decent duration reduction becomes harder and harder to get at high levels.

Status immunities, though, provide a totally reliable way to avoid debilating status conditions.
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It hasn't worked yet.

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