Everyone agrees that the power creep of spells and disables has become too much such that BKB is a mandatory 2nd item or 3rd item for every core now. However, the concept of spells and disables becoming weaker as heroes get stronger is an interesting alternative that makes sense.
A common complaint was that it messed up chain stun combos and you need to break out a TI-30 to calculate your combo. I never bought this argument because ever since Valve added status indicator bars (which was before the creation of status resistance) chain stunning stopped being a skill.
>oh but after a certain amount of status resistance my hex + meteor hammer combo is not going to chain stun anymore
That's ok, arguably good even. Combos being strong at different stages of the game adds depth and strategy. Meteor hammer combos losing effectiveness overtime just makes it more valuable early, similar to something like desolator. No one complains about needing a scientific calculator to determine how many hits a lvl 13 TA with lvl 4 meld + deso needs to kill a lvl 11 BB with phase boots and crimson guard turned at an angle of 62 degrees.
>ok but increasing it with attributes is bad, just have it a flat amount on certain items and abilities only
Why? Heroes already have varying status resistance, it seems arbitrary to limit it to abilities only. One game you have SB with halberd and another game you have a Slardar with aghs and sny and another game you have Ursa with defense matrix and enraged and then with defense matrix but not enraged but with titan silver but there's an enemy rubick who casted a debuff with timeless relic and there's another enemy hero with ceremonial robe and so many other permutations, do chain stun calculations not matter anymore then? What would be the issue if Ursa had a few more percentage of status resistance due to attribute gain?
A similar case can be made for magic resistance, no one complained about intelligence giving spell amp and strength giving magic resistance. No one complained about playing Lion or Zeus and having to calculate how much damage their spell combo does if they have 99 int with a kaya and vambrace on a decrepified AM with level 4 counterspell and 66 strength.
Adding both attribute based status resistance and magic resistance makes sense. We have attribute based physical resistance (armor) so why not status and magic too. Imagine if it agi-based armor growth got added today:
>I calculate that I need 4 hits to kill CM so I only need to disable her for 3.48 seconds but she has 19 agi so that gives her 2.71428571 armor which means so that means I need to hit her 5 times so I must disable her for 4.2069 seconds plus the time it takes to move 537 units closer after stunning her when factoring in the projectile speed and her reaction time, ah fak I can't kill her, gg rip in piss Icefraud remove this anti-fun nonsense…
TLDR complaints about str-based status resistance seem fallacious to me, someone please tell me how I am wrong.
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