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2maser
  • Europe
  • 0. Immune mobs?   10/16/2008 04:15:36 AM PDT
Hey all.
In Diablo 2 there were mobs that was immune to certain elements, at least in nightmare and hell mode.
When I first started playing LoD I made a sorceress and played singleplayer. When I reached nightmare I couldn't continue anymore. I was pure frost and those mobs that was immune to cold ate me up.

Does anyone know if they are going to change this now in D3?
It's better to have like 85% resistance instead so we can play the whole game with one element.
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Elitemantis
  • Europe
  • 1. Re: Immune mobs?   10/16/2008 04:21:33 AM PDT
This feature was to encourage teamplay. It was annoying sometimes, but i think it enchanced the gameplay. I hated bosses that were immune to magic and immune to physical. If they were LEM, they could carve nice hole in my upstart necro team.
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Tehc
  • USWest
  • 2. Re: Immune mobs?   10/16/2008 05:13:20 AM PDT
I hated immunities. It pretty much ruined single player and then once when me and a mate chose to start new characters together and basically completely the game as a team, me as a Lightning Sorc and him as a Fire Sorc, once everything started becoming immune to fire he just got bored and stopped playing. Oh yay... I was so glad I'd wasted all that time playing with him...

There shouldn't be immunities in Diablo3. There could be really high resistances, but definitely not immunities.

Perhaps the implausibility of its own existence makes the skeleton think it hilarious to hide in a barrel, cackling intermittently for some three hundred years until a victim happens by?
Abd al-Hazir
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Mistercommunism
  • USEast
  • 3. Re: Immune mobs?   10/16/2008 05:36:08 AM PDT

Q u o t e:
I hated immunities. It pretty much ruined single player and then once when me and a mate chose to start new characters together and basically completely the game as a team, me as a Lightning Sorc and him as a Fire Sorc, once everything started becoming immune to fire he just got bored and stopped playing. Oh yay... I was so glad I'd wasted all that time playing with him...

There shouldn't be immunities in Diablo3. There could be really high resistances, but definitely not immunities.


Still, there was nothing better than running Tombs on Hell and encountering Ancient Kaa the Hexaimmune Facemelter. Oh sure, Hammerdins still work, but he also liked to have Multishot on top of his base Lightning Enchanted...

Not even those Burning Souls could clear a room faster than Kaa could.
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Reddog22
  • USEast
  • 4. Re: Immune mobs?   10/16/2008 05:48:40 AM PDT

Q u o t e:
Hey all.
In Diablo 2 there were mobs that was immune to certain elements, at least in nightmare and hell mode.
When I first started playing LoD I made a sorceress and played singleplayer. When I reached nightmare I couldn't continue anymore. I was pure frost and those mobs that was immune to cold ate me up.

Does anyone know if they are going to change this now in D3?
It's better to have like 85% resistance instead so we can play the whole game with one element.


This question was asked a couple of times during Q&A's at Blizzcon. They stated that they do not like immunities in general. They are hoping to challenge players in other ways. On the other hand, they also say that they are arming classes with an array of skills so that if resistances come into play, players will be able to handle it.

So the answer was kind of iffy. I would guess that there won't be any immune monsters, but maybe there will be highly resistant monsters.. or maybe not.
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8omles6
  • Europe
  • 5. Re: Immune mobs?   10/16/2008 05:49:17 AM PDT
You just needed a build that wasn't one skill focused.

Barbs go for physical+magic + elemental hireling.
Sorcys go for two element branch + physical hireling.
Necros Poison or magic + physical or fire + other element hireling.
And the same for the other classes.

The only problem was that if you didn't of those things first hand, that would cause your first character in each class to be a garbage one, cause you had to experiment with everithing.

Anyways this problem will be solved with respecs!
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Sharkull
  • USEast
  • 6. Re: Immune mobs?   10/16/2008 11:05:01 AM PDT

Q u o t e:


This question was asked a couple of times during Q&A's at Blizzcon. They stated that they do not like immunities in general. They are hoping to challenge players in other ways. On the other hand, they also say that they are arming classes with an array of skills so that if resistances come into play, players will be able to handle it.

Sounds like skills for lowering resistances may be back... in a bigger way.
Blizzard Entertainment
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Bashiok
Blizzard Poster
  • 7. Re: Immune mobs?   10/16/2008 11:20:02 AM PDT
We're looking at most players having an average of six "active"skills, these are your magic missiles, frost nova, electrocute (to use a few wizard examples), and because you're not just pumping up one single skill - and thus one single damage type, immunities become far less relevant. We're not going to do away with resistances, they still add something, but they're likely to be toned down a bit.

every corner we turn will lead us, every corner we turn will lead us down the labyrinth
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Sharkull
  • USEast
  • 8. Re: Immune mobs?   10/16/2008 11:28:18 AM PDT

Q u o t e:

Sounds like skills for lowering resistances may be back... in a bigger way.

...or not. >.<

That makes sense Bash. Thanks for the clarification.
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Djzephy
  • USEast
  • 9. Re: Immune mobs?   10/16/2008 11:51:37 AM PDT
The worst of all for me was act 3 hell travincal. I would be a fire/cold sorc and there was a fire/cold immune guy that took me around an hour to kill with my level 1 lightning skills.
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Soapmod
  • USWest
  • 11. Re: Immune mobs?   10/16/2008 01:17:29 PM PDT

Q u o t e:
We're looking at most players having an average of six "active"skills, these are your magic missiles, frost nova, electrocute (to use a few wizard examples), and because you're not just pumping up one single skill - and thus one single damage type, immunities become far less relevant. We're not going to do away with resistances, they still add something, but they're likely to be toned down a bit.


So are immunes in YES or NO? Seems like a yes.
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Bobdole.b
  • USEast
  • 12. Re: Immune mobs?   10/16/2008 05:53:09 PM PDT

Q u o t e:


So are immunes in YES or NO? Seems like a yes.


I would belive that this is a yes..... As long as we have something like a infinity or some good -res items.
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Akubane
  • USWest
  • 13. Re: Immune mobs?   10/16/2008 06:39:46 PM PDT
It isn't that hard to understand.
If there are immunes in d3 it doesnt matter.
They've said dozens of times there are 5 or 6 active skills. So if the mob is immune to one or two, Use Different Ones.
It's not like well have 1 skill and if we run into an immune we're screwed.

This way if we run into an immune, we have to change up the battle plan and use whatever skill is most effective.

:/
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Dragoonwraith
  • USEast
  • 14. Re: Immune mobs?   10/16/2008 07:06:12 PM PDT
Diablo II desperately needed immunities. They were the only thing in the game that gave you any incentive to generalize at all; everything else forced specialization. Figuring out a response to monsters immune to your main element was an important part of planning a character.

Since Diablo III characters are going to be more diversified to begin with, it's not as large a concern.

Personally, I'm glad that characters are going to be more diverse, because that's more fun, but I always found figuring out how to handle immunities to be one of the most interesting and challenging parts of character development. I do hope that Blizzard intends to add similar hurdles to Diablo III. Characters should have weaknesses to overcome.

Hammerdins were broken because they, alone in the entire game, could ignore immunities entirely and just spam that one spell the entire time. I guess they'd have to be a little careful while getting Lam Esen's Tome in Hell. Maybe.

Things I love about Diablo III
  • Magic Spells - amazing
  • Runes - coolest thing ever

What would stop me from buying this game
  • Over-use of class-based item restrictions
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Soapmod
  • USWest
  • 15. Re: Immune mobs?   10/16/2008 07:16:49 PM PDT

Q u o t e:
It isn't that hard to understand.
If there are immunes in d3 it doesnt matter.
They've said dozens of times there are 5 or 6 active skills. So if the mob is immune to one or two, Use Different Ones.
It's not like well have 1 skill and if we run into an immune we're screwed.

This way if we run into an immune, we have to change up the battle plan and use whatever skill is most effective.

:/


except in NM and hell you're *#@#ed because they do %*!* damage because most likely each tree specializes in one type of damage.

Immunes are horrible because they essentially kill someone who specializes in one element.

[ Post edited by Soapmod ]

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Dragoonwraith
  • USEast
  • 16. Re: Immune mobs?   10/16/2008 07:26:26 PM PDT
If there aren't immunes, then there is no penalty for pure specialization. Specialization means more damage. There needs to be an incentive, then, to do something other than pure specialization, because otherwise everyone will only be a specialist; without immunes, there's nothing to stop you from only pumping one skill.

But that's in Diablo II. Diablo III is much different. Making that incentive will be done differently.

Things I love about Diablo III
  • Magic Spells - amazing
  • Runes - coolest thing ever

What would stop me from buying this game
  • Over-use of class-based item restrictions
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Reddog22
  • USEast
  • 17. Re: Immune mobs?   10/16/2008 07:31:08 PM PDT
They are definitely pushing for us to use more skills, as has been said before. I'm positive they will design the scaling of the skill system in such a way that we will be able to maximize the damage of at least 2-3 "active" skills along with a suite of passives and "escape" skills like stuns, knockbacks, etc..
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Sharkull
  • USEast
  • 18. Re: Immune mobs?   10/16/2008 07:57:09 PM PDT

Q u o t e:


except in NM and hell you're *#@#ed because they do %*!* damage because most likely each tree specializes in one type of damage.

If you look at the Wizard trees on http://www.diablowiki.net/Wizard_skills you'll notice that the elemental damages are not grouped in single trees. Plus synergies are from runes, not pumping up other skills of the same element, so that makes diversification easier.
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Tehc
  • USWest
  • 19. Re: Immune mobs?   10/17/2008 01:10:53 AM PDT

Q u o t e:
We're looking at most players having an average of six "active"skills, these are your magic missiles, frost nova, electrocute (to use a few wizard examples), and because you're not just pumping up one single skill - and thus one single damage type, immunities become far less relevant. We're not going to do away with resistances, they still add something, but they're likely to be toned down a bit.


What type of damage do Barbarians dish out? From what I've seen it all looks physical, so will there still be physical immunities? If so, will the Barbarian's abilities deal a range of damage?

Perhaps the implausibility of its own existence makes the skeleton think it hilarious to hide in a barrel, cackling intermittently for some three hundred years until a victim happens by?
Abd al-Hazir
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