Let's use this thread to figure out what to do with status resist mechanics in the end because stuff is getting more and more ridiculous.
As you know, on official servers you get immunity to pre-re statuses like stun, sleep, silence etc for having 100 of certain stats.
On Leika it was changed to 90% capped at 120 or 130 stat to make statuses more useful. This allowed people to inflict stun, poison, silence and other stuff for short amount of time, enough to break casts and get little advantage, but not enough to completely fuck up someone and get 100% chance to win.
Normally this could fuck up many builds, but in renewal, especially on increased rates which most privs have, farming foods isn't that hard and you were able to fill that gap with foods and new buffs when there was need for it. People who wanted statuses had them,even though renewal statuses were already impossible to get immune to, and getting cap didn't involve drastic changes in playstyle.
Christmas patch changed status resists once again, this time allowing immunity, but at the cost of 150 of stat. Because of very high cost of increasing stat points over 100, this fucks up all low lvled chars, lowering their chances of resisting status and increasing duration of said status. It also fucks up lot of builds. Now you're basically forced to run build with 110-120 vit to even be able to achieve 150 with foods and buffs. And that's just one stat, while old statuses resistances are spreaded on several stats. This means you either kill your damage, or get completely shat on by at least 1-2 statuses, and we all know Terp makes MvPs more challenging, lot of stuff spams screenwide statuses like sleep, silence, stun etc while gaining power boost in form of fixed monster matk, hp buffs, screenwide damage, sp drain etc. Not to mention PvP and WoE where you can make status weapons with highly spammable skills or use ninjas who easily inflict statuses with high chance using AoEs. Because more and more gears require specified, high amount of stats (most of the time 120), builds are getting unified even more, leading to 120*3 build be new 99*2 from pre-renewal. Many classes profit from Temporal Boots, mostly dex ones (also high dex brings us closer to the instant which is helpful, especially in breaking precasts in WoE) so you go for 120 dex, now you need around 120 vit, if you go for another 120 for something else, you're left with just ~30 leftoever stat, if you get just 100, you're left with ~90. This means people are forced to make specified builds for very tight range of skills and getting 130 of base stat for skills that scale of it (ABs make great use of 130 int, it boosts sorcerers Psychic Wave and they need that sp after soul change nerf, rangers and can use it to boost their skills and be able to hit that fucking retarded NPC_AGIUP which can't be dispelled with anything, devo RGs and DB RKs could make use of high stats, many examples) is not worth it anymore. It also nerfs a bit new cards like Antique Book or Menblatt which already were trade offs for reductions.
In short:
>it fucks over low lvled chars
>it drastically changes char building, leading to unified builds and getting more than 120 stat even less worthy
>nerfs some gears and cards
>makes most of endgame content even more mats consuming than it already is, where there's already only like 1 or 2 groups of players who can even tackle it
Original Leika change with 90% cap already wasn't really needed because new statuses and there're just few reliable status inflicting skills, but this recent change is simply beyond retarded. I talked with some people and I'm not the only one who finds this last change bad idea.
I want to discuss here if we should return back to 120stat/90%cap or stay with this shit we have now, or implment something new. Please post which mechanics you'd support most and explain why. Feel free to suggest your own values for chances, caps etc. I'll also add couple of polls out of curiosity, but if there will be no explainations, they might as well be ignored due to ease of abuse and usual circlejerk and other stuff.
I myself suggest 130 stat for immunity to old statuses. This gives nice balance between trading power and immunities. With 100*5 you can get many immunities with big cost (foods and buffs for almost all stats), but your power and casts will suck, and the more stats you increase further, the more statuses you're fragile to, while not really changing base builds because you still can fill the gap of 30 stats with foods and buffs. It's also equivalent of 99 from pre-re (you can get only two of stats to 130, just like you had enough points to get only two stats to 99 in pre-re). In PvM where people don't run on foods 24/7 you'll still be affected by short duration statuses unless you reach for foods and buffs. It won't be so heavily leaning towards statuses so getting 130 of str, dex or int still will be worth it.
The other option I can swallow is getting back to 90% cap at 120 stat because it was decent compromise despite not really being needed.
While I was discussing, there was also idea of only base stats affecting status resistances. Post what you think about this one as well.
Discuss.
Edited by Psor, 13 January 2016 - 01:57 AM.