Originally Posted by
SuspiciousPixel
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Ensare and Confuse resistance mods will be re-introduced in TU11. With each mod giving 20% resistance you can have 60% ensnare resistance from your gear (Mask, Chest, Backpack). If you run a booster hive that will give 80% with no skill tiers and then you have the 10% from SHD/Keeners watch. You will just have to farm for these mods again but then that shouldn't be a problem.
I get that you don't appreciate skill builds but this is far from being 'not a problem'. It is directly excluding an entire playstyle from content; just look at your own description of how easy negating 50% of what a skill build can do becomes. The other 50% (the actual skill damage) has already been nerfed to below lethal meaning that a skill build cannot one-shot but a gun build can. That isn't balance it's rigging the playing field.
Consider this sentence: "I wonder if damage resilience will be worked into resistance as elemental damage currently can still kill someone with a percentage of hazard protection and elemental resistance mods.".
The fact that a status effects can kill is entirely the point of them. To then argue on top of that that HP should also reduce skill damage as well is bordering on insane. Construct an argument where you argue against gun damage using the same reasoning here and I really hope you see how absurd a request this is and how destructive it would be if implemented.
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