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  1. #11
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    Quote Originally Posted by Borror0 View Post
    But, it is also a balancing issue. When people make claims like 'But CC spells are fine now!" or "CC spells are useless now and you are making them worse!" they fail to realize that high saving throws, high SR and immunity to CC spells is much more common than it once was because Turbine reached the conclusion that those effects were too powerful. It's not uncommon to see players complain about those high saving throws, high SR and especially about the immunity to CC spells; if we want these to be gone, we have to accept spells getting nerfed one way or another.
    Good point, but IF Turbine lowers the SR and the saves of the monsters spells like Finger of Death will be even more powerful. Will Turbine nerf such spells in update 4?

    I think Turbine is again on a dangerous road where changing one central part of the game leads to many other effects...

    Quote Originally Posted by ieatogres View Post
    If they used a mechanism like changing save rates, they could possibly even remove immunities from crowd control as the faster rate of saves would allow higher CR monsters to break free much quicker. Look at the air elementals as an example. The save rate is so high that even the best reflex save player can't avoid getting knocked down within a second or two. Just use the system DnD already has in place. It works, it uses the player and mob stats, and it's an easy timer adjustment that could be linked to difficulty. It also would work better to allow immunties to be removed since a save rate several times a minute would allow most high CR mobs to break much sooner than lower CR mobs while the heroic surge system allows a CR1 to break as quickly as a CR20.
    Yep, that is exactly how blanket immunities should be replaced. Give bosses a save every second instead of an immunity.
    Last edited by Mjesko; 01-17-2010 at 03:11 PM.

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