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#585804 16/09/16 12:24 AM
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Suggestion/request: As was originally the case in the first original sin (before some of the patches made after the game was released), please make it possible for players to have over %100 resistances from armor and skills to allow them to heal from relevant attacks. Being able to do this with potions or temporary skills is certainly interesting, but pales in comparison to the ability to become permanently immune. With how crazily we can affect the terrain, it would be extremely helpful to be able to focus on certain immunities to allow for more varied strategies.

Aznul #585816 16/09/16 02:19 AM
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I like this idea. Additionally to add some potential challenge some enemies could steal immunities, as an ability, so that they can boost their own. Sounds like a void creature ability to me.

Aznul #585825 16/09/16 04:12 AM
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Perhaps as a perk to add to a character.

Horrorscope #585835 16/09/16 05:28 AM
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Originally Posted by Horrorscope
Perhaps as a perk to add to a character.


I can see this working out reasonably. But make it element specific so the talent only uncaps one element and perhaps even penalizes another.

Aznul #585836 16/09/16 06:04 AM
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Personally no...

It is like saying if you put on enough sunscreen you become solar powered.

Absorption is a whole other level. Well OK... Some sources should allow it.

Aznul #585841 16/09/16 06:41 AM
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Well, my suggestion is to cap resistance at 100% (immunity), and create talent(for example "Fire infused"), which allows you to be healed from fire attack if your resistance is above 100%, but it would also lower your resistances by 30% against opposite element (fire/water), or lower all your other resistances by 15%.
This talent should probably require high level in specific skills (pyromancer level 4?)

Seems most "notbroken" this way smile


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