Fell Seal: Arbiter's Mark

Fell Seal: Arbiter's Mark

View Stats:
debuff immunity should change to 80% resist
First of all thanks for the game, i see great potential in it and i have not seen all of it yet, but here is my problem.

I unlocked the witchdoctor, the kind of classe that i like to play, which is supposed to be a damage dealer/debuffer/healer but on less powerful side far all 3.
The problem is that every single unite (or nearly all) are immune to poison making the witchdoctor a really bad choice damage wise, his debuffing skills hit the same problem exempt for the slow which is rarely resisted at my lvl, and to make thing worst, his healing ability sucks.
In addition to immunity making that class near useless or painful to play, it make some passive skill as much more useless, like the +damage on succesful debuff or the +%chance of succesful debuff.

I may be wrong but i think the immunity should change to +80% resist instead, or those immunity shouldn't be so wildly spread. (i'm speaking about the peon on patrol mode, some have 5 or 6 immunity, simply ridiculous, and i'm only lvl 15/20 or so)

To conclude, if i'm wrong, please explain to me how to make the witchdoctor efficient, and if not i hope the dev will change things.
< >
Showing 1-5 of 5 comments
Mechalibur May 18, 2019 @ 8:34am 
Ironically enough, I notice more poison immune enemies in the early game. This is because on lower levels, there's only a small pool of accessories enemies can spawn with, which includes the Pure Band - a ring that gives poison immunity. If you're on a higher difficulty setting for enemy equipment, this will be even more noticeable.

Later on, as more accessories are added, you'll probably see less poison immunity. In fact, poison and bleed are often incredibly important for defeating certain enemies that have massive amounts of HP.
Normal Paradox May 18, 2019 @ 8:40am 
Thanks for the info.
I'm playing on custom difficulty and i indeed raised the enemies equipement to the max so yeah.
Normal Paradox May 18, 2019 @ 8:42am 
but still, plain immunity to a game mechanics, isn't that a bit too much ?
Lasci May 18, 2019 @ 9:47am 
In most cases, diversity is definitely your friend on higher difficulties. Plague Doctor is altogether a bit of a lackluster class because it doesn't excel at any of the things it does. As Mechalibur said, poison immunity will actually fall off towards the mid- to end-game as Pure Bands are no longer equipped to every enemy you face because of the lack of accessory diversity at your level. Outside of certain monsters, Poison and Bleed are the ailments enemies are least immune to after Cripple and Mute.
Conan The Librarian May 18, 2019 @ 11:19am 
I would essentially echo Mechalibur's thoughts: it only feels THAT much because you're playing with extra enemy equipment. As he said, doing so will make the early game heavy on poison / bleed / blind immunity because there aren't as many items available in the pool for the AI to use. As the game progresses, however, your toolkit and the enemy's item pool expands, so it feels a bit better. But, that's the whole point of +equipment--you have to deal with more immunities (amongst other stuff) from the enemy.

For what it's worth, I think that the Plague Doctor is still a good class, but it is a "utility" class. The fact that they have [Recovery], an AoE (smaller) heal with the ability to cleanse a pretty good list of debuffs (including weaken) is great for when you need it. [Poison] itself is a great spell, [Mass Thorns], etc, I'd say they have some stuff going on

Normal Paradox-

As for the "debuff immunity" thing in itself, I mean, making it (say theoretically 80%) wouldn't really change things in a good way.

1. That's adding more RNG--not just the % chance for a debuff to be applied by the offense, but a second % check on the defense whether it's resisted or not.

2. Most people wouldn't use a debuff move if the target has a 80% chance to resist it. It's like, "why would I bother throwing the dice when the odds are only 20%?".

3. In situations where "so I was going to use this ability anyway", so they might get a lucky roll and it applies.

4. Lastly, the flipside of everything, where the enemy gets a lucky roll and you get a debuff, even though you had "resistance".

So no, having it be full immunity makes more sense overall is what I would say instead of adding in another layer of RNG.
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: May 18, 2019 @ 8:15am
Posts: 5