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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.
I'm playing on custom difficulty and i indeed raised the enemies equipement to the max so yeah.
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.