>>505527573Trust the vision of developing a sequel around with shitty resistance penalty that was implemented for PoE1's beta > full release because they're not actually game designers, they simply copied D2 and didn't know how to do anything themselves, they have no baseline for proper balancing and have repeated the mistakes of the past yet again.
Since GGG loves to talk about souls so much lately:
>Demon's Souls, first boss HP: 1150HP>Demon's Souls, final boss HP: 5370HP>Demon's Souls, Claymore unupgraded damage: 105>Demon's Souls, Claymore +10 fully upgraded damage: 210>Damage of weapon is perfectly doubled over 11 upgrades of the weapon from 0 > 10>Everything is built around stat scaling for additional damage so it can never balloon, and they have soft/hard caps on these gainsA level 500 player in a souls game has barely a hundred or two more damage than a level 100 player. Numbers never get out of hand. A level 1 player can kill a level 500 player if they are a better player.
They can more accurately balanced difficulty and encounters.
Damage numbers never skyrocket and get out of control in their games because they're smart and have set a good baseline and much smarter mathing.
GGG makes fun of Diablo's trillions of damage, but millions of damage isn't any better.
It's far more ideal for game design to have numbers that are more immediately parseable in your head.
If a boss has 5k HP, and you do 200hp a hit, that's really easy to on the fly just get a feel for how many hits it's gunna take.
In PoE is a boss has 31241442142 HP and you do 4353674 damage, you have no fucking clue what is going on literally ever and just spam.
The resistance penalty is an archaic bandaid for a shitty system of inflation that they can't control properly.
tl;dr PoE's damage/resist numbers are akin to jewish usuary inflation and Souls numbers are backed by the reichmark, neat and tidy