Deadfire affliction resistances downgrade afflictions by a tier, which basically means :
Mig resistance : Immune to stuns
Con resistance : Immune to 100% heal reduction
Dex resistance : Immune to paralyze
Per resistance : Immune to blind
Int resistance : Immune to dominate
Res resistance : Immune to terrified
Note that from these resistances, the only one that doesn't totally gives you immunity to the "hard CC" (lock a character) related to the attribute is Int, as it downgrades Dominated to Charmed which is "almost" the same thing.
Considering the Racials, Items, and Talents providing resistances, i've found extremely easy to have your entire party almost "CC Proof" just from resistances, therefore almost completely trivializing an entire aspect of the game (having to deal with afflictions with either inspirations or dispels).
The easiest resistance to get is probably Dex, due to the amount of items providing it (Neck, Gloves, Belt, Boots, Enchants...), having your entire party immune to Paralyze is extremely easy.
Mig is probably second on the list.
If most of your party members are Orlans (Res resist), the only "hard CC" you have to deal with is Charmed basically (downgrade from Dominated). Heal reduction and Blind (from Con and Per) are annoying, but do not prevent you from playing a character, therefore i do not consider those to be "Hard CC".
So i'm wondering... Are resistances too strong the way they are? Was the "added defense" from PoE1 better? (As you could still be vulnerable to it against high rolls).
Or is the Affliction "tier" flawed?
I feel like Tier 1 afflicitons are quite weak and can easily be ignored completely.
Tier 2 are decent, however i do believe Charmed is too similar to Dominated (wouldve prefered the Confused from PoE1 instead to better differenciate).
Tier 3 are extremely strong, BUT, your party can easily be built around being entirely immuned to at least Stun, Paralyze, Terrified, meaning the only hard CC you are exposed to is Dominated/Charmed, and you can prevent it with food buffs on the rare fights where this is important.
So "Overall", i feel like your party is very easily made "hard CC proof" for the most part.
Is it good? Is it bad?
The major downside being that it removes an interesting part of gameplay entirely, you do not have to deal with afflictions on your party for the most part.
On the other hand, if dealing with afflictions on your party was "mandatory", it would force players to run a Priest or a Paladin on every party, therefore reducing party composition options.
My opinion on the matter is that the afflictions as they are, are mostly fine (outside of Charmed). However i do believe Resistances are a bit too good compared to how easy to obtain they are. If there was fewer items providing these, i think it would be ok as it is. With plenty of resistance items available, i think extra defense over flat downgrade would be more adequate.
Edited by anishar, 02 April 2019 - 02:33 AM.