Curio resistance mods are too niche to be niche

The resistance mods on curios can roll up to 20%(60% with 3 curios) and can be extremely helpful against specific things that you struggle with, however they are too specific and I’m going to point out and recommend changes based on my gameplay so far.

Bomber/Flamer enemies are mainly scary because fire insta-kills your toughness bar rather than the actually damage they do. I suggest replacing their resistances with global fire damage resistance which could also help with teammates blowing up barrels near me.

Gunner/Shotgunner elites are basically the same enemy with 2 different guns, but gunner resistance doesn’t affect shotgunners and it should resist both. (I’m not sure if this one is even intentional or not)

Add resistance while downed so that you have the option to make it easier to get revived. +1 wounds is nice as a primary stat, but enemies melting your HP bar before teammates can revive you feels bad and it would be a nice option for the more reckless players. This would only affect enemy damage and not the natural bleedout damage.

Pox Hound/Mutant resistances are both awkward, but combining them together could still be awkward. My suggestion is replacing them with global resistance while incapacitated which would also affect you while netted/trapped and maybe boss grabs. This would probably be more over-powered than the other resistances so I would suggest making the mod only give 10-15% rather than the usual 20% that the other ones give.

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I think the resistances could be compounded greatly.

Have Resistance Vs Elites, Resistance vs Specials, Resistance Vs Horde, Resistance Vs Melee, Resistance Vs Ranged. Although probably only have the percentage go up to 10 to 15 percent instead of 20 percent.

So your resistances would cover a wider range of enemies, but reduce the damage a bit less.

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