"You need less life on tree"

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SL4Y3R wrote:
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Axarion wrote:
Right side of the tree got screwed over hard. Unless you go all the way to Scion and/or down to Duelist you can't get enough life without huge dps sacrifices.

The diminishing returns idea is great and is probably what should be implemented.

Nodes that need buffing:
- Thick Skin: 10% Life only now down from 18% is a huge nerf? Make this atleast 5,5,12. The 8% change to avoid status is pointless, change it to 10% allresist or chaosresist so right side can get some resists too without going for ev/es.

- Hired Killer: The life gain on kill is gimmicky, add like 20 Strength or change it to 4,4,8. Maybe even 5,5,8.

- Revenge of the Hunted: Should be atleast 6% life.

I honestly don't get why they nerfed everything so damn hard except for the Scion life wheel which even got buffed for people just passing through.


Out of curiosity, how much is enough life in your opinion?




Since the removal of max resist node on the left side, you definitely need to be pushing towards 6k in endgame scenarios. 5k can get you through 95% of the content, but about 5% of the time you will be struggling due to how high elemental damage can get.
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Something funny with all of this is that they will have to backtrack on it anyway to raise the % on the tree because as content raises in level then it's damage will also (and likely by a LOT!). They'll have to rescale our life back up using our gear mods (since we're already able to reach level 100 anyway) as that is the only way to balance new content without breaking the old stuff. They can't increase base life again because that would make low level content to trivial, and they can't keep the percents where they are because our life won't scale high enough to survive a single hit on a at level basis... leaving just scaling based on new higher level gear using higher % based life increases on the tree.


In short, power creep.
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Veracocha wrote:
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Something funny with all of this is that they will have to backtrack on it anyway to raise the % on the tree because as content raises in level then it's damage will also (and likely by a LOT!). They'll have to rescale our life back up using our gear mods (since we're already able to reach level 100 anyway) as that is the only way to balance new content without breaking the old stuff. They can't increase base life again because that would make low level content to trivial, and they can't keep the percents where they are because our life won't scale high enough to survive a single hit on a at level basis... leaving just scaling based on new higher level gear using higher % based life increases on the tree.


In short, power creep.


Of course, pretty much nothing else can result when they add level 80+ content and act 4, which IIRC was expected to be scheduled for early next year. As the content moves closer toward that level cap of 100 power creep is inevitable.


edit - and think about it... level 85 or 90 rares, bosses or exiles and just how much damage they will likely do in a rare map with damage modifiers and a damage boosting aura or pyramid totem. I wouldn't be surprised by a damage increase of x5-10 compared to what we're taking now.
Last edited by Jiero on Aug 30, 2014, 2:14:14 AM
Embrace the challenge, this game is the one place you can still find one. Moan all you want about "types" of difficulty, "balance" etc. In the end the game is not ez mode, and at times unforgiving, and I'm thankful for it.
Noblesse oblige
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Jiero wrote:
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Veracocha wrote:
"
Something funny with all of this is that they will have to backtrack on it anyway to raise the % on the tree because as content raises in level then it's damage will also (and likely by a LOT!). They'll have to rescale our life back up using our gear mods (since we're already able to reach level 100 anyway) as that is the only way to balance new content without breaking the old stuff. They can't increase base life again because that would make low level content to trivial, and they can't keep the percents where they are because our life won't scale high enough to survive a single hit on a at level basis... leaving just scaling based on new higher level gear using higher % based life increases on the tree.


In short, power creep.


Of course, pretty much nothing else can result when they add level 80+ content and act 4, which IIRC was expected to be scheduled for early next year. As the content moves closer toward that level cap of 100 power creep is inevitable.


edit - and think about it... level 85 or 90 rares, bosses or exiles and just how much damage they will likely do in a rare map with damage modifiers and a damage boosting aura or pyramid totem. I wouldn't be surprised by a damage increase of x5-10 compared to what we're taking now.


Difficulties will be removed in lieu of higher lvl zones.
Berek's Grip Ice Spear
http://www.pathofexile.com/forum/view-thread/780707
Budget Magicfind and/or Hardcore Flame Totem
http://www.pathofexile.com/forum/view-thread/1211543
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SL4Y3R wrote:


Difficulties will be removed in lieu of higher lvl zones.



That breaks a LOT more then it will help, such as with the new merviel that will have to be done at a much lower level thanks to the new zone level compression due to having more zones + content crammed into an equal amount of levels. And it will not help when they add new tiers of maps based on act 4 bosses (not story zones) that go above the normal level 78, corrupted level 79 or uber aztiri level 80 ones we have now. And that leaves what will be done with the skill gem rewards, skill point quests or bandit rewards from that removed difficulty in question.

If they do that then the entire tree and fairly close to most of the game's mechanics need redone from scratch.

edit - and assuming equal length acts, then removing a difficulty is akin to removing three acts worth of zones while adding a 4th act on after that adds 2 acts worth of zones back in. Leaving 1 act of zones worth of additional content (corrupted zones, master quests, etc) to break even, while any more then that or if act 4 is a longer act will cause level compression in the game's zones. Then we add in everything they still plan on adding through additional content and leagues and there is no way it will avoid causing a zone level compression. Without even adding in that any of that additional content over the base game, that is still pushing merviel down to level 8 assuming a even level curve through the game (with vaal at 16, piety at 24, dominus at 26, act 4's end boss at level 34... with playthrough 2 at 42, 50, 58, 60, 68 respectively)
Last edited by Jiero on Aug 30, 2014, 4:07:25 AM
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Necrogue wrote:


Going from top left witch to MoM grabbing nearly only HP is the issue in this kind of build. And getting to 4K8 with such a huge investement in life is super sad.


And please, do not mention challenge in this game, as its "difficulty" is based 90% on luck and 10% reaction time. Getting insta gibbed by a rare devorer with a nasty aura because you didn't take hp nodes only isn't a challenge.

Maker of ZeeL's Amplifier.
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Jiero wrote:
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SL4Y3R wrote:


Difficulties will be removed in lieu of higher lvl zones.



That breaks a LOT more then it will help, such as with the new merviel that will have to be done at a much lower level thanks to the new zone level compression due to having more zones + content crammed into an equal amount of levels. And it will not help when they add new tiers of maps based on act 4 bosses (not story zones) that go above the normal level 78, corrupted level 79 or uber aztiri level 80 ones we have now. And that leaves what will be done with the skill gem rewards, skill point quests or bandit rewards from that removed difficulty in question.

If they do that then the entire tree and fairly close to most of the game's mechanics need redone from scratch.

edit - and assuming equal length acts, then removing a difficulty is akin to removing three acts worth of zones while adding a 4th act on after that adds 2 acts worth of zones back in. Leaving 1 act of zones worth of additional content (corrupted zones, master quests, etc) to break even, while any more then that or if act 4 is a longer act will cause level compression in the game's zones. Then we add in everything they still plan on adding through additional content and leagues and there is no way it will avoid causing a zone level compression. Without even adding in that any of that additional content over the base game, that is still pushing merviel down to level 8 assuming a even level curve through the game (with vaal at 16, piety at 24, dominus at 26, act 4's end boss at level 34... with playthrough 2 at 42, 50, 58, 60, 68 respectively)


Um...not with the addition of one act.
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SL4Y3R wrote:
Out of curiosity, how much is enough life in your opinion?


Atleast 5k for a melee character. My Ranger is barely pushing 4.3k (~4.6k as soon as I can afford a legacy BoR) with atleast 75 health on all pieces minus the amulet. It had around 4.7k pre patch with way less life on gear. The right side just has it a lot easier. 20% life + 20% chaos res for 4 points right next to probably the best aura cluster and a block + resist cluster?

Having a lot of nodes that have a point effectiveness of 3.33% life(Thick Skin, RotH) blows.
Wasting 6 points for 20% life blows.
Having to spend a ton of points on 4% life nodes to actually get to acceptable life blows.
Having to grab Life+Es nodes because they are more effective than pure life nodes blows.

You definitly don't need less life nodes than before, you just gain less.

Having some notables gain 2% increased life doesn't sound unreasonable to me.

(I know this is a bit of a rant...)



Yes I could waste 6 points for Thick Skin (20% life) but 6 more nodes on life? Pretty sure I spent way more than pre 1.2 already.

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Necrogue wrote:


Level 80, 4800 life, how much dps? You pick up very little damage.

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