NERF freakin daggers

Lol this thread.


Let's buff 2-handers dps, the weakest (defensive wise) play-style in the game.

Reflect will be ballers if this happens :D.

*default attack on reflect* ----> welcome to standard, lmao

Peace,

-Boem-
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path of nurfs is basically the main reason SOOOO many ppl quit playing path of exile, so if you wanna have a game where you can play on your own, nurf it even more.
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I dont see a problem with daggers in general. Daggers are supposed to be the best choice for crit builds and this is a good thing. It would be very boring if all the weapon types are the same.

Much more than 90% of all players will never get to the problematic point because they simply dont have hundreds of exalts for a mirror or one of those top tier daggers wich cause this "problem".

You also should feel OP with a well built and geared build, cause thats the whole point of an Hack+Slay ARPG to find a good build and get good loot to feal like a god in the end.
But it isnt fun if only a couple of builds and extremely "rich" players get to that point.



Since getting high dps is all about stacking different "more" multiplyers, crit is superior to other builds:
While e.g. a 2-H Resolute Technique build only can stack increased dmg and attack-speed (besides 1-3 more multipliers on gems) crit offers another huge stackable "more" multiplier by passives and gear besides the limited amount of skill gems.

cast on crit is even a lot more ridiculous than those phys dmg dagger melee builds, it basically makes no sense casting spells. With cast on Crit you can cast 3 spells at once with a much higher firerate and get an effective dps 3-5 times higher than even the best phys dmg melee char.


To solve those problems you should:


1) Nerf the top dagger rolls a bit, but keep the passives and "normal" rolls
2) Nerf cast on crit (e.g. only one spell allowed per CoC gem, max spells per sec or something like that)
3) Buff 2-H base dmg
4) Give 2-H dmg passives additional defense
5) Put melee 'more' multipliers in the tree and on items wich wont work with crit strikes.
(something like:
'your non critical strikes deal xx% more dmg'
or 'deal xx% more melee dmg; you cannot crit'
or 'deal 'xx% more melee dmg depending on your attack speed - the lower the speed the more dmg you deal)
7)give reflect reduction to 2-H passive skills (or remove this silly monster mod at all^^)
Last edited by azraelb on Sep 1, 2014, 1:07:19 PM
Restricting max crit cap would be good for balance as well
such as crit chance cap 50% and multiplier 500%
The folks claiming you need to be rich for daggers to be broken, you're almost as wrong as a person can be about a thing. Not as wrong as Helen Caldicott is about basic reality, but, pretty wrong.

The issue is primarily to do with the passive tree, not daggers in and of themselves. In the shadow's area alone there's +300% dagger crit chance and +180% multiplier, for free or almost free in most cases. With not a single support gem or additional multiplier from the extrinsic shadow<>witch or ranger areas, with a completely naked guy with a dagger, that's a net damage multiplier of 1.6 at like level 40. By endgame, if you dual wield and acquire power charges, and actually bother to use support gems, a 60 to 75% crit chance off of a 500 multiplier, in other words, a net multiplier of 3.4 to 4, is possible with absolute garbage found off the floor.

That 3.4 to 4x is around the ceiling of what most other weapons (besides wands) can usefully achieve. With a bit of effort the upper bounds on daggers is in the 6 to 10 times damage range. An order of magnitude stronger than everything else. 4x damage is almost reasonable. 5+ is not. Saying "buff everything else!" is insane when that means everything else would have to be more than twice as powerful to compete.

It's been said a thousand times before, but, again: This was "well, woopiedoo" back when all Daggers could do is kill a boss in 1.5 seconds. But now that it has serious AoE and ranged skills, it's rendered pretty much everything obsolete. Hell, now we've got an absolutely free 2% life leech for daggers, way better than the Marauder's Blood Drinker ever was; this power creep doesn't bother anyone else?

That we'll ever see an adjustment anytime soon I'm not sanguine about. Lowering the DPS on the dagger itself so it's lower than say a sword's doesn't achieve that much due to the way the elemental damage system in the game works. The critical chance on the passive tree has to be rendered more expensive to take, and Adder's Touch needs to be brought down.

Am I the only one bothered how in comparison, Claws, which due to having so much overcapped leech are only be usable with Vaal Pact, are some of the most inefficient backbones in the game?

Anyway, the alternate option is to overhaul the critical system. Make the base critical chance irrelevant to increased crit, make the stuff on the tree be like a flat +2% chance or something.
Last edited by LimitedRooster on Sep 21, 2014, 8:54:18 PM

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