REFLECT IS STUPID!

"
Natharias wrote:

So reflect is bad just because it checks to make sure you regain hit points faster than you would take them from your own damage?

Do you even know the full idea of reflect, or should I lay out all of its aspects for you?

1. Reflect is first and foremost a method to limit DPS of builds. No matter how much you leech, you'll one-shot yourself if you deal a single, huge hit.

2. It forces players to make builds that either avoid reflect by using indirect sources of damage, or by forcing them to leech back enough life/ES in order to survive it. It makes it impossible for any build to clear all monsters.

3. Because it forces players to leech more than they would reflect to themselves, it forces them to make more survivable builds instead of glass cannons. So even MF builds are supposed to be survivable.

4. Reflect counters large hits, not numerous hits. But numerous hits that deal enough damage can be a problem. That's why I favor Firestorm for CoC instead of Fireball. Much less needed to mitigate reflect. That's why we have things like Corrupted Blood to counter numerous hits, and not big hits.

Now do you understand that reflect is not bad in any way? What's bad is how people try to defame it and have it removed from the game.
Reflect is bad because it dictates how exactly my character should be built. There aren't a lot of ways to mitigate reflect if you're using direct hits -- essentially you tank it or regen it (or both). If your character is built differently -- it dies. Unviable builds that can't get around just one such a mechanic are bad since they lower diversity, the cornerstone of this game.

As for the "full idea of reflect" -- where did you take that? I doubt it's the dev's POV -- for example, playing with a char that can dish out "single, huge hits" can be a lot of fun. Also, my arc witch (which is my 2nd highest damage character BTW) survives elem reflectors with ease -- they just chew up my time and a couple of bubbling pots, so your claim about impossibility to clear is strange to me.
As for survivable builds -- for now there is no place for classic glass cannons in the game just because of one thing, reflect. And the game should kill the glass cannons with monsters or traps, not damage reflection or admin /kill command.

If you think you can outturn anything the game throws at you -- you play a glass cannon, if you're unable to do this due to your lack of skill, your char dies. This is correct and almost all of the game points in this direction.
The game forces you to facetank. This is incorrect and the only game mechanics that actually points to it is reflect.
"
Shade_RU_N53 wrote:
Reflect is bad because it dictates how exactly my character should be built.


Let's use your bad logic for a bit:

First off, builds require capped resistances in order to survive. So resistances and elemental damage are bad in the first place. So elemental damage limits build diversity.

Second, there is physical damage which requires armor, Lightning Coil, Granite flasks, and other such defenses to mitigate it. That limits diversity even more.

Then you have spells, which don't have accuracy. This makes evasion completely useless.

Then you have knockback, and the Knockback support gem, which make all melee enemies and builds useless. Easy win for any ranged build is to simply use some kind of knockback and all melee builds are useless. Should we then remove Knockback for the same reason you wish to remove reflect?

We should also remove Corrupted Blood, then. Why should I use a flask slot to remove CB charges? That's like asking me to get enough leech and resistances to counter elemental reflect. That's too much!

See how flawed your logic is?

I'm not going to bother with the rest of your post since it's likely using the same flawed logic.
omg these fanboys

there's something broken with the game (like reflect certainly is since it's the only non-Nemesis mod on a monster that can instakill you) and all these white Knights blindly defend it

hell ggg could add a desync mod or a death with no save mod and it still would be white-knighted

ggg will never change unless there is a solid front opposed to all the flaws they just won't fix because fixing things doesn't pay like adding shiny new mtx!
since I have no hope for significant game design improvements in this game I am officially done with Path of Exile. done for good
Whatever it is I think there should be more clearer visual indication when reflect mob is in place. Rather than just a tiny text label that I actually need to hover on the mob to see.
I caught off guard several times, not knowing reflect mob is in place and land my vaal stormcall... GG. Not the direct reflect boss, but "allies gain elemental reflect" things like that. If I was using normal attack I will quickly aware about it, but Vaal Stormcall = 99% insta GG.

I'm not blaming the game, but I do think it's better to have different visual indication for different mods, still there are room for improvements.

I avoid elemental reflect map completely with my current Arc character...
But recently I got a 5 link chest and added extra life leech gem, maybe I can test if that 18% reflect still hurts or not ;3
Last edited by xonedl on Sep 23, 2014, 6:21:58 AM
"
xonedl wrote:
Whatever it is I think there should be more clearer visual indication when reflect mob is in place. Rather than just a tiny text label that I actually need to hover on the mob to see.
I caught off guard several times, not knowing reflect mob is in place and land my vaal stormcall... GG. Not the direct reflect boss, but "allies gain elemental reflect" things like that. If I was using normal attack I will quickly aware about it, but Vaal Stormcall = 99% insta GG.

I'm not blaming the game, but I do think it's better to have different visual indication for different mods, still there are room for improvements.

I avoid elemental reflect map completely with my current Arc character...
But recently I got a 5 link chest and added extra life leech gem, maybe I can test if that 18% reflect still hurts or not ;3


You want a big announcement when a reflect mob is in a zone? That would be easier but it doesnt make sense, its hand holding and GGG wont do that. Just watch where you go and check the mobs auras at least, its not hard. No one has to look at non aura mobs stats but the auras are visually easy to tell what youre dealing with.
what i want is a change in this mechanic like reflect cannot do more damage than 20% of your maximum health per second (so all builds would be affected the same way & its equal to maximum possible lifeleech so u can actually do maps with this mods without bandaids like cast on damage taken + immortal call (that diminishes value of evade mechanic & also shouldnt be in game)) or complete removal of it
"
Natharias wrote:
"
TikoXi wrote:
As someone who runs AA Incinerate, I have around 60% fire res in merciless, and I instagib myself on a large pack of monsters with a rare who has reflect elemental damage. My AA isn't very high level due to mana drain concerns, but it's certainly not enough.


LOL!

Did you even think to consider why you're dying? You just said it yourself.

I'm not saying an under-leveled AA will stop reflect; it won't. But a max level AA, and possibly Inner Force, will definitely stop all reflect from incinerate.

AA mitigates 189 fire damage at level 20, without putting it in a +item or using Empower. With IF, it jumps up to 228.

Incinerate does a base of 68-102. Assuming a build is able to get 100% increased damage, that jumps up to 204. After stage 4, it jumps up to about 816. But you must then also assume the build has at least 75% fire resistance, since it has such increased damage, and that it may have things like Purity of Fire, Rise of the Phoenix, or Saffel's Frame.

So the fact that you run an under-leveled AA, less than acceptable fire resistance, and likely not using any of the methods to deal with higher level reflect shows that you haven't dealt with it yet.

My build is doing 27k DPS with Fire Penetration, and I don't hurt myself whatsoever.

"
TikoXi wrote:
That said, I do feel that reflect is a little cheap. I've never had a problem with physical reflect though...only elemental. Not sure why that is, cause even my glass cannon crit-leecher handles phys reflect admirably with a whopping 12% phys reduction :/


That's because it's easier to mitigate attacks than spells.

Block and dodge are much easier to get compared to spell block and spell dodge.

Then you also have evasion, which only applies to spells.

Assuming you have a max block, max spell block, and Acrobatics build, only 15% of attacks deal damage and only 17.5% of spells deal damage.

Then take into account indirect methods to counter attacks:

1. Shockwave Totem/Knockback support gem. Enemies almost never hit because, well, they can't get close enough.

2. Frost Wall. Almost nothing ever deals damage because there is a barrier between you. This is the least used but most overpowered defense in the game. I haven't tried it with incinerate, but I would assume the projectiles can't pass through. Things like spectral throw CoC can abuse this though.

3. Endurance charges. 3 charges give 12% flat physical reduction, and that can be huge. If you build around the 10 maximum charges, it is possible to get 40% flat physical reduction. That's better than Lightning Coil, because it doesn't require lightning resistance to mitigate it. It does require a corrupt belt, two rings, and a passive skill tree, but it applies to all attacks and provides 40% to elemental resistances.

4. Immortal Call. Total immunity to all physical damage from all sources. This trumps any elemental mitigation.

So physical has much more to mitigate reflect. Elemental doesn't. But elemental reflect does have resistances that mitigate a huge amount of the damage, AA, and resistance flasks. It's easy to get 100% in a resistance, especially if you use it.


Fun fact, I run Herald of Ice too, which adds somewhere in 50-100 cold damage into the mix iirc with my current build. at 14 casts pre second, that's an abysmal amount of damage which isn't mitigated by Arctic Armor and benefits wholly from incinerates 300% damage increase at max stacks.
Yea...that's a lot of incoming cold damage too. That god Chaos doesn't get reflected, or I'd be in the shitter.
"If you’re incompetent, you can’t know you’re incompetent. […] the skills you need to produce a right answer are exactly the skills you need to recognize what a right answer is." ~David Dunning
Last edited by TikoXi on Sep 23, 2014, 8:40:59 AM
why cant you just take the damn challenge of watching what you kill? im running 900+% crit multi reave with abyssus and the one thing i know is to watch out for reflect. You're just asking for a game where you can make any build that can just mow down the map and kill everything without a sweat.

Would you prefer elemental immunity like in D2? that really limited builds. Reflect just makes you play smarter.

just like all these people say, you have a ton of mechanics to deal with reflect. Flasks, charges, max res, block, dodge, etc...
"
Natharias wrote:
"
Shade_RU_N53 wrote:
D2 have had it's reflectors removed. So should PoE, no H in IMhO.

"

Reflect has always been a play style/dps/gear check.

Not enough res to handle reflect, too bad. Gotta change it.

Rushing too much and trying to just flat out ignore monster mods? Too bad, not gonna work. Move slower when you notice a rare is around use a lower damage skill to take it down if it has reflect.

Reflect was reduced already so its really at a good place right now. Its on you now if you die to it. If you use arc, no wonder you 1 shot yourself. Is that the only skill you use? I use like 5 or 6 skills on my ele builds and never had problems with reflect. Easy as pie if you see the aura and use fireball, or something else to take em down. I used flameblast and other heavy damage dealers too and obviously instead of asking for reflect nerfs or calling it stupid i find a way to deal with it.
The whole mechanics of this is erroneous. Instead of running through the game and slaughtering monsters you attack yourself and deal with your own damage. Obviously enough, there will always be cases when you are bound to lose. Why? Because PoE allows extreme flexibility of playing style and building characters. The whole reflect mechanics, as it exists today, is one of very few counterfits to this great quality of this game -- either you build your char one of the pre-determined ways, or you die.

People here speak of 75% res. But if I tank with minions and play carefully enough while killing anything before it gets close, in range or hits me, I don't need even HP, let alone some "resistances"! The only mechanics that goes against this is reflect. Think of it -- in the whole game there's just one thing that will kill with guaranty any glass-cannon character.

You talk about using another skill. What, to go around this mechaincs specifically? This is definitely the worst possible solution since it forces the players from diversity to singularity. It still can be used, and it's good your build has this ability -- but the thread is not about you building a good build, it's about game mechanics that is bad at the core of it.


So reflect is bad just because it checks to make sure you regain hit points faster than you would take them from your own damage?

Do you even know the full idea of reflect, or should I lay out all of its aspects for you?

1. Reflect is first and foremost a method to limit DPS of builds. No matter how much you leech, you'll one-shot yourself if you deal a single, huge hit.

2. It forces players to make builds that either avoid reflect by using indirect sources of damage, or by forcing them to leech back enough life/ES in order to survive it. It makes it impossible for any build to clear all monsters.

3. Because it forces players to leech more than they would reflect to themselves, it forces them to make more survivable builds instead of glass cannons. So even MF builds are supposed to be survivable.

4. Reflect counters large hits, not numerous hits. But numerous hits that deal enough damage can be a problem. That's why I favor Firestorm for CoC instead of Fireball. Much less needed to mitigate reflect. That's why we have things like Corrupted Blood to counter numerous hits, and not big hits.

Now do you understand that reflect is not bad in any way? What's bad is how people try to defame it and have it removed from the game.


I would like to point out that literally everything you just said can be taken, and has been iterated on in other threads if not earlier in this one, as a negative.
"If you’re incompetent, you can’t know you’re incompetent. […] the skills you need to produce a right answer are exactly the skills you need to recognize what a right answer is." ~David Dunning
The game actively discourages monotonous gameplay and this is overall a good thing. That's why you can't have walking tank that takes no damage and you can't have glass cannon that can't take any damage. The game is designed to provide a different set of challenges and YOU must adapt to it, the game won't adapt to you because you're too lazy to diversify your play-style when the circumstances call for it and/or think of a way to mitigate your obstacle. It's not fun to just plow through maps with the two mouse buttons.

Plus I also like to play more on the DPS side of spectrum there are tons of other things that require you to put some defenses - devourers, jumpers, flickers, hasted mobs, etc, and not to mention lag and desync. You should always be prepared to take at least 1-2 hits.

While I agree that there might be better indication of reflect mobs (esp if the mob is walking in water you can't see the aura) removing a core game feature just because you find it annoying won't happen. Some other guy claimed that corrupted blood was the scourge of earth, other will hate phys spells, proximity shields etc. If GGG listened to every whiny schmuck who died on a specific obstacle, we'll be running through straight corridors killing my little pony mobs with no damage or life. Won't be quite fun.

Report Forum Post

Report Account:

Report Type

Additional Info