Multistrike - Spell echo - ?

....no.....just no.....

Why would you even... '-.-

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
"
CharanJaydemyr wrote:
You know why PoE is in such a shitty state? Because each of the core play styles have lost what makes them unique and interesting in a seemingly interminable spiral of but-they-have-this-why-don't-we "balancing".

Multishot might sound like a good idea but it would force both melee and casters to demand another power jump: melee with multistrike is competitive with ranged without. Melee without multistrike...well, there's a reason melee got multistrike and ranged attacks didn't get multishot, and I strongly doubt it's a technical one.


Multishot barrage CoC spell. 4l supremacy. No reason to ever do anything else.


While I agree with this, in my opinion the problem of Crit and Critmultiplier is the main culprit of the balance issue.

While I personally like the addition of the implicit crit mod on harbinger bows and the lower tier bows, this made bowbuilds very safe and fast clearing.

Same goes for daggers, calws and to a certain extend scepters and wands.
http://www.pathofexile.com/forum/view-thread/1158669

Cyclone MARA Beginners and Advanced Guide.
When crit chance exceeds 50%, heck even 30%, it stops feeling critical and more "holy shit exponential damage increase".
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When crit chance exceeds 50%, heck even 30%, it stops feeling critical and more "holy shit exponential damage increase".


That's very nicely put sir, it does indeed feel like your "basic attack" instead of having a critical at a certain point, which diminishes the player experience upon critting.

There is nothing special about it anymore sort of speak.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
"
lemonades wrote:
When crit chance exceeds 50%, heck even 30%, it stops feeling critical and more "holy shit exponential damage increase".


Yeah. Even after all factors considerated crit is just too good to pass up upon. 500 crit multiplier (which is easily reachecd) means 500% more dmg. Considering all factors (crit chance, accuracy), "250% more" or more remains. Nothing else can even try to reach that.
http://www.pathofexile.com/forum/view-thread/1158669

Cyclone MARA Beginners and Advanced Guide.
Last edited by Vincendra#0721 on Oct 11, 2014, 11:47:37 AM
"
Vincendra wrote:
Nothing else can even try to reach that.


Righto, and now consider the hoops you have to jump through to get measly 30% more spell damage on low life or, god forbid, righteous fire.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
"
Vincendra wrote:
"
CharanJaydemyr wrote:
You know why PoE is in such a shitty state? Because each of the core play styles have lost what makes them unique and interesting in a seemingly interminable spiral of but-they-have-this-why-don't-we "balancing".

Multishot might sound like a good idea but it would force both melee and casters to demand another power jump: melee with multistrike is competitive with ranged without. Melee without multistrike...well, there's a reason melee got multistrike and ranged attacks didn't get multishot, and I strongly doubt it's a technical one.


Multishot barrage CoC spell. 4l supremacy. No reason to ever do anything else.


While I agree with this, in my opinion the problem of Crit and Critmultiplier is the main culprit of the balance issue.

While I personally like the addition of the implicit crit mod on harbinger bows and the lower tier bows, this made bowbuilds very safe and fast clearing.

Same goes for daggers, calws and to a certain extend scepters and wands.


PoE's system designed to have a more 'interesting' take on how critical hit chance scales was just that...interesting. Practical or smart? Might've been, save for how well it scales with CHD and that is wildly out of control now, more so than it ever was. It seems like the idea was that weapons with higher crit chance would have more drawbacks like lower base damage or speed, or something else that the crit was supposed to make up for. However...well...we can see where that's gone and crit pretty much reigns supreme in this game, not too dissimilar from Diablo III, which has the same problem in this regard. Just stop to think of how many benefits Crit gets:


1. No diminishing returns on CHD and IAS (reflect and mana cost were probably meant to be limiters, but those are worked around now)

2. Surgeon flask mod which allows an endless supply of charges and flask uses.

3. Calculation of CHs with skills like Chain and others to where if one hit is a crit, then all are, etc, etc. This is what would make things like 'multishot' for ranged attacks even more absurd than what they are now, and I can see it well as I play bow characters that specialize in heavy critical strike.

4. Cast on Critical Strike Gem...a nice thought, but not well executed and has been a huge sore spot ever since its inclusion.


And that's just to name a few. As others have said, with being able to scale both CHC and CHD so high you get to the point where you crit so much your 'average attack' is 5x+ times more and not critting is a failure. As far ass the whole multistrike thing and why melee got it...that boils down to a lot more than just damage, but also because of 'safety' and out of control monster damage. It's pretty obvious and rather sad, but PoE was and is shifting more and more to extreme polar ends of you either have insane damage, or you do not, and there is no middle ground. Same for monster damage...it either tickles, or it hits you so hard you're running (or logging out) for your life. This is just another long-standing symptom that's been festering and growing and becoming worse and worse as time goes by.
"
Tanakeah wrote:



1. No diminishing returns on CHD and IAS (reflect and mana cost were probably meant to be limiters, but those are worked around now)

2. Surgeon flask mod which allows an endless supply of charges and flask uses.

3. Calculation of CHs with skills like Chain and others to where if one hit is a crit, then all are, etc, etc. This is what would make things like 'multishot' for ranged attacks even more absurd than what they are now, and I can see it well as I play bow characters that specialize in heavy critical strike.

4. Cast on Critical Strike Gem...a nice thought, but not well executed and has been a huge sore spot ever since its inclusion.


+10

add to that not that impactfull but still bad: gear diversity

crit base value variance coupled with attack speed variance coupled with CONSTANT pdps values and similar target pdps in given class (like 1h mace) means that there is no chance in hell anyone selecting slow, low crit weapon. EVER

thats why it is ambushers etc all the time
Lots of "rangers are OP" comments here.

IMHO it's not rangers, it's Harbinger bows with a stupid OP implicit and too much crit avaibility in ranger region (e.i. crit OP, like always)
Last edited by Thalandor#0885 on Oct 11, 2014, 1:50:42 PM
"
Tanakeah wrote:

4. Cast on Critical Strike Gem...a nice thought, but not well executed and has been a huge sore spot ever since its inclusion.



I think the COC idea is a wonderful one. It takes crit chance only and converts it into a interesting game machanic.

I think the crit multiplier is the main problem.
http://www.pathofexile.com/forum/view-thread/1158669

Cyclone MARA Beginners and Advanced Guide.

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