An extremely important appeal and request to GGG about BETA
Very fun to watch and read as the eyeless comment here asking arguments and some strong compelling reasons, and once obtained, stop comment. In doing so, do not give any whatever arguments or reasons in their favor.
Even more ridiculous, as one and the same problem has commented many times asked to comment on. It is quite normal to protect your favorite game, but till the certain moment. Its reminds fanaticism than just protection. That is so dangerous fanaticism as religious as the gaming. Nowhere near smells like the balance game, but for you any attempt to prove otherwise useless and futile. |
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" You're asking for 200-300% more PHYSICAL dmg. All the time. Let's say someone has 50% crit chance, and 400% multiplier. So, on average every other hit does 400% more damage. That is equal to your LOW END. That is how you're asking for equality. Hell, 300% more phys @ 50% crit chance puts you at 600% multi. You're looking for something *very close* to equality. |
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" Thank You for reply! Now it looks more like discussion or something, then it was. All the time No, not at all! I was ask for buff RT. 200-300% more was at old time before changes multiplier and tree area with full of big crit node. Before it was must have, bcs of poor node for non crit, and super insane crit node and items. It was changed so in present i didnt ask for it, and you wont find anything close to that here, inside that thread. And also i answered it already in this thread:
Spoiler
Yes i know that i hyperbolic some times, but otherwise GGG and community don't hear me, and i must and try to be clear with it, have very little time and still want to help and make to seen my points, so i hyperbolic sometime, but not extremes as you think.
I think there some way to balance game around RT vs Crits: 1 - Make chance to hit much harder to increase important of accuracy by a lot then it now. + Also make chance to crit much lower and harder to acquire then now. Why? To make less imbalanced and so mandatory, to make some node more important and some items more useful. With it it will be less hits and less crits per fast attack/cast builds, but strong multiplier and if you crit - you do high over damage, then RT builds and get benefits from status effect. etc. 2 - Make Base %Multiplier much lower, JUST FOR EXAMPLE! FOR PURE EXAMPLE!: 105 or 110% base multiplier. It will reduce very high stacking potential for multiplier and make it less Over Powered, i think you can see that right now it almost NO BRAINED at all, when you get so high multiplier from so low investment. It is not fair and bad designed. 3 - Make some NEW unique node with very high damage potential and average damage total buff for PURE RT and ONLY RT builds (can add melee tag or something to not make it free for all) This will make same choice and will request more node for RT builds. 4 - Buff RT node, by adding more node after RT or add a line with more damage (not 200 ofc) FOR EXAMPLE! 25-40% more damage for melee. OR line with 40% increased max life + 50 life for melee tag OR line with 70% more armour + 40% increase effect of Fortify for melee (Any of those or else percents can variate, it is just example) That will NOT nerf Crits at all, and all crit build can be OP in late game w/o changing, but RT will be little buffed. Everyone happy. _____ One of those 4 ways (not all together! just one of those!) will make more balance in game and thats what i want. Im not ask for equal or to make RT more stronger then crit with all investment, not that, but want to buff RT or make crits less easy to acquire then now. Thank you for reading. And i still think Marauder area looks very bad w/o those changes in my Open Post. " Thank You for nice words! Hope there will be less fans who protect bad changes and not want good changes at all. Agree about fanaticism and how it scary and ruin everything. But it looks like fanatics PoE dont want any real balance. Sadly, but its true. Mercenaries master craft service Mercenaries My IGN TreeOfDead https://www.pathofexile.com/forum/view-thread/2037371 Vouch Mercenaries veiled crafting all service all crafts mods Mercenaries SC master craft service Mercenaries SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead Last edited by TreeOfDead#4438 on Jun 27, 2015, 4:46:40 AM
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" Nice and fine written not sure if the developers will see it so it's best to create a new separate thread. But it's late for that: Awakening soon and HYPE! need to create that suggestion after ending 3 month leagues. |
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There are two ways to go about crit-based builds when balancing them with regular damage builds:
1. Crits are highly likely, but low in damage potential 2. Crits are rather unlikely, but high in damage potential As it is now in PoE, you can have the cake and eat it too: Highly likely crits with very high damage. And status ailments as a bonus. RT can and should stay as it is, imo. It has one significant but potentially neglectable disadvantage, but makes up for it with a significant but potentially neglectable advantage. And being far away from dex/accuracy node areas, it's right where it should be. If RT were in any way buffed, directly or indirectly, it would become a go-to keystone for any non-crit builds and that cannot be a good thing. So there seems to be only one solution, to make crit-builds less attractive, either by making all non-crit builds more attractive or by nerfing crit-builds. There seems to be no not-awkward way of buffing non-crit builds without also buffing crit-builds, so a nerf to crit builds might be the only sensible way to go. Favouring diversity in gameplay, I would suggest picking option number two from above. If it were number one, crit and non-crit builds would play roughly the same, but number two could potentially give a totally different experience when compared to non-crit builds. To achieve a nerf to crit builds the following could be done: - Change power charges from crit chance to crit multi and extend their duration - Overall lower the chance to crit. Fast weapons with little damage potential should max out at 20-30%, and their damage range made less variant (to make sure that it counts when a crit comes, and to make them more viable for non-crit builds). Slower, more powerful weapons should max out at considerably less. - Increase the chances to get crit multis, on the tree and on gear. - Crit chance should not be determined by making nodes for specific weapon types but only by general nodes and the gear itself. Nodes for specific weapon types devalue the passive tree imo, by reducing build diversity. Last edited by Jojas#5551 on Jul 1, 2015, 5:44:51 AM
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" That is also acceptable and nice suggestion. Would be vote if can but right now devs busy with Awakening so need to create a thread in middle or end leagues. |
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Alright, i will try to create a new thread about RT vs Crit, if remember.
Sad part Null's Inclination Bow will be legacy soon, bcs GGG do not want to nerf before release. Some aspect of game will be so much hurt and nerfed that make less variation of builds and now request more level to get same node and Marauder will be waste of time, bcs not in meta and no more Vaal Pack for melee. Mercenaries master craft service Mercenaries My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch Mercenaries veiled crafting all service all crafts mods Mercenaries SC master craft service Mercenaries SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead |
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