Skills, Uniques, Maps, & QoL suggestions
im just putting ideas here as its better than me forgetting it later on
dumped
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boring maps maps are very boring to do since all you do is clear map and repeat not to mention its the only end-game content so far, other than the occasional master objectives as a quick sidetrack theres nothing much mapping is becoming stale its like a worn out recording, of your favorite song ♪ its not an enjoyable experience, when its being played too long ♪ i also miss encountering a corrupted area like in the act maps, which i dont know why its not included in mapping. adding a random corrupted area in mapping would be a good sidetrack other random encountered suggested sidetrack, these sidetrack appear as a quest at the side of your screen similar to the masters [list][li]1) how big can you make your pet 'soul eater' rare mob[/li][/list] Objective: let him eat 150 souls. he cannot be killed until he eats 150 souls. he can attack you. spawns at start with you. Reward: 1 random corrupted item with mods that doesnt roll mods below lvl 40 VIDEO: https://youtu.be/KRbPckDQlgM [list][li]2) your 'tormented' spirit[/li][/list] Objective: let him posses the map boss. he cannot be killed. he spawns at the start next to you. he cannot posses others. he cannot bestow Spirit's Touch/Grip to the general mobs. he runs away from you like the other tormented spirits. Reward: map boss is ensured a 20q +2 map drop [list][li]3) someone suggested adding the talisman objectives, id like to recommend that also[/li][/list] Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different." -Path of Exile Last edited by xrook on Jul 30, 2016, 8:06:04 AM Last bumped on Sep 27, 2016, 1:32:00 AM
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Quality of life
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currently im thankful for multistrike as "auto aim" when going against those small and/or fast enemies, but. option 1: attack enemies within the clicking radius (i suggested this before im bringing it up again) option 2: make the cursor snap to the enemy both option 1 & 2 prioritizing as follows - uniques -> rares -> magic -> white mobs
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areas like spider lair map makes it blends with its surrounding making it hard to tell where should i avoid stepping
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currently the "Critical hits are rolled once for all three strikes" is very advantageous for builds with low or mid crit chance as critting 3 times in a row feels amazing but for builds with high crit chance it feels bad doing 3 simultaneous non-crits
to make it fair regardless of build, make multistrike critical hits roll individually for each strike
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whenever theres a tormented soul nearby thats off screen and there are no enemies, it becomes very unnoticeable until its too late and you hear its scream thats going back to heaven i lost a few tormented souls this way the only way to properly tell if theres a tormented souls nearby is whenever a group of mobs are bestowed by its buff my suggestion is to increase the volume of the sounds that the tormented soul makes
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you guys should really keep your effects to a minimum, noone wants to see their character covered in rainbows.. unless ofcourse thats their "thing" "
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there should be another buff icon that clarifies that you are getting the defense buff when standing or not, the icon should appear if the user is standing and disappears when moving
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let the spirit run around within a 21 range limit within its totem
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also add a search item search function when checking out our characters in the website, its one of the reasons why i liked 'PoE trade manager'
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after watching a For Honor video on youtube where all their characters movement is so fluid and whenever the players strafe from right to left feels realistic as it has momentum. https://youtu.be/etXX_6Cg3rc?t=36s its pretty obvious that this game cant have that but atleast improve the movement animation to current gen as currently the characters of this game are still in 'jogging' animation even though they have 30%-50% or even more movement speed and looks very very awkward to look at proposal if (character => 40 movementspeed) { sprinting animation } else if (character => 20 movementspeed) { running animation } else { default jogging } https://youtu.be/Iq3_phBQA_Y?t=43s Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different." -Path of Exile Last edited by xrook on Oct 22, 2016, 7:52:25 AM
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Uniques Ventablack (ignore, its a FLOP)
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Demon Dagger Physical Damage: 21–85 (608–874 "1185 DPS" to 750–1030 "1424 DPS") Critical Strike Chance: 7% (9.52) Attacks per Second: 1.2 (1.608) _________________________ Requires Level 90, 76 Dex, 149 Int _________________________ 60% increased Global Critical Strike Chance _________________________ adds (587-729) to (789-945) Physical Damage (20% to 45%) increased critical strike chance 34% increased attack speed +158 to Accuracy No bonus to critical strike multiplier increase/decrease to global attack speed does not affect you¹ is a two handed weapon counts as dual wielding unique passive "high quality weapon": has a 75% chance to fail when refining with a whetstone, if the refinement fails the weapon quality is reduced by 1 ¹ = does not affect the 'more' attack speed otherwise multistrike and dual wielding would be pointless ² = a 1424 DPS weapon HOLY SHIT WHAT WAS I SMOKING but then you found out that the two most endgame DPS scaling is taken out of the equation Adequacy (reworked as of 10/21/16)
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Fiend Dagger Physical Damage: 19–76 (215–215 "258 DPS") Critical Strike Chance: 7% (8.89) Attacks per Second: 1.2 _________________________ Requires Level 53, 58 Dex, 123 Int _________________________ 60% increased Global Critical Strike Chance _________________________ adds 196-139 Physical Damage 27% increased critical strike chance (-55% to +25%) to global critical strike multiplier (-125 to +97) to Dexterity -8% less spell damage -3 to maximum frenzy and endurance charges if Deficit is equipped - Unique passive "Tenacity": gain 2 endurance charge on hit, has internal cooldown of 6 seconds², +35% endurance charge duration, for every +1 to maximum frenzy or power charges you gain +1 maximum endurance charge ¹ = as of oct/21/16 you now have to work around the drawback of this weapon to get your free endurance charge on hit ² = the purpose of this is to give the right side of the tree a way to gain endurance charges without slowing them down but not fast enough to generate for the CoCks to abuse it and still good enough to sustain it, hence the cooldown there is now a choice given, with 0 frenzy charges you gain free poison with the interaction of snakebite unique glove or invest in frenzy charges to gain in the passive tree to gain +2 to +3 maximum endurance charges this unique set is only obtainable through lvl 8 masters that sells daggers Deficit (reworked as of 7/16/16)
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Fiend Dagger Physical Damage: 19–76 (215–215 "258 DPS") Critical Strike Chance: 7% (8.89) Attacks per Second: 1.2 _________________________ Requires Level 53, 58 Dex, 123 Int _________________________ 60% increased Global Critical Strike Chance _________________________ adds 196-139 Physical Damage 27% increased critical strike chance (-55% to +25%) to global critical strike multiplier (-125 to +97) to Dexterity -8% less spell damage Poison scaling is 80% effective¹ if Adequacy is equipped - Unique passive "Potent Toxicity": poison can stack multiple times on one hit depending on how many proc chance you have² but with diminishing returns per stack (if more than 1 procced) caused by that one attack ¹ = poison scaling is at it says less effective, the 100% increased are now 80% increased, it includes any kind of double dipping aswell (less scaling effectiveness is NOT less damage) ² = if you have multiple ways of proccing poison, 10% from "Chance to Poison" node, 30% from "Adder's Touch", etc. all of those will count in one attack. diminishing return calculation would be: in one attack if you stacked x1 poison = 80% x 1 = 80 - 0% = 80 x2 poison = 80% x 2 = 160 - 29% = 114 x3 poison = 80% x 3 = 240 - 47% = 128 x4 poison = 80% x 4 = 320 - 56% = 141 x5 poison = 80% x 5 = 400 - 62% = 152 x6 poison = 80% x 6 = 480 - 67% = 158 x7 poison = 80% x 7 = 560 - 71% = 162 x8 poison = 80% x 8 = 640 - 74% = 166 next attack, same calculation and so on... the purpose of this diminishing return is to prevent abuse of this mechanic by stacking as much 100% chance poison proc like voidheart + corspri's will + poison gem + viper strike + Adder's Touch(30%) + and so on this unique set is only obtainable through lvl 8 masters that sells daggers if that unique property is too much then... No Elemental damage 'Added as' & 'Conversion' if Adequacy is equipped - Unique passive "Passion": your physical damage can ignite, damage over time effects are 50% faster will have to change the name and theme of both daggers though The King's Guillotine (build enabling type)
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Reaver Axe Physical Damage: 31–92 (153-373 "315 DPS" to 183–436 "371 DPS") Critical Strike Chance: 5% Attacks per Second: 1.2 _________________________ Requires Level 61, 167 Str, 57 Dex _________________________ (125-145)% increased Physical Damage adds (37-74 to 44-86) Physical Damage you gain zero bonus to increased attack speed 75% of your increased attack speed² is instead converted to local increased Physical Damage¹ +233 Strength Requirement causes bleeding on hit (25% chance to bleed against players) considered as a two handed weapon (cannot equip anything offhand) "Don't turn your back, or expose your neck." ¹ = 20% increased attack speed = 15% local increased Physical Damage ² = increased attack speed is not MORE Attack Speed The King's Guillotine, is a slow weapon that focuses on attacking an enemy once then leaving it behind to die from the heavy bleading effect in a very michael bay kind of way (especially when combined with the duelist - gladiator class) Beloved Thorns
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Viridian Jewel 10% increased Attack Speed with One Handed Melee Weapons 10% increased Melee Critical Strike Chance 10% increased maximum Life 10% of Physical Damage you deal is reflected back to you corrupted yup, thats right! your a walking reflect map (stackable incase you want to do a cast on death build)
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+1 Maximum Power Charges or +1 Maximum Frenzy Charges <Style Variant> −1 Maximum Endurance Charges corrupted
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+1 Maximum Power Charges or +1 Maximum Endurance Charges <Style Variant> −1 Maximum Frenzy Charges corrupted
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+1 Maximum Endurance Charges or +1 Maximum Frenzy Charges <Style Variant> −1 Maximum Power Charges corrupted Gold digger
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Viridian Jewel _________________________ limited to 1 _________________________ if you have less than 40% IIR¹ (increased item rarity) converts 50% of your IIR as an additional IIQ² (increased item quantity) ¹ = does not work with IIR above 40% ² = ex. 28% IIR gives an additional 14% IIQ, making it 28% IIR and 14% IIQ sometimes your gear has some small amounts of IIR, but if you want more your going to end up destroying your main build and turn into a Magic Finder. this jewel is gonna help utilize that small IIR. the purpose of this jewel is to give non-MF builds some psudo MF capabilities it will still require for the player to do a small investment of wasting 2-3 more passive points or they will have to replace 1 of the 'good' jewel they currently have equipped Spirits of the Dammed
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Amethyst Flask Lasts 3.5 Seconds (5.25 to 6.3) Consumes +35% to Chaos Resistance _________________________ Requirements: Level: 18 Item Level: 69 _________________________ 35% chance to gain a Flask Charge when you deal a damage with a non-vaal skill¹ attacking rare or unique monsters with a non-vaal skill has a 40% chance to grant a soul for vaal skills 100% increased Charges used +(50-80)% increased duration ¹ = it would atleast take an average of 175 hits to fully charge this flask the purpose of this flask is to give vaal skills a soul charge on those long term boss fights Acton's Nightmare Overgrown Shrine Map (update)
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-overlay map removed -corner map removed -map size x2 well.. its not much of a maze if anyone can explore it so easily with the in-game map. the fix above should make that map more intresting, the point for my suggestion is to make sure the players gets lost in the maze Meginord's Vice (prophecy upgrade, reworked as of 8/1/16)
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10% increased physical damage -> +100 strength -> +200 strength Unique Passive "pure physical force": adds 20% more physical damage¹ to melee attacks ¹ = only applies to the physical portion of the skill, in other words the bonus is only applied after or not calculated with the converted to & added as damage calculation. benefiting only builds that scale physical damage and not elemental if you keep scaling only elemental and your physical is pathetic then, pathetic physical + 20% = pathetic physical ex. 50% cold converted 50% added as fire 50% added as lightning + Unique Passive "pure physical force" 1000 phys + 200(pure physical force) = 700 phys 500 cold 500 fire 500 lightning total: 2200 NOT 600 phys 600 cold 600 fire 600 lightning total: 2400 The Grey Queen (build enabling type)
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Infernal Sword Physical Damage: 57–118 (238-460 "436 DPS" to 325–570 "559 DPS") Critical Strike Chance: 5% Attacks per Second: 1.25 _________________________ Requires Level 67, 113 Str, 113 Dex _________________________ 30% increased Accuracy Rating _________________________ (115-145)% increased Physical Damage adds (54-96 to 76-115) Physical Damage modifiers to spells affect your socketted attack skills at 75% effectiveness modifiers to attacks affect your socketted spell skills at 75% effectiveness +113 Intelligence Requirement All Sockets are white¹ I bet these hetero's kiss girls General Gravicius grunts, his hips rapidly slamming his erect donger deep into Shadow's lean muscled frame. Sweat drips from his brow as he moans a quiet prayer before both nuts erupt, turning him into a fountain of cum, launching Shadow at least 5 meters onto the floor. Gravicius smirks at the sight, "I fuck for God, Exile. Who do you fuck for?" ~Fanfic by Lets_All_Love_Lain ¹ = no need to chrome this weapon but will still need to use jewellers and fusings to get 6 socket/links Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different." -Path of Exile Last edited by xrook on Oct 27, 2016, 2:17:35 AM
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Skill Gems
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this is the most basic of basic skill gem ever made, it enhances the users basic abilities. -disclaimer warning: do not play pull the finger with a baby that has equipped he/her self with the enhance skill gem or he/she will actually pull your finger (its an enhanced basic attack) -white gem -drop only _________________________ 125% base damage at lvl 20 Burst Damage
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Tags: support, melee, spells mana multiplier: 200% Requirements: STR ??, INT ?? Per 1% Quality: increased damage by 0.5% _________________________ its the opposite of multistrike/spell echo, just as its name suggest "burst" -will not support channeled spells and incinerate -cannot use with skills supported with multistrike/spell echo -not bows either _________________________ locks the supported skill for 4 second cooldown after use 150% more damage at lvl 20 Charged Shot
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Tags: bow, attack, channeled Mana Cost: ?? Requirements: DEX ?? Per 1% Quality: increased attack speed by 0.5% _________________________ channels a powerful high velocity piercing arrow shot that creates a shockwave behind it. The longer you channel, the bigger its damage and its linear skill shot hit box (shockwave) -will shoot at the direction your cursor is pointing at -0.5 second delay before shooting -not meant to be a main skill but a secondary _________________________ will always pierce channel speed is affected by attack speed 110% more damage each channel stage 100% base damage at lvl 20 Proximity Shield
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Tags: shield Mana Cost: ?? Requirements: STR ?? _________________________ a 90 degree proximity shield infront of the user. Allies behind you are also protected -hold down the skill button -drains 8% of maximum mana per second -locks the user in place -locks the user's direction in place -encourages team play _________________________ base cooldown is 8 seconds at lvl 1 base cooldown is 4 seconds at lvl 20 After Image
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Tags: Support, Movement, Melee, Spells Mana Multiplier: 120% Requirements: DEX ??, INT ?? Cooldown Time: 2.5 seconds (only affects the afterimage support gem not the supported skill) Per 1% Quality: increased duration by 0.5% _________________________ creates and leaves a decoy clone of yourself after using a movement skill making it a temporary target for enemies -cannot be used with cyclone _________________________ decoy clone last 0.4 seconds at lvl 1 decoy clone last 1.2 seconds at lvl 20 Culling Strike (Buff)
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_________________________ currently the culling strike is one of the least choice for support gems to increase skill dps " while the other dps support gems gives 29-59% more dps depending on what it is. 38% increased? c'mon, anyone can get that same amount on the passive tree the name Culling stike and its effect obviously shouts assassin but the current meta uses it mostly for magic find so my suggestion is to replace the increased with more so it will scale better endgame and will finally have a spot within the peoples (corrupted) hearts _________________________ to 4% more Damage at lvl 1 15% more Damage at lvl 20 Mirror Image
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Tags: Support, Movement, Melee, Spells Mana Multiplier: 140% Requirements: DEX ??, INT ?? Cooldown Time: 3 seconds (only affects the Mirror Image support gem not the supported skill) Per 1% Quality: increased damage by 0.5% _________________________ as soon as you attack an enemy with the supported movement skill you create 2 clones randomly in a radius around you that mimics the supported movement skill and targets the nearest enemy -the clone disappears as soon as they are finished mimicking the supported skill -cannot be used with cyclone _________________________ mimic deals 37% of supported skill damage at lvl 1 mimic deals 54% of supported skill damage at lvl 20
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Mana Multiplier: 140% Requirements: DEX ??, STR ?? Per 1% Quality: increased damage by 0.5% _________________________ lets your skills attack with both weapons at the same time -an incentive to let people use two powerful weapon in both hands rather than a main-support weapon combo -two powerful weapons are expensive, so going for this build will require big investment -skill animation will not change to prevent animation stupidity, damage will simply apply twice -crit will roll individually _________________________ 36% less damage at lvl 1 20% less damage at lvl 20 = 60% more DPS but only if both weapons have similar DPS
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can store 4 uses cooldown time 1:30 seconds (requires testing to know what proper values needed for 'uses' & 'cooldown', malachai is the best candidate) the purpose of this change is to remove whirling blades from the clear speed meta but still retains its maneuverability for avoiding telegraphed attacks you can nerf the skill's cast time all you want, its just going to hurt the weapons with low base attack speed, but for the players who use high attack speed weapon that nerf was just a joke to them and will continue to speed through any maps by spamming it also pls fix your "predictive" mode when using whirling blades, its not "predicting" where i should be after using it, instead its delayed EDIT: 20% less spell damage after using whirling blades recently EDIT2: meh just remove both the recentlies Vaal Lightning Strike (rework)
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Vaal, Attack, Melee, Duration, Lightning, Buff Infuses the next attack you will use with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is forced into the enemy as you strike, electrically charging them for a duration, during which lightning will arc between them and other nearby enemies, dealing damage. if the host enemy dies it will jump to the next living enemy until the skill duration ends. This occurs even if the attack is dodged. Deals (65.0 to 79.8)% of Base Attack Damage <---- 35% less damage than the original 40% less Damage on beams - it is now a buff, support type skill that activates after using your main skill instead of using it separately (AKA: this skill then use main skill) - why did i add "if the host enemy dies it will jump to the next living enemy", because i hate the fact that after using this skill and when the mob dies, thats it... your awesome looking skill wasted not to mention that 8.8 second duration go POOF! - does not jump and multiply like contagion >insert yoji emote here< "then why wont you just use it on boss enemies" >reply: well then that would make this skill even more limiting, on top of its vaal souls, i would love to see this skill until its duration runs out, it'll be awesome to look at Telekinetic Strike
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Tags: support, melee mana multiplier: 140% Requirements: STR ??, DEX ?? Per 1% Quality: increased damage by 0.5% _________________________ 6 single-target melee weapon range at lvl 1 14 single-target melee weapon range at lvl 20 +(20% more melee damage at lvl 1) to (29% more melee damage at lvl 20) -(20% less AoE damage at lvl 1) to (39% less AoE damage at lvl 20) -(20% less projectile damage at lvl 1) to (39% less projectile damage at lvl 20) Melee Chain
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Tags: support, melee mana multiplier: 160% Requirements: STR ??, DEX ?? Per 1% Quality: increased damage by 0.5% _________________________ a variant of the Melee Splash Support gem. While the Melee Splash is capable of attacking more targets if the player is the middle of the crowd, the Melee Chain is capable of reaching targets where the Melee Splash could not. _________________________ single-target melee attacks chains to 2 additional targets at lvl 1 single-target melee attacks chains to 6 additional targets at lvl 20 25% less damage to additional targets -(15% less AoE damage at lvl 1) to (29% less AoE damage at lvl 20) -(15% less projectile damage at lvl 1) to (29% less projectile damage at lvl 20) why do i keep adding less AoE and Proj to both 'melee chain' and 'telekinetic strike'? because if the player wants to add additional AoE or Range to a skill that has an already existing built-in AoE capabilities atleast it will have some form of penalty. also instead of just making another skill gem with its own gimmick i prefer a support gem. that way melee skills can be versatile in shifting how the skills work, similar how the support gems of the projectile side make their skills versatile, more proj, chain, pierce, slow proj, fork, totem, etc. Melee Focused
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Tags: support, melee mana multiplier: 130% Requirements: STR ?? Per 1% Quality: increased melee damage by 0.5% _________________________ (40-59)% more Melee Physical Damage 60% less elemental damage well... if elemental damage has elemental focus, why not give melee a melee focus support gem? Chilling Beam (concept)
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Tags: Channeling, Spell, Cold Cast Time: 0.20 sec Damage Effectiveness: ??% Requirements: INT ?? _________________________ Per 1% Quality: increased damage by 1% _________________________ Deals (??) to (?) Cold Damage over time 50% more Damage for each stage 100% chance to chill but never freeze as it has no initial damage -doesnt have an initial damage -has bouncing interaction with ice wall -max bounce is 5x -the direction of the beam is based on where you cursor is and can be moved around
ice wall interaction
has perfect interaction with vaal glacial hammer
Flicker Strike (a visually appealing suggestion)
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_________________________ Teleports the character to a nearby monster and attacks it with a melee weapon and leaves an afterimage of the attack that last half a second. If no specific monster is chosen, one is picked at random. The cooldown can be bypassed by expending a Frenzy Charge. _________________________ it doesnt do anything. not targetable. doesnt attack. can be passed through. its just an image of your last attack animation.
just like this
and this
Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different." -Path of Exile Last edited by xrook on Oct 22, 2016, 7:54:48 AM
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Keystones Keystone Passive: (insert name here) 4% Damage Reduction for every 15% increased melee damage you have you gain a 1% damage reduction -requires heavy investment in melee damage -melee damage = increased Physical Damage with Attacks, increased Physical Damage with (insert melee weapon type), increased Physical Damage with (insert melee weapon class), increased Melee damage -should be above the shadow tree so duelist, marauders, templars could barely go to it unless they want to waste points with new addition to the shadow tree, melee evasion should have a bit more survivability as they are putting themselves in harms way more often than their ranged counterpart as range gameplay tend to be safe attacking at a distance ----------------------------------------------------------------------------------- Boss Arena mode " as the name suggests, a boss arena mode, this will allow players to "practice" on bosses we previously killed Ex. killing the Orchard Map boss will unlock him in the boss arena -no exp gain -no drop -no exp penalty -pure practice until you get used to fighting bosses -ability to choose which boss you choose to spawn before entering the arena ----------------------------------------------------------------------------------- Chaos resist in master crafting i heard that chaos used to be an exclusive form of damage that only a few can deal but now a days it seems theres a lot of things can deal chaos damage now, bosses, chaos conversion, some chaos skills, but most of all the poison chaos resist on gears is hard to come-by i could barely find any good gears in POE.trade with chaos resist without one or two affixes being low tier, so why not add chaos resist in master crafting benches? 13% to 24% chaos resist for 12 chaos each (armor sets) 8% to 12% chaos resist for 6 chaos each (accessories) Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different." -Path of Exile Last edited by xrook on Sep 15, 2016, 4:18:20 AM
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people who dont play too often should gain a bonus exp boost that accumulates over time during the time they are offline Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different." -Path of Exile Last edited by xrook on Sep 27, 2016, 1:22:51 AM
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Fortify is a buff that grants the player 20% reduced damage taken from hits for 4 seconds. This does not apply to damage over time, since it does not hit. also grants 2% more melee damage and 15% less bow & spell damage why the effect and not the gem? because of champion. if the range players want that extra layer of defense, it will have to cost them something as a trade off
i hate the fact that these sentinels are a DPS check while the rest of the gauntlets are a skill and/or experience check, if you dont take them down fast enough youll be punished by taking 30-40% (percentage based damage) of your HP especially the lightning and bleed sentinels no im not talking about being bled to death nerfing their HP would be a good start
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i was going to suggest to remove mine, projectile, aoe, totem double dipping because your poison nerfing was literally useless to them and only hurt the ones not double dipping via nodes or gems 'listed' above, i mean seriously they dont even need to invest in poison or bleed nodes to make it powerful (granted... that poison gem was pretty insane though heh)
but then i saw this " " you better keep that promise GGG " sigh... after 2.4 patch im severely disappointed by this one, how hard could it be to remove all of that above from the 'calculation'?
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bla bla bla, still need to write something
2 vaal souls gained per second (8 to 48 second per use) (depending on skill) (merciless diff) with that change Chill of Corruption - 50 -> 35% chance to gain an additional Vaal Soul per Enemy Shattered Sacrificial Harvest - (20 - 30)% -> (14 to 21)% chance to gain an additional Vaal Soul on Kill Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different." -Path of Exile Last edited by xrook on Oct 3, 2016, 5:09:02 AM
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Multistrike specifically states "supported skills repeat two times". Thus you are repeating a non-crit. It is an attack, but it is also a non-crit.
Adequacy has two problems. First, that huge buff to dexterity needs to be reduced. I understand it has a penalty version of the roll, but it is easy to reroll an item when that is among the only modifiers you will change. The northeastern side of the tree doesn't have issues getting endurance charges, via Warlord's Mark for instance. Fragility, Pacifism, and Powerlessness should not give two charges while deducting one. Instead, it should have a flavor modifier that selects between two of the other charge types that you can gain. In the case of Fragility, it deducts an endurance charge at all times, but can grant either a power charge or frenzy charge. Spirits of the Damned would be required for quite a few builds. Vaal skills are relatively useless because they are so situational. This flask would make it possible for Vaal skills to be used against bosses regularly, or at least more often within an area. Many builds would benefit immensely from that. Burst Damage I really like but simultaneously really hate. I absolutely hate GGG for implementing cooldowns on traps, but with the addition of the cooldown support I'm happy with it. Burst could help break the "one skill for every build" bullshit, but there must be a method to lower the cooldown. Charged Shot is Incinerate for ranged attacks. It's more damage needs to be seriously reduced. WTF is Stand Fast? Team play? Team play means everyone works together to DPS enemies down, not make obstructions. Culling Strike is increased and not more for a reason. If it indeed was more damage, every build would use it. Not only are they getting a good support, they are effectively removing 10% of every target's maximum life. The cull is and should be the only reason for the support gem. XP for being offline? No. Everyone will simply make multiple accounts, or, if you meant each individual character, they will simply play different characters until they deplete the bonus XP then go to another. This forces gameplay and GGG won't do that. Whirling Blades hurting spells when it's "main" weapon is supposed to be capable of using spells? Daggers shouldn't have to swap to Lightning Warp just because you don't like spells. Same with Fortify. Let it just do the 20% damage reduction. There are ascendancies that offer damage for having fortify. Lab Fonts do not do that. The only things my characters worry about are the spinning traps, be they standing or spinning in the ground. But then again, I have 75% resistances and Arctic Armor. So much mitigation. Meginord's, regardless of the variant, should not give more than 100 strength. Mjolner, anyone? I like the Acton's Nightmare disabling of the map. | |
NOOoooo the streak is broken yada, yada and so on (not being serious)
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" the rest of the procs are rolled individual tho, so this is an intended mechanical changed by dev choice for some reason. not a oh its a "supported skills repeat two times" kind of thing so we cant change it " warlords mark... ah, what else is there? " check out what <Style Variant> in the wiki " what i imagine is a squishy archer being locked in place while going for that capped charge = dead archer " this is an old suggestion like charged shot, but if you played overwatch's reinhardt its kinda like that. also team play with the above skill vs izaro, malachai, deresso, torture chamber boss, or anything that has a deadly linear skill " nope cant imagine it, if "elites" can abuse it then they'd have to play all those accounts for the xp bonus, if the 'lifers' have to play multiple accounts then i wouldnt even call them 'lifers' for having a huge amount of time just to play them all " i meant sentinel traps " an optional glove considering most mjolnir builds use repentance Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different." -Path of Exile Last edited by xrook on Jul 30, 2016, 12:42:23 PM
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" Never said it cannot be done. Just said it should not be done. " Daresso's Defiance, Doedre's Elixir, Surgebinders, and Bringer of Rain. Not to mention that Overcharged is on the northeastern side of the tree, though closer to the Scion and I personally consider it useless. There are plenty of things I consider useless that others absolutely love. " Style Variant doesn't have its own wiki page. At least nothing shows up on a google search, and I'm not going to argue with the wiki's own search function. " King of the Hill. "Knocks back enemies if you get a critical strike with a bow." " This isn't Overwatch. Things that are wonderful in there won't be wonderful over here. Even things in Diablo 3 won't be wonderful here due to the difference in mechanics. " You missed the point. How many more Mjolner builds would we have if Meginord's gave more than 100 strength, especially with the areas of the tree that lack strength? |