Bandit Quest reward balance

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GusTheCrocodile wrote:
Not to argue with the rest of what you or others are saying, but this surely doesn't make a lot of sense. "You could" invest in a +12 to all resists passive? Who could? Not every character, and not every build. My marauder has hit a node like that, right in the path I wanted to follow, but I don't imagine I'll be taking one on my ranger anytime soon.

Secondly, you're setting it up as a choice between +12 and +8 resists, when it simply isn't. You can get both and have +20%.

Having said that, I take the +1 passive every time because I find progressing on the skill tree the most entertaining option.

Yes, i didnt seperately told that my actual thoughts about bandits' imbalance issue is not to be related with OP. Actually i didn't want to create another thread regarding this matter while this exist.

Anyway, what i'm trying to say, the rewards offered by bandits, especially Kraithyn's, in return of 1 skill point, just do not compensate. If i knew that those singular powerful nodes would be added to tree, i would never sacrifice my skill points in the sake of getting that +8% resists. Hope now i'm more clear than before.

And just because of this imbalance, my character lost his precious 3 skill points gone in vain.
"This is too good for you, very powerful ! You want - You take"
Last edited by BrecMadak#3812 on Feb 9, 2012, 8:00:31 PM
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wyldmage wrote:

You actually made my point again Mark.
The thing is that a Marauder who puts a single passive point into 6% health will likely see MORE than a 45 hp increase. Meaning that, relative to the value of a passive point, the hp/mana bonuses are nearly worthless to most classes (Witch/Dexint like hp, Marauder/Duelist like mp).

And 45 hp as a Witch? Even, at best, if it is worth 2 passives (which it isn't. its close to 1.5), I would rather spend the passives to reach some hp, and take the % elemental resists. The weighted value is even higher (3 passives).


From what I understand his point was that lets say my Marauder already has 25% + Life nodes, if he picks up +45 life, he will actually get +61 life (if im understanding it right)

Actually when you look at it +45 life in strength terms is the equivalent of +90 strength. That is to say you'd need to buy 9 strength passives to equal that level of life gain, granted for that you'd also gain some DPS but still +45 life is not to be sniffed at. For a hits centric tank style build its a far better choice than 1 skill point tbh.
I've never heard of anyone taking the mana or resistance options. Mana is bad because no one ever needs mana. Resistance is bad because it shows up on gear anyway without you needing to look for it. The Life bonus at least is better than any passive for those who want it, and all that's left is the +1 skill point.
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Strill wrote:
I've never heard of anyone taking the mana or resistance options. Mana is bad because no one ever needs mana. Resistance is bad because it shows up on gear anyway without you needing to look for it. The Life bonus at least is better than any passive for those who want it, and all that's left is the +1 skill point.


I took the resistance from helping Kraiten on my first character because I saw people saying in chat that each difficulty gave the player -25% to all resistances. That character turned out to be a huge gimp, but doesn't everyone's first?

As Strill says, the only decent choices are life or skillpoint.
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BrecMadak wrote:
So in conclusion i must ask; . .

Because you can't cherry pick the best nodes, in the long term these rewards can be better than what you potentially have available.

The only one that's weak is the 30 mana, I can't really see anyone caring for it. Maybe if it was Energy Shield instead it might actually get someone considering it.
I always pick +45 life on tank builds because it's affected by +%life increase. My templar gets +61 life from the reward. With 1000 base life, that's better than a 6% life node and worse than an 8%.

However, as teh_axi pointed out, you can't compare this directly to +life% nodes, because you need to reach those nodes in the skill tree, which usually means investing in many plain +str nodes first.

IMO 8% res all is weak in comparison because 75% res all can easily be acquired through items. And the mana bonus is of course pretty useless for most builds.
I believe that there will be a resistance penalty in higher difficulties of the game eventually, which would make the resist very tempting. Otherwise nothing really compares to the +1 skill point IMO.
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ptt_frmr wrote:
IMO 8% res all is weak in comparison because 75% res all can easily be acquired through items.

That point works both ways, having the resistance passively frees up mods on your items for other things. Claiming its weak because you could gear for resistance isn't really much of a point.
My .02

I take the +hp frequently on hardcore characters or softcore tanks because of the all the stacking +hp% nodes.

I can't ever see taking the mana on a character. It might as well not exist as an option in it's current state.

I take the skill point sometimes too.

Honestly it feels too much like like we are being forced between having a full build and passive stats. I'd prefer the skill point be moved to another quest and another passive stat like critical strike added.
Isnt it possible for devs to reset all characters' bandit quests in default league after all these drastic changes done ? Then many people would consciously decide in what way it worths for themselves, while everything is already clear now.

Because in its current state, i'm pretty sure that many people are already martyr against this stuation.
"This is too good for you, very powerful ! You want - You take"
Last edited by BrecMadak#3812 on Feb 10, 2012, 12:47:43 PM

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