Love for Lightning and Ice

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SuperMotte wrote:
If you would have used the search function you would probably have found out that there is a direction of how conversions apply.

You can convert:
physical to lightning
lightning to cold
cold to fire and
fire to chaos
You can also "jump" over some steps so it's possible to convert physical directly to fire or chaos.
What you can't do is convert in the opposite direction like fire to cold or chaos to lightning. There is also a logical reason for this: if you allow backconversion you end up in an infinite loop. Imagine having 100% Cold to Fire and 100% Fire to Cold conversion. What's the result? A random element? 50% of each? Just not converting? The game freezing by trying to solve the conversion to calculate the damageoutput?


So Avatar of Cold could only be possible if you completly remove fire and chaos damage (including burns and poison). (Remember that Avatar of Fire also just removes all chaos damage you can inflict!)
Avatar of Lightning wouldn't even be able to use cold damage so everything it would do is converting physical damage to lightning damage.


Or taking the Avatar of frost node could simply make the game make it impossible to click on and activate the avatar of fire node, and vice versa. Its not a hard change, it just is coding in "If Avatar of Frost =true, then cannot click avatar of fire"
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aleksandor wrote:
Or taking the Avatar of frost node could simply make the game make it impossible to click on and activate the avatar of fire node, and vice versa. Its not a hard change, it just is coding in "If Avatar of Frost =true, then cannot click avatar of fire"

Let's put exceptions and band-aids everywhere in the code, it's not hard after all, right ?

It's exactly the kind of design that should be avoided, in any software.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Fruz wrote:
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aleksandor wrote:
Or taking the Avatar of frost node could simply make the game make it impossible to click on and activate the avatar of fire node, and vice versa. Its not a hard change, it just is coding in "If Avatar of Frost =true, then cannot click avatar of fire"

Let's put exceptions and band-aids everywhere in the code, it's not hard after all, right ?

It's exactly the kind of design that should be avoided, in any software.


Band-aid? are you high? Saying "you can't use an all fire skill and an all ice skill at the same time" is a band-aid is beyond moronic. Its no different than Locking someone out of picking a second ascendancy once you pick one.

Not to mention this has been GGG's design philosophy to alter things as they need from the get go: Remember how Enduring cry was a spell? That got changed but quick when they implimented Cast on Damage so it wouldn't be usable with that gem due to being abused. Likewise, Multi-strike has been cut and changed so it specifically can't affect certain melee attacks that it did in the past for no other reason than because it messed up the game (Good-by super mario leap slam builds at that)
Last edited by aleksandor on Apr 27, 2017, 11:27:50 PM
I'm fine thank you, what about you ? Do you have any advanced knowledge in software and game developing ?
Because starting to add conditional tests to other places so that one thing that had not be designed to be there in the first place could work, is already a band-aid.
It isn't a big one, but it is one.


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aleksandor wrote:
Not to mention this has been GGG's design philosophy to alter things as they need from the get go: Remember how Enduring cry was a spell? That got changed but quick when they implimented Cast on Damage so it wouldn't be usable with that gem due to being abused

That answers my first question then.
CwdT had always only been working with spells.
Good design is what they did : create warcries.
Bad design would be something like what you are proposing : adding a "work with spells, but not enduring cry, even though it is a spell".

Same for channeling.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz on Apr 27, 2017, 11:53:21 PM
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Fruz wrote:

CwdT had always only been working with spells.

And enduring cry was ORIGINALLY a spell. They changed it's classification, coming up with a completely new one, soley for the reason that they didn't want it to interact with a specific Support gem: That's it.
They came up with a new classification SOLELY for a band-aid fix of one single spell not being able to work with a single support gem-- And once again, this is not really new, they have tons of Melee gems that don't work with multi-strike for no real reason except balance purposes (Like I pointed out before, Leap attack having used to work with it but not longer working with it). They do "band-aid" fixes all the time.





I never said that they never do band-aids, only that it isn't good for the game, and it's basically a last-resort, as it should obviously be.
Multistrike had always has weird interactions for obvious reasons and they had basically no other choice than removing some interaction because it was way too cluncky, and now we have inconsistency, because they haven't designed it completely properly in the first place.


Anyway, I'm not going to insist, that is something that people study and take months or more to understand.


SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz on Apr 28, 2017, 6:41:59 AM

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