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" I forgot about SC tbh lol. I knew I was missing one but was too lazy to search it. SC could function in a FD manner, meaning it should have 3 charges. That 200% multiplier HAS to either go or be refined into a specific type of damage. We saw it getting abused to no end with Decay because it is an all encompassing damage increase. Regarding the link you put, yes they should address that, but WB needs to be put on charges. No reason for it to be the way it is now. “ I'm going to build my own Wraeclast with blackjack and hookers. In fact forgot about Wraeclast and the blackjack. Ah screw the whole thing. ” - Exile Bender
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Bla bla bla, going to save the longer explanations but 600k+ dps is extremely easy on melee when flasks are up. 1 mill is also easily within reach. Hell the last RF theorycraft i did for 3.0(but assuming old flask values that i think should be nerfed in 3.0? - and just 3 of them) had 2.5 million dps when all things were up using nothing special but normal things(okay one 6L was using a 5L ancestal and a 5L vaal double strike) and still potentially getting 8k+ hp as well as walking all the way over to grab vaal pact.
If you think you don't have enough dps its because you can't instant kill the hardest bosses? As for shield charge, if they give it charges it's not really going to be useable as a spammable attack. I am the light of the morning and the shadow on the wall, I am nothing and I am all. Last edited by Crackmonster on Jul 25, 2017, 10:44:41 AM
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" Made my day! ^^ German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team." top2000: "let me bend your rear for a moment exile" | |
" See I find it hard to believe they don't view it as a problem. Especially because 2 handed builds actually have the hardest time maintaining the buff out of all of them (IMO) 1) I think this should happen, one could argue that various "melee" skills far exceed the range as others and therefore shouldn't be considered. IDK I think anything that is melee and a primary ability should give fortify. 2) Up which requirements, str or dex, because upping the str will punish dex and upping the dex too much punishes str. Maybe implement 2 different fortify gems that don't stack, one heavy str and one heavy dex. IDK that won't actually fix it.. 3) This only works if suggestion 1 is taken into effect 4) Accuracy is an interesting idea, but similar to the str\dex issue its punishing to some melee builds. The last thing we want to do in the process is punish melee because spell casters have been abusing it. 5) Again fine if #1 is implemented, maybe sucks for skill like earthquake that is more based on slower hits 6) Interesting idea, should also apply to minions as well. Why limit it to 50, why not 80 or more? 7) I'm assuming the jewel would over-ride this. " Except they are using the skills for mobility first and formost, giving fortify is just a bonus and one that they can get by swooping in and out again with the same skill, unlike melee that stays engaged in the close range combat. Its not "fair" at all to give an intended build\playstyle a defensive buff for "briefly" engaging in short range combat. Its bullshit and you know it. It might be safer for them to stay at ranged, but also they lose out on a lot of different bonuses. Imagine ek nova with no fortify or vaal spark\vaal fireball without the fortify buff. Now you are playing playstyles that require you to get close to the enemy as spell casters, but without the benefit that was intended for melee combat\playstyles. Just because you swoop in and blowup\shatter\ect a pack as a spell caster doesn't mean you should benefit from the defensive buff that is fortify. ESPECIALLY not anymore after they buffed up MOM. " You weapon swap for VS? I mean if thats what you think is necessary by all means do it. At least you have to do an additional step to gain the buff, unlike throwing it on an ability you are already going to use. In terms of not using it with main abilities in links, thats sort of the purpose of making fortify inherent to all melee abilities (that arent just movement skills, like WB\shield charge) " Its not because the side effect is that casters and other playstyles are benefiting from it without a cost. 1 handed builds might use leap slam with fortify, but go ahead and use leap slam with a marohi and tell me you don't want to kill yourself. Those abilities provide mobility, they shouldn't have to provide anything else at all and them doing so causing an inbalance in the game. " Less es is the only downside for totem caster builds, well aside from the removal of fortify, which spell casters should not have had access to from day 1. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. | |
" On archer I have to weapon swap. Unfortunately I had technical problem: https://www.pathofexile.com/forum/view-thread/1893926 So I rarely used it outside of special encounters. Mostly before boss and before Breach. It lasts almost 40 sec and minions get it too. So I get it when I need it the most. Which means archer is then more tanky (due to Quiver) than 2H melee build. I dont think this is good game design. No wonder it's lost, it's in the middle of the jungle!
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Ive come round to the idea that fortify should have about "27% more melee damage" on the gem itself.
further changes im not against entirely, I wouldnt disable it for all movement skills because stuff like cyclone and flicker are movement. Maybe go in on whirling and shield charge and disable it with those skills in particular, cannot be supported by fortify. |
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" Which is exactly why im talking about changing movement skills damage source to a new source called movement. One of the benefits is that fortify can no longer work with movement skills - with that change now fortify can be considered if the gem should be improved, or if fortify should be baked into any melee skill as baseline and i agree on the point 1), all skills deemed melee by ggg should be treated as melee. There are actually not more than a few that are longer range and still melee - larcerate, reave etc. " http://pathofexile.gamepedia.com/Damage#Damage_sources With these changes many a blow would be struck against major problems of poe balancing. I am the light of the morning and the shadow on the wall, I am nothing and I am all. Last edited by Crackmonster on Jul 25, 2017, 2:58:35 PM
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" Thats why I didn't say all movement skills, but mobility skills. Of course it would work with cyclone and flicker strike. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. | |
" That would make me use Flicker Strike on caster. In addition to WB/SC. Unfortunately loss of one skill slot so build needs to be simplified but fortify is too strong to not use. No wonder it's lost, it's in the middle of the jungle!
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" Well have to start somewhere, its much better if you use flicker strike then shield charge which your already using for mobility anyway, at least it might start to introduce some socket pressure if you want to use fortify. Saying just because you will do this or that if X gets changed is not a reason to change x, we have to start somewhere. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |