Fix CI

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Moosifer wrote:
So rather than just posting in the thread you think this topic needs two threads? inb4 locked


Indeed i do. Have you read some whacky stuff people keep on talking constantly in big threads and nothing good comes from them. What? my opinion doesn't count for anyhting?
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Skyfruit wrote:
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thepmrc wrote:
How about no. Status ailments should not be calculated from ES imo, it is a drawback of CI that you don't get the benefits that come along with a large life pool. There are ways to get around these drawbacks. We don't need CI to be some grossly OP mandatory ability like it was in Closed Beta.


CI was overpowered not because of the CI itself, but because you could stack so much ES so easily on items. GGG nerfed the items, which would have brought fair balance but than they took away all ES % bonus on as well, so they nerfed 2 things a t once and when you add these nerfs the result becomes multiplicative, if you nerf one thing by half and the second thing by half and you multiply those 2 nerfed you get so much less than multiplied 2 unnerfed.


And you can still get over 10k fairly easy with the new nodes which is completely out of reach for life based characters, even with Kaom's heart.
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thepmrc wrote:
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Skyfruit wrote:
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thepmrc wrote:
How about no. Status ailments should not be calculated from ES imo, it is a drawback of CI that you don't get the benefits that come along with a large life pool. There are ways to get around these drawbacks. We don't need CI to be some grossly OP mandatory ability like it was in Closed Beta.


CI was overpowered not because of the CI itself, but because you could stack so much ES so easily on items. GGG nerfed the items, which would have brought fair balance but than they took away all ES % bonus on as well, so they nerfed 2 things a t once and when you add these nerfs the result becomes multiplicative, if you nerf one thing by half and the second thing by half and you multiply those 2 nerfed you get so much less than multiplied 2 unnerfed.


And you can still get over 10k fairly easy with the new nodes which is completely out of reach for life based characters, even with Kaom's heart.


Maybe with very very good items, which not all people will have even at end game.

Life based chars have insta health flusks, life leech, gain life on hit, can get very big life regen, which works constanlty, can use buffs as well as Es builds, typically have fairly decent armour and resists at the same time, or even get some evesion, can indeed have ES on top of the big life pool, maybe not big, but a practical buffer none less. In addition they get stunned, freezed, shocked, burned, chilled FAR LESS than ES CI.

What ES have? No armour, No regen, needs a GR node to switch life leech from life to ES, can ONLy get life leech from 1 gem ONLY, have little or no evasion, only buffer is the ES itself, very sensitive to physucal dmg.

There's plenty of goods as well, in total i think its more or less balanced atm, just the status effects ruin everything.
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Skyfruit wrote:

Life based chars have insta health flusks, life leech, gain life on hit, can get very big life regen, which works constanlty, can use buffs as well as Es builds, typically have fairly decent armour and resists at the same time, or even get some evesion, can indeed have ES on top of the big life pool, maybe not big, but a practical buffer none less. In addition they get stunned, freezed, shocked, burned, chilled FAR LESS than ES CI.

What ES have? No armour, No regen, needs a GR node to switch life leech from life to ES, can ONLy get life leech from 1 gem ONLY, have little or no evasion, only buffer is the ES itself, very sensitive to physucal dmg.

There's plenty of goods as well, in total i think its more or less balanced atm, just the status effects ruin everything.


I like how you never mention the chaos immunity that you get by taking CI. That is the HUGE advantage that this skill grants, immunity to the most dangerous damage type in the game. And you know that you can use granite flasks right? Since you no longer need health flasks (much like BM no longer needs mana) you can get away with at least 2 granites to have high armor on demand. In general CI is balanced pretty well no imo. The new 20% multiplicative passive is just what it needed. They do not need to remove all drawbacks as well.
Last edited by thepmrc#0256 on Mar 18, 2013, 12:59:30 PM
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thepmrc wrote:
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Skyfruit wrote:

Life based chars have insta health flusks, life leech, gain life on hit, can get very big life regen, which works constanlty, can use buffs as well as Es builds, typically have fairly decent armour and resists at the same time, or even get some evesion, can indeed have ES on top of the big life pool, maybe not big, but a practical buffer none less. In addition they get stunned, freezed, shocked, burned, chilled FAR LESS than ES CI.

What ES have? No armour, No regen, needs a GR node to switch life leech from life to ES, can ONLy get life leech from 1 gem ONLY, have little or no evasion, only buffer is the ES itself, very sensitive to physucal dmg.

There's plenty of goods as well, in total i think its more or less balanced atm, just the status effects ruin everything.


I like how you never mention the chaos immunity that you get by taking CI. That is the HUGE advantage that this skill grants, immunity to the most dangerous damage type in the game. And you know that you can use granite flasks right? Since you no longer need health flasks (much like BM no longer needs mana) you can get away with at least 2 granites to have high armor on demand. In general CI is balanced pretty well no imo. The new 20% multiplicative passive is just what it needed. They do not need to remove all drawbacks as well.


Many high life chars can largely mitigate chaos dmg if stack some chaos resistive items, even little bit of them. I have read many people saying that if you get out of -% chaos resistances and have high life pool, you can largely negate chaos dmg, which i cannot confirm, but sounds very likely to be the case.

Indeed i think current state of CI is more or less balanced against other builds except for the stats effects, and i am not saying that CI should be immune to stuns and freezes, just it should be calculated from your main max hit point pool in the way like in life based builds are. In the big picture its really the only thing lacking for CI.
A change to the passive tree is what is needed.

Either move crystal skin (and surrounding nodes) or create a new crystal skin (+extra nodes)near the witch tree.

I have come to understand that CI is OP and that the stun/freeze issue can be addressed by having ppl allocate some passives into skills that will help with the problem. By changing the way that stun/freeze etc. is calculated will only make CI that much more OP (as it was in CB) and that's not the solution.
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Josephoenix wrote:
A change to the passive tree is what is needed.

Either move crystal skin (and surrounding nodes) or create a new crystal skin (+extra nodes)near the witch tree.

I have come to understand that CI is OP and that the stun/freeze issue can be addressed by having ppl allocate some passives into skills that will help with the problem. By changing the way that stun/freeze etc. is calculated will only make CI that much more OP (as it was in CB) and that's not the solution.


Well if you all think that perma stun/freeze is balancing out CI you are totally wrong. You put eye of chayula and dream fragments you literally become unstunable and unfreezable. And its extreme, which now is only way CI is playable. Or if they don't have the CBS and CBF CI practically impossible. How come is it a good balancing idea?
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Skyfruit wrote:
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Josephoenix wrote:
A change to the passive tree is what is needed.

Either move crystal skin (and surrounding nodes) or create a new crystal skin (+extra nodes)near the witch tree.

I have come to understand that CI is OP and that the stun/freeze issue can be addressed by having ppl allocate some passives into skills that will help with the problem. By changing the way that stun/freeze etc. is calculated will only make CI that much more OP (as it was in CB) and that's not the solution.


Well if you all think that perma stun/freeze is balancing out CI you are totally wrong. You put eye of chayula and dream fragments you literally become unstunable and unfreezable. And its extreme, which now is only way CI is playable. Or if they don't have the CBS and CBF CI practically impossible. How come is it a good balancing idea?


Learn to read buddy, my second sentence. Making a toon immune to freeze/stun is doable with certain items... but let's say you don't want to use them or don't have them. Then you need to find a solution that allows for a player to reduce his/her chances to be frozen or stun locked...

If all you want to do is QQ... go ahead, but don't expect any help or suggestions
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Josephoenix wrote:
A change to the passive tree is what is needed.

Either move crystal skin (and surrounding nodes) or create a new crystal skin (+extra nodes)near the witch tree.

I have come to understand that CI is OP and that the stun/freeze issue can be addressed by having ppl allocate some passives into skills that will help with the problem. By changing the way that stun/freeze etc. is calculated will only make CI that much more OP (as it was in CB) and that's not the solution.


As i recall crystal skin gives 15% chance to avoid status stuff, most importantly in Ci eyes - stun. The ES gives 50% to avoid being stunned, a lot more than crystal skin, even so in real combat that 50% means shit because almost every physical hit, regardless how small it is will stun you, cuz chance to stun is calculated from hit pool and dmg done. If you have little life even very small hits will stun you, and you constantly get hit from monsters with small hits, and they stun lock you. All the people saying CI status effects are ok MUST role CI char and try to play it in merciless. Without CBS and CBF.
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Skyfruit wrote:
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Josephoenix wrote:
A change to the passive tree is what is needed.

Either move crystal skin (and surrounding nodes) or create a new crystal skin (+extra nodes)near the witch tree.

I have come to understand that CI is OP and that the stun/freeze issue can be addressed by having ppl allocate some passives into skills that will help with the problem. By changing the way that stun/freeze etc. is calculated will only make CI that much more OP (as it was in CB) and that's not the solution.


As i recall crystal skin gives 15% chance to avoid status stuff, most importantly in Ci eyes - stun. The ES gives 50% to avoid being stunned, a lot more than crystal skin, even so in real combat that 50% means shit because almost every physical hit, regardless how small it is will stun you, cuz chance to stun is calculated from hit pool and dmg done. If you have little life even very small hits will stun you, and you constantly get hit from monsters with small hits, and they stun lock you. All the people saying CI status effects are ok MUST role CI char and try to play it in merciless. Without CBS and CBF.


I have checked just now and i think crystal skin does nothing for stuns at all, just for elemental statuses. 15% against freezes are as much useless as stuns cuz freezes are calculated from life, which is total shite in CI builds, so you get perm frozen.Here is from mechanics thread:

Burning, Chilled, Frozen, and Shocked are collectively known as Status Ailments.
The duration of the chilled, frozen, and shocked statuses is related to the amount of cold/lightning damage dealt:
Shocked: 276ms per 1% max life dealt as lightning
Chilled: 138ms per 1% max life dealt as cold
Frozen: 100ms per 1% max life dealt as cold

All three are capped at considering 1/3 of max life - if you deal more than 1/3 max life as that element, the status ailment occurs as though you did exactly 1/3.

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