An appeal @GGG to allow low-life builds to have normal endgame experience
Hello,
Recently, I created a low-life build in attempt to explore different playstyles PoE offers and encourages trough certain skills, passives and special equipment. However, I was unpleasantly surprised after finalizing the build and attempting endgame maps. There was almost zero visibility in a good amount of maps, so punishing that after just several runs I started experiencing mild headache due to eye strain while attempting to discern what was happening on the screen. As much as I enjoy PoE and admire the staff behind it for granting us a new opportunity to relive old D2 days, I have to make a plea to either allow those who want to create a low-life build to be able to play normally, or remove those passives, skills and items focused on such builds so that players won't end up making a huge mistake attempting one. Thank you. This thread has been automatically archived. Replies are disabled.
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I wholeheartedly fully support this. GGG pls.
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Last edited by pneuma#0134 on Mar 19, 2013, 6:44:00 PM
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"Your URL was malformed, I fixed it. On topic: According to mark, not seeing anything is fun and intense. I dont think they'll touch this in a long while. Please pardon my bad english
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Err, ten months and nothing changed, even after one of devs acknowledged the problem? That is... a little troubling.
Aside from Russel's notification about how vision should be calculated off your remaining health pool after reservation, I also like your idea of adding a special side-effect to pain attunement, allowing anyone who takes it full vision at all times, possibly even encouraging other builds to take it. After all, you don't see CI builds having blurred vision after their ES drops bellow 35%, do you? Considering they completely abandoned health and focused entirely on 'spiritual' side, so to speak. With the introduction of new unique items encouraging more 'explorative' builds, I am hoping this gets adressed. Sorry for not spotting your thread, Pneuma. |
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" According to that logic wrong way driving without lights is fun too. Because that's what low life play in dungeons is. If you want I can write a proxy that intercepts the HP update packet and removes the reserved life part so your client always gets a full life value and the real value gets an output box, and if you are really low on life you get a sound indicator. |
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Low visibility is not "problem", ofc that build must have drawbacks especially now since there is that new ES chest that wont allow chaos dmg to bybass ES, otherwise those would be OP as fuck
My best char so far https://www.pathofexile.com/forum/view-thread/1211377
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Pneuma, I hope you don't mind me forwarding your idea to 'Suggestions' forum.
I'll just add something from the last paragraph.. "One thing is for a build to have some positive and negative side-effects, and completely another when those side-effects become so unpleasant that they cross the games borders by quite a notch." Last edited by Grimlocke_#4737 on Mar 19, 2013, 8:39:13 PM
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Topcatti, you make no sense.
A drawback to ones build would be something like 'You deal 30% more damage but you suffer 10% more damage taken' after taking pain attunement. However, you can't call having no vision when on low life a drawback to ones build, because that is game-orientated technical design issue, and I assume it was never planned to interfere with anything other then giving a fair warning when you are taking too much damage/your life is expiring. Unfortunately, now it is. The game encourages you to try a low-life build trough series of items, skills and passives, but then slams you with zero vision in half of the games content, making it so unpleasant you start wishing you never went this route? No, that is not a drawback, that is a problem and I can assume this was never intended. Last edited by Grimlocke_#4737 on Mar 19, 2013, 9:12:52 PM
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Need a toggle to turn off that low vision thing. Barring that, make it dependent on your health or ES, depending on which is higher total maximum. Problem solved. But this should be fixed already, clearly a bug.
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