An appeal @GGG to allow low-life builds to have normal endgame experience

Thank you for coming back to us, Erik.

That sounds amazing, looking forward to actually seeing dungeon gfx instead of just trying to figure out if something moves in the dark. Should be a nice addition to pain attunement as well.

One thing worries me tho.. Will just having pain attunement (assuming your add +light radius to it) be enough to normalize vision, or will we need to use several low life items on top of it? Considering those items are not exactly viable in endgame maps, having to use them would greatly penalize characters experimenting such builds since they already must gimp themselves using several uniques preventing stuns/frozen state.


Thank you for the effort.



Last edited by Grimlocke_#4737 on Mar 20, 2013, 6:42:25 PM
I have to agree with the OP; this whole deal combined with the already extremely small PoV in this game isn't cool. Not a huge deal, but obnoxious.
Alteration Orb Union Local #7
"Alts are 16:1 Chaos. You got that tough guy?
"
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


Think sometimes before you write here... This chest is extremely expensive (20,25 ex at best) and even if you have enough currency its still hard to buy one, because there is only few luckers who got it and want to sell it... Then how many low life build players have or will have that chest in next 2,3 weeks? Like 1% of them or even less?

You cant make drawback to build just because 1% of their users is op...

We need some other way then that chest to make our builds playable in high lvl maps... Without it we can just farm docks forever and forever...
IGN AsukaLangley
Last edited by Dorsai#4847 on Mar 20, 2013, 7:20:11 PM
Just so you all know what us "Low Light" builds see inside a map, take a look:



Outdoor maps are generally fine. But not being able to play indoors at all just sucks. And this map pictured is not even the worst.
Last edited by beertruck#6371 on Mar 20, 2013, 9:19:18 PM
"
beertruck wrote:
Just so you all know what us "Low Light" builds see inside a map, take a look:



Outdoor maps are generally fine. But not being able to play indoors at all just sucks. And this map pictured is not even the worst.
For the record, that image is at significantly below the low-life threshold. A build which gets just to low life has 50% vision radius compared to one that is on full life; the scaling in radius is quite slow before the low life point to make it easier on these builds.
We are aware that that's proving not to be enough, and discussions and plans are underway for ways to fix this while keeping the useful and fun aspects of the light diminishing as you loose life for general cases. There are a number of aspects that need to be considered when making these changes, and we're working on making sure we hit as many of the right points as possible.

For example, I'm fully opposed to the 'solution' of adding light radius to Pain Attunement, because then Pain Attunement becomes the only good low life build, and people wanting a low life build to take advantage of any of the (present or future) uniques that trigger on it will be gimped unless they go pain attunement, and thus probably spells. That's a big hit diversity of low-life builds. Adding light radius bonuses to all things that care about low life is more reasonable, but also a bit limiting (as we always need light radius on anything that benefits from low life, even if the flavour of the item is darkness, for example) and feels heavy handed.

Carl and I discussed these and some other possibilities this morning, and the benefits and drawbacks of different approaches, both with regard to low-life builds and other related issues, such as CI characters not getting any indication that they're near death due to being on full life. We're working on making sure that the solutions we come up with are the best we can do for a variety of affected builds, and that means taking time at the planning stage rather than throwing light radius out like candy as a knee-jerk reaction. I'm pretty confidant that when the next set of changes are ready, most of you will be very happy with them.
Last edited by Mark_GGG#0000 on Mar 20, 2013, 9:34:58 PM
^
The ridiculous part is that it's basically a clucky UI. Your character still have flawless 360 degree vision to like 2 screens away.
Please pardon my bad english
"
Mark_GGG wrote:
"
beertruck wrote:
Just so you all know what us "Low Light" builds see inside a map, take a look:

Outdoor maps are generally fine. But not being able to play indoors at all just sucks. And this map pictured is not even the worst.
For the record, that image is at significantly below the low-life threshold. A build which gets just to low life has 50% vision radius compared to one that is on full life; the scaling in radius is quite slow before the low life point to make it easier on these builds.
We are aware that that's proving not to be enough, and discussions and plans are underway for ways to fix this while keeping the useful and fun aspects of the light diminishing as you loose life for general cases. There are a number of aspects that need to be considered when making these changes, and we're working on making sure we hit as many of the right points as possible.

For example, I'm fully opposed to the 'solution' of adding light radius to Pain Attunement, because then Pain Attunement becomes the only good low life build, and people wanting a low life build to take advantage of any of the (present or future) uniques that trigger on it will be gimped unless they go pain attunement, and thus probably spells. That's a big hit diversity of low-life builds. Adding light radius bonuses to all things that care about low life is more reasonable, but also a bit limiting (as we always need light radius on anything that benefits from low life, even if the flavour of the item is darkness, for example) and feels heavy handed.

Carl and I discussed these and some other possibilities this morning, and the benefits and drawbacks of different approaches, both with regard to low-life builds and other related issues, such as CI characters not getting any indication that they're near death due to being on full life. We're working on making sure that the solutions we come up with are the best we can do for a variety of affected builds, and that means taking time at the planning stage rather than throwing light radius out like candy as a knee-jerk reaction. I'm pretty confidant that when the next set of changes are ready, most of you will be very happy with them.

Jeez just make it a UI option :/ Then it doesn't effect any build.
Last edited by dangerbar#7259 on Mar 20, 2013, 9:45:26 PM
"
Mark_GGG wrote:
"
beertruck wrote:
Just so you all know what us "Low Light" builds see inside a map, take a look:



Outdoor maps are generally fine. But not being able to play indoors at all just sucks. And this map pictured is not even the worst.
For the record, that image is at significantly below the low-life threshold. A build which gets just to low life has 50% vision radius compared to one that is on full life; the scaling in radius is quite slow before the low life point to make it easier on these builds.
We are aware that that's proving not to be enough, and discussions and plans are underway for ways to fix this while keeping the useful and fun aspects of the light diminishing as you loose life for general cases. There are a number of aspects that need to be considered when making these changes, and we're working on making sure we hit as many of the right points as possible.

For example, I'm fully opposed to the 'solution' of adding light radius to Pain Attunement, because then Pain Attunement becomes the only good low life build, and people wanting a low life build to take advantage of any of the (present or future) uniques that trigger on it will be gimped unless they go pain attunement, and thus probably spells. That's a big hit diversity of low-life builds. Adding light radius bonuses to all things that care about low life is more reasonable, but also a bit limiting (as we always need light radius on anything that benefits from low life, even if the flavour of the item is darkness, for example) and feels heavy handed.

Carl and I discussed these and some other possibilities this morning, and the benefits and drawbacks of different approaches, both with regard to low-life builds and other related issues, such as CI characters not getting any indication that they're near death due to being on full life. We're working on making sure that the solutions we come up with are the best we can do for a variety of affected builds, and that means taking time at the planning stage rather than throwing light radius out like candy as a knee-jerk reaction. I'm pretty confidant that when the next set of changes are ready, most of you will be very happy with them.


Thnig I still query is how this actually relates to low life builds. Why is it that 'reserved health' is not discounted from the low life radius? Seems an easy fix and it solves the ENTIRE issue when your 1000 life poool isn't counter, just the 333 you have as being on low life (This assuming the other amount is fully reserved by an aura, the normal low-life technique)
Thanks Mark. I know you guys will work it all out. Personally, I would just make the low light condition trigger off of *either* HP or ES maximum, whichever is highest for that character. But I know you have many other factors to consider, so I look forward to your changes.
Who the hell plays low life builds w/o PA?

I get that you want it to have a downside man, but holy shit being low life is a pretty large downside... now we have to blindly walk about?

That said I do trust that you gentleman will handle it somehow. Your post just struck me as badly as...


"
Russell wrote:
We wont ever have an option to disable weather effects as it removes the atmosphere of the environments.


Which seems sort of like a fuck you to some people who want to play your game but can't handle the zones that still need optimized. Yes yes, the weather effects look pretty... but so do the shadows and that IS an option you can turn off.

Tell me how killing all shadows doesn't ruin atmosphere.

Edit: Okay not quite as badly, you guys seem to at least be looking for a solution.
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Last edited by DarkNRG#0841 on Mar 21, 2013, 2:10:56 AM

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