A way to improve pain attunement/viability of low-life builds
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Many items were introduced into the game encouraging players to try a low-life build. However, the main technical side-effect/problem of such builds still hasn't changed, almost no visibility in half of endgame maps. When half of the games endgame becomes so unpleasant and taxing for the eyes, possibly causing headaches after prolonged periods, then there is a problem.
An easy solution would be to simply respec out of low-life build and go another path, or create another character, but that would be completely against what PoE stands for, unbound diversity. Just today I've came across a wonderful suggestion made by one of forum moderators, pneuma, on how to improve this to become.. well manageable. " Something like this would allow low-life builds to become more viable in endgame in-door/dungeon maps and remove the possibility of players suffering from eye strains after prolonged playing, or similar. 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 20, 2013, 9:37:52 AM
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That'd be a neat hook effect for pain attunement.. it's worth noting there's also simultaneously a thread discussing how that red tint and vision is part of the marker for low life.
Perhaps some sort of replacement notification during pain attunement? (A different tint than red at full vision, perhaps?) |
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Just wanted to drop a link to a thread where some of this is also being discussed.
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Added pneuma's quote on how to improve this.
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