Melee vs Ranged Balance: Damage Effectiveness
A lot of you are missing the point in the OP - if you buff the damage output, you need to invest less passive points into offense to keep your current dps, and can invest more in defence.
Simple as that. „I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“ No mod action. Business as usual. |
![]() |
" That's exactly the thing most are annoyed about, having to invest more than 50% into defense is plain boring, most of the charm games like this have lies in finding new and interesting ways to kill. Everybody basically uses one of the several proven ways to stay alive and spending most of your points speccing into same stuff over and over again is hardly anyone's idea of fun. And I was being conservative, quite a few melee builds invest more than 80% of passive points into defense (barring those allocated to travel the grid). I don't call broken, I call crashed and burned. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
![]() |
"If you are trying to make a tank, what on earth did you expect? You shouldn't be able to have an extremely strong defense without extremely strong dedication. I do think there should be more variety in the defense nodes to choose from (particularly in the area of the tree around Blood Magic), but I wouldn't expect tanky characters not to have to invest heavily in defense. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Aug 6, 2013, 1:22:37 PM
|
![]() |
" I never did the research, but I was under the impression that it did affect Cleave. I always notice that the range goes past the actual graphic affect, but that could just be me being desynced forward a bit. The damage dropoff on FP seems to be pretty large because I see prenerf FP builds(RF with 11k*5 shots) clearing 72 maps extremely slow compared to my marauder's speed. I'd hate to see someone post a video of their postnerf Freeze Pulser. Well I run in a full group almost every day doing 75-77 maps for hours at a time. When my group is not on I run 73-74 maps to grind out higher level maps. I tank everything and rarely die, but when I do it is to uncontrollable things that are unrelated to my defenses. My last death was a few days ago and it was to a hasted Vaal that desynced with a Vaal Smash. I tend to avoid hasted Vaals though because the fight tends to always be somewhat buggy. IGN: ThrobbinRobin
|
![]() |
" Well, if you take a look at the genre standards, i'd say 30% into defense is closer to average, lower than that is glasscannon-ey, above is tanky, more than 50% is a full-fledged tank. That means you have points to burn on more than one offense method just in case your main one fails. Remember 'lightning thorns' riots? That's exactly it, people used only LA, only cyclone, only spork, only LS and got stumped when that stopped working. True hybrids are dead too. Why? Simple. We have no points to spare on both spells and attacks. As I was saying on previous page, you could make battlemages even in extremely restrictive D&D ruleset, you could make a battlemage even in hard-role universe like Dragon Age, not to mention other venerable arpg titles like Sacred and TQ. You can do it there, but you can't in a game that's supposed to have unparalleled customizeability to date. Now that, my friend, is bullshit. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Aug 6, 2013, 4:34:52 PM
|
![]() |