Accuracy – The Last Remnant of Action?

Disagreed, I think that accuracy rating is a well thought out and designed system in ARPGs. You can sacrifice chance to hit for increased damage, or the other way around, it allows you for higher customization and specialization.

The way melee works vs spells in PoE is kind of broken though since spells hit 100%. May I suggest giving monsters a chance to resist (full and partial), in order to balance it out?
Joined Closed Beta 20th August 2011
I'll agree with those who say that accuracy is here to stay - its just one of the many parts of the character building process which is VERY important for an ARPG.

Do you also want to remove evasion entirely? Because you see its based on the ACCURACY of monsters...

Your other suggestion is completely fine - I'd also like to have more reasons for moving around, positioning, making it a more "active" game overall. I'm sure some of that is going to come as they improve the bosses and mobs overall.

But if we go back to accuracy - its and action ROLE PLAYING GAME - RNG is here to stay and you WILL have to use your brain (or well read a guide anyway once were at that stage) to build you character properly to enjoy it!

Best of luck enjoying PoE (;
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nermind wrote:
Do you also want to remove evasion entirely? Because you see its based on the ACCURACY of monsters...


Which is a big part of the reason why rangers suck; one particularly accurate monster that gets in some crits, and all their +evasion gear is good for nothing.
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IMO the to-hit ARPG engine used in this game is a bit dated. I'm not for taking it out all together but rather adding some innovation to make it fresh again.

Your basic click to hit is pretty much just a A or B result. You hit and then do an amount of damage based on your damage range or you miss and do no damage at all. Clearly this concept hasn't undergone much innovation in the last 10-12 years or so as this is how most ARPGs and even some other genres that use a to-hit mechanic do it.

Why not have more than the just an A or B outcome? How about having a "Near miss" mechanic where you hit, but get your damage reduced by 5-25%? Or at the very least the blow should send them into a longer stun cycle. What about a "Solid hit" that doesn't give you a critical but gives you your base damage +5-25%? This concept could even be used for monsters as well to add another option for Devs to increase their effectiveness and flavor.

Personally I don't think you should have a true 0 damage miss more than about 0-10% of time no matter what your stats. When using a melee character you get chewed right up unless you are constantly keeping enemies in some kind of stun and are using life leech.

Casters always hit (Another dated concept) but tend to have all of their damage reduced in later difficulties via monsters resistance. It's for this reason, above all others, that casters are almost always broken in these kinds of game. Spells should have a chance to miss, do less damage or have their stun effect increased with a near miss otherwise the later stage monsters are going to have to have so much elemental resistances that a lot of potentially fun mods and non-caster skills are going to be ineffective.
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Slicer wrote:
Evasion is already toast as a defense option; the devs have already said that they're going to rework it.

Which is why I'm suggesting turning dex skills/armor into crit-rate things instead of to-hit; it leaves a place for RNG-based buffs, but takes out some of the annoyance and buffs duelists, who seriously need it. (% based armor plus very few incoming crits)


I think your understanding of toast here is a bit off. I was one of the people who did the calcs to show just how off evasion was, but that doesn't mean the concept as a whole is bad.

Again it comes down to the fact that as an RPG, your character must be able to do things that you, as a player, cannot. This means dodging when you aren't able to do it yourself.
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tpapp157 wrote:
The core of arpgs is the random number generator. You can influence it but you never escape it. There wouldn't be a game at all if you removed that core.

Currently, I feel like the accuracy system in PoE is too generous. You can never drop below 75% hit chance. That's absurd. If you feel like you're missing too often then put some skill points into boosting your accuracy. That's why those skill nodes are there. Just because they're a different color than you are doesn't make them optional.

More to the point, I see no way that you can take an isometric arpg and make it more like a first person game.How exactly do you expect players to manually dodge or block every single attack? That doesn't sound fun at all too me. That sounds tedious and exhausting.


I beg to differ .. I am under or around 60% hit chance right now with my templar and believe me..it's not fun..

Okey..character build is wrong. I tried more battlecaster spec and it just don't work because of accuracy. While it was okey in Normal, on next difficulty, when my frost nova wasn't just damaging enough I started relying more on my cleave and melee attacks.. but with so little hit chance (even at some points in accuracy passives), game is just frustrating and not fun.

I know, I have to just spend more (MUCH more) points into accuracy but when I look into my passive tree, I have to go completely different way just to improve my hit chance a bit. Not only this way is just boring and I am not looking forward to other levels at all, it's also screwing my build a lot.

I think accuracy it has place in PoE but should be reworked in some way. Now it's just too much limiting factor in many interesting builds.
Last edited by ManiaCCC#5219 on Aug 26, 2011, 7:21:13 PM
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ZhugeLiang wrote:
Why not have more than the just an A or B outcome? How about having a "Near miss" mechanic where you hit, but get your damage reduced by 5-25%? Or at the very least the blow should send them into a longer stun cycle. What about a "Solid hit" that doesn't give you a critical but gives you your base damage +5-25%?


This is from WoW, and I think that the same sort of system would work kind of good in PoE:
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At current Glancing blows occur at about 20% of the time versus mobs that are above your level. These attacks only do 75% of their normal damage versus a mob that is 3 levels above you.

Of course it doesn't have to only happen against monsters that are higher level than you or anything.
Joined Closed Beta 20th August 2011
Last edited by dopefish#6084 on Aug 26, 2011, 7:26:32 PM
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Slicer wrote:
Which is why I'm suggesting turning dex skills/armor into crit-rate things instead of to-hit; it leaves a place for RNG-based buffs, but takes out some of the annoyance and buffs duelists, who seriously need it. (% based armor plus very few incoming crits)
That's highly unlikely, since crit stuff is the Int attack modifier, not Dex. Str is damage. The basic Dex combat thing would be attack speed, I think.
I can't speak for Chris or the others, but I suspect accuracy is here to stay - but note that the accuracy/evasion system is going to be reworked sometime.
I think Accuracy , as a basic Attribute like Life and Mana , should be more equally devided amongst all classes.

Witches should be able to go melee.
Ranger should be able to pump life to survive their evasion.
Marauders need Mana for higher consumption strikes.

Short example:
Atm there are only 3xSTR-Accuracy-passives with value of 300Acc, but the rangers have like over 4kAcc. These 300Acc are nil.
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Lachdanan wrote:
I think Accuracy , as a basic Attribute like Life and Mana , should be more equally devided amongst all classes.

Witches should be able to go melee.
Ranger should be able to pump life to survive their evasion.
Marauders need Mana for higher consumption strikes.

Short example:
Atm there are only 3xSTR-Accuracy-passives with value of 300Acc, but the rangers have like over 4kAcc. These 300Acc are nil.


My characters tend to spend about 30-40% of skills on the secondary trees and I see nothing wrong with that, if you want accuracy, you can have it, right from the beginning of dex tree even. Ofcourse the passive tree will change, but I believe some basic concepts like these will stay.

Just like my ranger is planned with quite heavy investments into STR tree, for more life and some extras. Somehow people believe theyre supposed to put every point into skills of only one colour?
Last edited by nermind#6181 on Aug 26, 2011, 9:01:18 PM

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