Accuracy – The Last Remnant of Action?
A big chunk of the ARPG experience is trying to find that perfect gear balance. Can I sacrifice x for y? Do I want more +hit or can I squeeze a little more damage? Why you would want to remove that fundamental aspect is beyond me.
As far as Accuracy in PoE goes... it's too harsh right now. It seems like if you drop below 85% you start missing a lot. How much of that is actually desync issues is debatable, but the combination of the two is insanely frustrating (especially when chasing enemies that tend to flee). |
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" Ah, ok, thx. Somehow i have never looked there ^^ That means with a lvl40 Duelist i would be already able to wear all Duelist items. That leaves a big part for putting Points into wrong attributes, as long as you wish to sacrifice this 4%dmg-increase from gems. https://www.youtube.com/watch?v=drDs-Y5DNH8
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"Critical hits are affected by accuracy exactly like normal hits - once it's worked out that you actually hit it then determines whether that hit will be critical or not. Each attribute has a main way to increase DPS on regular attacks. Str increases damage dealt - you hit harder, Int increases crits - you can see where the weak points are, Dex increases attack speed - you can move faster. All attributes can potentially get some access to any of these things, particularly if tied to certin weapons (e.g. Str gets attack speed as well as damage on Str weapons like maces). When I was put to work on the previous passive skill tree working out what passives to include (and I think the new tree is mostly the same, with some new ones added in and redesigned to be much easier to navigate), All classes were supposed to have access to accuracy, but Dex ended up getting more because less of the stuff we wanted was in-game for Dex - we needed more dex passives and more accuracy seemed to at least make sense. So it got more of it. This may have pushed the balance to the point that accuracy was a problem for some classes, I'm not sure. So don't take my words as offical word of how things will be just because I have the yellow border. Some of the design goals may have changed with regard to accuracy by this point - I don't know if dex getting more accuracy is something we're intending to keep or are happy with or not, but the dex way to increase DPS is increased attack speed, which makes sense for Dex, and the Int one is increased crit, which makes sense for Int. I can't speak for Chris or anyone else, but I don't think we're gonan be taking In't attack modifier and stapling it onto Dex instead. If not enough accuracy is a problem, I think the solution is to make it more available to all classes, but I think there should always be some advantage to be gained by trying to max it. In my personal opinion, accuracy should stay a part of the game , and it should be easy to keep it up as you level such that you're hitting most of the time, but you should miss often enough that investing in gear with +accuracy mods rewards you with at least some noticeable increase in effectiveness, to make up for not having whatever other mods you could have had on that gear. And yes, there should be some monsters with high evasion which are quite hard to hit if you don't have some extra accuracy from somewhere. I wouldn't personally be opposed to accuracy/evasion affecting skills - if it's done I think it would be good to have a separate spell accuracy so that you can have some base stuff affect accuracy with both weapons and spells, but also get gear which only increases one, to help encourage specialization - similar to how spell crit rating is done now. Needing to keep this up via gear I think would be one way t balance the fact that weapon-based characters need to keep improving their weapons to up DPS, where currently spell user's don't seem to to the same degree. But I'm not a balancer, and I'm sure Chris has some things up his sleeve, and is much better than me at working out how to balance such things. | |
Don't forget the PVP: Accuracy MUST stay in game!
novakatze < Upcoming Veteran
Invite on 22/08/2011 - Closed Beta 0.9.1 |
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" I never understood this sentiment - if everyone has a 100% chance to hit, then PvP builds would simply revolve around evasion and snare abilities, it's not much different than simply having a chance to miss someone and again increases tactile play. Also, thank you Mark for your eloquent explanation and for describing your opinion, it's good to hear what you guys think sometimes. I would hope that at least you can understand my point of view, even if it's not appealing. Also, it's cool to see the community so involved in such a very basic topic, yet necessary design discussion. Certainly I agree with happy days. Happy Days Abound. Last edited by Silver#3607 on Aug 27, 2011, 10:27:13 AM
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Well, at least one person is happy to see so many people wasting their time talking about something that isn't ever going to change.
Last edited by J05H_DA#5509 on Aug 27, 2011, 5:19:51 PM
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Well, there are two sides to accuracy/evasion: player frustration and balance.
As for player frustration, my personal experience has been a lot closer to this: " I know the stats aren't accurate right now, but this has to give. Missing 3 out of every 20 times isn't what's happening. If you don't spec a whole lot of accuracy, you don't hit, and lag does not help. Perhaps put a "Miss" animation in. And adding creatures with high evasion? At the moment, that's like "Ha ha ha, you need to be a Witch to hit these little fuckers at ALL!" Balance... Mark, how about removing the concept of a "spell" altogether? Turn spells into special attacks with wands or staves, based on weapon damage (or both weapons if dual wielding wands). Make accuracy affect them (no separate "spell" accuracy; one accuracy for everything), make Dexterity affect the speed of these and all other special attacks, and make Strength affect all attacks, including bows, wands, and special attacks with those. Same thing with Int and crit rating. Counterintuitive? Maybe. But it'd be balanced according to the structure you just set out, without giving magic users a "Screw your accuracy rating" button, and it would encourage cross-class dipping and more interesting builds. NotSorry: Bot d3 for cash, play POE all day CaptainBurns: The game is just a means by which to kill things. Last edited by Slicer#2498 on Aug 27, 2011, 2:25:14 PM
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" Yeah the spells are now more OP and easier to build under them. They ignore damage reduction ,but i think its ok since we got elemental resistances. But they ignore block (unless u spec for spell block) and ignore evasion. To that base damage is fully dependand on gem ,gear give just +x%. You can run with 5lvl wand if u drop it wiht good mods ,while attack skills require you to swap weapons just to get the base dmg usefull. Additionaly magic got much better mods avalible in more gear parts. I agree that spell damage should depend from weapon damage ,not from gem lvl. Gem lvl should work as +x% weapon damage. To that the mods should be balanced with other mods. They are radiculusly high now comparing to attack skills. Last edited by herflik#4390 on Aug 27, 2011, 4:37:31 PM
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The "OP spell" problem has a very simple solution, there's no need to modify any game mechanics. Make mobs more resistant to spell, problem solved. Obviously, i'm talking about non-blue mobs. Seriously, golem have to be fire resistant, fire mods have to be cold resistant, etc.
And yes, a miss sound/effect. Build of the week #2 : http://tinyurl.com/ce75gf4
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" This. The game is not God of War, its an Action RPG, as is Diablo, Torchlight, Titan Quest, and many more. All of which, to my knowledge, have accuracy. |
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