Addressing several problems
I wanted to address quite a lot of things that just popped up in my mind recently. Most of which you guys already know about, but I will also give my suggestions.
Hybrids vs pure classes starting nodes The pure classes have 2 directions they can take at the very beginning. Offense or defense. The hybrids on the other hand are offense, or offense. This is very problematic especially at the beginning when you need life and resistances the most. The marauder on the other hand takes this to a whole new level. Saying his portion of the tree is perfection is an understatement. The maruader's section is a dream come true within a dream. Especially the defensive part. life - life regen - less damage from crits - resistances. This can be attained within the first 10 lvls. That's insane. Other classes would have to go out of their way and would be probably in the 20's by then just to come close to getting what he has by lvl 10. You can add a third path for the hybrids, which focuses primarily on defense if trying to redo one of their current paths would be too much trouble. Hybrid armor Hybrid armor is definitely worse than pure armor. There are a handful of hybrid armor nodes:
Hybrid armor base stats are low enough, and then there aren't enough hybrid armor passives. You are forced to increase both stats separately. Which is the problem. You want to increase both at the same time. You end up wasting twice as many points as someone who is pure in trying to increase your hybrid armor. What ends up happening is:
As a hybrid armor user myself, i don't want to boost only evasion or energy shield. There are so many evasion, armor, and energy shield nodes in the tree. There should be just as many es/ar, es/ev, and ar/ev hybrid nodes in the tree as well. Hybrid armor users shouldn't be forced to take a single pure armor node, just like pure armor users aren't forced to take a single hybrid armor node. If there are 18 armor nodes in the marau/temp/duelist area, 15 es nodes in the witch/temp/shadow are, and 16 evasion nodes ranger/duelist/shadow area (just tossing out numbers), then there should be just as many for hybrid users in their corresponding areas as well. Hybrid armor mods aren't good either. You're forced between having one stat be too high and the other too low. Trying to get half and half is so weak cause the middle ground doesn't give you anything worth adding to your current stats. Why can't you get "x to energy shield", "x to evasion", AND "x% to both es/ev" mods spawn on hybrid type armor? You get "x% to both" and only one of the other mods. What's the point in wearing hyrid armor at all if I only get 1 bonus to one of my defensive stats? Why should I be forced to have one stat soo high and the other sooooo low? Why is the middle ground so weak and rendered worhtless? Why not just go pure if I want one stat so high to begin with? This is why many don't wear hybrid armor. It's too weak, and there arent nodes to support hybrid armor specialization. Resistance penalties and Diamond Skin Note: I will reference the marauder many times in this post, so if you're going "marauder again?"...well you'll see his name appear more often. His tree portion is absolute perfection and should be used as reference for the others. With the inevitable resists penalties coming into play, the tree will need better placed resists nodes. The marauder doesn't have to go out of his way to go all the way up to diamond skin, unlike the other classes. Unless you use CI and have no use for health, who wouldn't want health - life regen - less damage from crits - and then diamond skin? To get the currently placed resists nodes, you have to go out of your way unless you were already on those paths to begin with. This is not true for the marauder. The resists nodes should be on the defensive paths for all classes, and not placed where they are now. It's practically saying "If you want these resists you're going to have to branch all the way here and get these nodes you don't want". Marauder once again is still untouched. The resists nodes themselves are too weak. 15% for 1 passive doesn't even make your resistance flinch. Those should be bumped to 25%.
The marauder takes tankiness to a whole new level. He is a tank in the literal sense. Survivability AND damage wise. This breaks the traditional rpg tank definition, which is based primarily in survivability with little damage. With the penalty resists will be sought after. Why does the marauder get diamond skin again? It's bad enough that he gets the best attribute in the game, strength, then he also gets the best resist node in the entire tree? Then he also gets life regen as well? Add that to the fact that the other resists are linked to diamond skin and he doesn't have to go out of his way for anything. I mean c'mon. If that isn't overkill I don't know what is. Diamond skin should either:
Also, why are the resistances for the marauder all close together? Why aren't they spread out and on different pathways like for other classes? Why should the others travel in different directions, but maruaders just go straight through life - life regen (which are highly favorable) and right to resists? Marauders just keep getting more appealing. By the time Open beta hits I'm willing to bet about 60% of the population, I'm probably underestimating, will be marauders. Resolute Technique I've been thinking. Why is resolute technique in the maruader section? They will lack accuracy because they lack dexterity? Yes, but 20% accuracy nodes and dex nodes can be put there to offset this. So it got me thinking, why again is resolute technique in the marauder section? Right now resolute technique is a free gimme for marauders. It removes their accuracy investment. Those points are used to stack more life, more strength, or more damage. In this case strength gives them life and damage so it's a double whammy lottery for marauders. Marauders aren't going to crit anyway. They have to travel extensively to get crit nodes, and then they'll have to focus on accuracy as well. You have to hit if you want your crit to be useful after-all. Investment and min/maxing wise, why do that when you can go resolute technique and use those crit/accuracy points to increase both dmg and life at the same time simply by increasing strength? There is no drawback at all to having it in that section of the tree.
The shadow section of the tree is filled with crit crit crit. Infact calling him the crit class would be best fitting. Thing is not all melee/bow shadow users crit. What happens when they don't crit? They have to focus on other ways to deal dmg. Problem is the shadows main dmg is through crits. So you're going to have to do quite a lot if you don't want to use crits as a melee/bow shadow to get dmg. Resolute technique, in that case, comes as huge drawback to shadows. It takes away their accuracy investment, but at the same time removes what defines the class. Even with almost 300 dexterity, I still have accuracy problems on my shadow, and I had to roll accuracy bonuses on my gear. Add that to the accuracy bonuses from claw passives. You see I don't crit, and deal wayyyyyy less dmg than shadows that do. It's hard to attain good dmg when you don't crit as a melee/bow shadow. In return for giving up my dmg source, I don't have to focus on accuracy again, and can use those points for other things, and then replace the accuracy mods on my gear as well. This is the definition of a drawback. Giving up something for something else. Crit nodes occupy the shadow section in abundance, and there are shadows that choose not to use them. But there is no reason why you shouldn't? In other words you're almost pigeon holed into using crits cause if you don't.....I mean what else can you do to help lessen your burden for doing less dmg from not taking crit nodes? Nothing, and this is where resolute technique comes in. In a similar sense, it is like iron reflexes. Giving up what defines your class (evasion/crits) for something else (armor/accuracy with no crits). In the case of iron reflexes you're converting, but same idea nonetheless. All that would need to be done is for increase accuracy bonuses on specific weapon dmg nodes, more dex nodes, and more 20-30% accuracy nodes in the temp/marau section. Resolute technique is free for a marauder. No drawback at all, and this is 1 of the reasons why marauders are sooo good. No accuracy invesment? Stack more strength which increases both my dmg and life. If anything, it's more fitting in the shadow section, and no i'm not saying this because i play shadow. While still on the topic of resolute technique, I believe it should give you an 85% chance to hit (or somewhere around that ball park), and remove "always hit". 300 dex, accuracy mods, and claw passives with accuracy, and I still only have 85% chance to hit at lvl 69. 1 keystone for 85% is more than godly. Blood Magic Just like resolute technique, blood magic is a freebie for marauders, and duelist. Lol, don't worry this suggestion doesn't require it to be moved to a different location :). Like RT, there is no drawback and only positives. Life regen with blood magic is better than mana. Why? Increasing your mana in an investment. Life and life regen increases your survivability and is in the vicinity for marauders/duelists. Why invest in mana passives and intelligence passives to increase your mana pool when you can go blood magic, stack life and life regen that is right there in their tree section? They regen life so quickly that the skills they spend are practically free. Ask any mana user that isn't a witch/spellcaster. Increasing your mana is an investment, and blood magic + life stacking + life regen is 10000X better. A good question is why would a duelist/marauder not want blood magic? So how do you add a drawback to blood magic? This requires looking at what goes best with blood magic, life regen.
Right now, life regen is instant. The moment you get hit your life starts regenerating. This works very well with blood magic. Instead, blood magic should add a start up (delay) to life regen. Say 2-3 second delay. Every time you use a skill, your life depletes, and the start up refreshes. When you stop, your life won't start regenerating until 2 seconds later. The same applies to getting hit. If you get hit, your regen won't kick in until 2-3 seconds later. This delay would affect life leech and hp flask as well since they are life regen based. Note, Life regen isn't nerfed. If you don't have blood magic you'll still regen instantly. Once you go blood magic you give up your mana investment and have extra points to spend at the cost of having your regen delayed.
In it's current state, Blood magic increases your dmg effectiveness for free. Since it's tied in with life regen and you have more than enough regen to use skills for free, there is no reason not to take it. In this case, your dmg effectiveness is still there, but your survivability reduces. Increase dmg effectiveness and remove mana investment for a little less survivability. Chaos Innoculation Similar to blood magic, there is no draw back. You increase your ES by 50%, and you're immune to chaos dmg which is deadly for any life build. Chaos innoculation increases your defense. It removes your life investment, which is huge in that section of the tree cause there is very little strength to help you benefit more from % based health nodes. It begs the question, why wouldn't anyone using energy shiled, be it energy shield alone or energy shield with armor/evasion, go CI? I mean you don't have to worry about chaos and investing in health anymore. You just stack more ES and dmg with those extra points. My suggestion for Blood magic is essentially since your dmg effectiveness is incresed and you have extra points to spend from not investing in mana, your survivability in turn should be less. Chaos innoculation increases your survivability by giving you more energy shiled, removing your life investment, and making you immune to chaos damage. Imo, the new chaos innoculation should look more like this
Now witches and shadows won't automatically race to chaos innoculation. Just like blood magic, you increase one aspect for a decrease in another. I use es/ev. Everytime i tell someone they ask "Do you use CI". I say "no", and then they ask "Why?". Lol, I don't blame them. I mean why would I want to invest in health. It's too much, especially in a place with very little strength. My energy shield would be so much higher. Plus I can use those extra life investment points for other things that I would like on the tree. I've seen CI users, in maps, run into rooms with chaos spitting snakes and poison arrow archers with multiple projectiles. They stand in the middle and go to work. Even a life stacking life regen marauder would have been killed in those situations. I can clear the room, but with much more caution and kiting at the same time. More defense and chaos immunity, aka survivability, for less damage. Ground Slam and Freezing Pulse I was surprised to see that Cold snap got the charge cooldown treatment rather than freezing pulse. Freezing pulse and ground slam are essentially the same. Spammable AoEs that are much better than any other AoE skill. Freezing pulse with crits = perma freeze AoE Ground Slam with maul (for more stun) = perma stun AoE In other words, the mobs are immobilized and killed without a chance to retaliate. How do you balance this? You have to ask the question, should AoE skills be spammable, and with what cost? How good are the AoE skills, or how good can they become?
Both skills without any supports are ridiculously strong. Something needs to be done. Spammable AoEs with no downsides just creates mindless play. These are some of my suggestions for improving PoE :) This thread has been automatically archived. Replies are disabled.
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I am by no means a pro player, so I can only provide some rather theoretical (maybe impractical) ideas.
First off, it's a general problem that hybrid builds suffer from having to invest in different stats. This could be fixed by creating and spreading proper hybrid nodes. This would, however, clutter the already huge PST. It might be a good idea to consider adding some synergies (like the effects of elemental damage types) that make hybrid builds effective. Of course, GGG needs to be extra cautious here to not create OP combinations. Your marauder rant is probably spot on, since his nodes are concentrated more. The proposed solution seems suitable to me. On the spammable AoE skills: it might be worth considering a temporary effectiveness debuff whenever you use a certain skill. That is, spamming would result in a lot less damage. This effect would have to be tweaked separately for each skill(-combination). |
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I agree with most of what you said, but there were a few things I felt differently about. Remember, I'm not saying anything is a fact, but this is how I feel about a lot of these points:
1) I noticed you mentioned STR is the best attribute. I disagree. All of the attributes are strong in their own way - INT gives ES users a fair bit of ES to their pool as well as the required mana to use their abilities (as they don't usually have Blood Magic). DEX increases Evasion and Accuracy by quite a bit - this is actually somewhat problematic with Iron Reflexes, imo, as 0 armor nodes are necessary for a workable amount of armor - seems kind of silly. As for Accuracy, I run just over 200 DEX with no +accuracy nodes, mods, or gems. My chance to hit is relatively high (~75% iirc). STR, of course, is also strong. Just like INT for ES users, it provides an added bonus to the character's effective life pool. It also adds damage (in most cases), just as accuracy or mana do. Imagine running a non-blood magic char with a low INT score. It can get rough without heavy mana investment. 2) Resists from 15 to 25...with the upcoming change, I agree. I think GGG's going a bit overboard on the resistance penalties, personally. I'm using an almost level 75 character with hand-rolled gear. My resists are still not all capped, and I've got some resists from the passive tree as well (Diamond Skin included). This resistance penalty is going to hit pretty hard, and it's going to be tough for me to come anywhere close to the cap now. 3) Blood Magic and Chaos Inoculation do have drawbacks. For BM, you lose the potential for reserved mana skills (auras + Tempest Shield). They take away from your health pool which is not a good thing. By taking BM, you're also almost forcing yourself to have higher HP/Regen investment than other builds. Personally, I like the HP/Regen enough that it's worth it for me even though it takes a more points out of my tree. For others, that could be a problem. Strong auras you'd see on characters potentially taking BM would include things like Hatred, Tempest Shield, Determination, Purity, Vitality...they're expensive and it's usually not worth running them on a BM build as much as I'd like to. As for CI, this one is slightly less applicable due to chaos damage, but you lose the ability to use "Low on Life mods." Otherwise, yea there doesn't seem to be much of a drawback. 4) You mentioned life gain on hit not being used by high level characters...I actually use it in a setup with Lightning Arrow - it heals me quite a bit (instantly, I might add). This is very helpful when being swarmed by enemies. 5) You brought up giving life regen a delay of sorts - what would separate life from ES then? Flasks? That would really kill the appeal that life/regen has in the first place. Maybe I'm biased (life regen being my favorite stat in any game I've ever played), but I'd prefer not to see that being implemented. 6) You said CI should get a damage penalty...I'm not so sure I agree with that. I see CI as an inferior form of defense to compared to life. The upside is it takes far less investment in passives to use, and you gain Chaos immunity, but the downside is lack of instant recovery. Your ES pool is all you have until you exit combat while a life character can continue to restore his life (oftentimes instantly) for quite some time. ES characters are also (currently, this may be changed in the future from what I gather) waaaaaaaaay more prone to being stunned or affected by elemental status ailments. Because CI is (remember, this is my opinion) inferior to life as a defense, it makes sense that it should have higher damage output (mainly because it requires less investment...there's another issue right now which is that global damage is all in the CI region, and there is very little in the other parts of the tree, but that's, as you know, another topic entirely). The damage gap shouldn't be huge (just like the defense gap is not huge - both are viable forms of defense, one is arguably slightly better than the other), but there should be a gap imo. 7) "I've seen CI users, in maps, run into rooms with chaos spitting snakes and poison arrow archers with multiple projectiles. They stand in the middle and go to work. Even a life stacking life regen marauder would have been killed in those situations. I can clear the room, but with much more caution and kiting at the same time." I play life builds almost exclusively, as you probably know. These types of rooms give me trouble, yes. However, there are rooms which would give an ES character trouble that I can just go in and facetank without issue (cold damage archers, for example, might give an ES build issues - freezing + stun chance would be high for them). As each defense has different strengths, they're going to have different outcomes in different scenarios. 8) Freezing Pulse is definitely a problem. Not just because it can freeze enemies and is AoE, but it also has a very high damage output through high base spell damage and extremely fast cast speed (in comparison to most other spells). Factor in that it's a projectile which can be stacked on top of itself (in the case of multiple projectiles) and is modifiable by things like Projectile Damage/Speed, and it is a fairly broken spell. Ground Slam, I don't have much experience with, and I don't know how hard the recent nerf hit it. I'd guess it was strong in a similar way based on how many people were using it, though. I'd also like to bring up Elemental Hit, as I think it's entirely too strong. For comparison's sake, my 1-160 Wake of Destruction boots add about 1k DPS to my current character's DPS tooltip, and I'm not even heavily specced into lightning damage. A level 16 Elemental Hit adds potentially 37-697 base lightning damage. Compare that to something like Burning Arrow, which may add 75 fire damage if I'm lucky, and you've got one hell of a skill. It's easy to scale up, works with any weapon, and the quality form adds critical chance (critical modifiers being entirely too strong right now, this is a problem). The downside is mana cost which most well-planned characters can generally overcome anyway. Hopefully this post doesn't come out to be longer than the original...I tend to get a little long-winded in my posts. Anyway, hope this feedback helps ya - I'll check back periodically for a response, in case you have anything to add/debate. :) |
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I'm bumping this, because I agree with everything here.
Quite simply, Marauders are overpowered. They get all of the benefits and none of the downsides: - Blood Magic: Free mana thanks to massive life pool and regeneration. Frees up many passive nodes to put into more life or damage. - Resolute Technique: 100% accuracy in exchange for crit they were never gonna use anyway. Frees up many accuracy nodes to put into more life or damage. - Unwavering Stance: 100% stun immunity in exchange for evasion they were never gonna use anyway. Removes the need for stun threshold gear and gives them free mobility. With all the passive points saved by these keystones you end up with a high damage, high life, stun-immune, high resistance DPS monster. It's crazy. If anything, Blood Magic should be somewhere between the Templar and Witch areas of the tree. I agree that resolute technique would be better in the Ranger/Shadow areas. Resistances need to be decreased and spread out more. Unwavering Stance needs to be rebalanced somehow, maybe make it 50% chance to avoid stun and 50% reduced evasion. ------------ Next: There is no point in using hybrid armour when there are no hybrid keystones: - Acrobatics forces you to stack evasion - Chaos Inoculation forces you to stack ES - Blood Magic + Unwavering Stance forces you to stack Armour - Iron Reflexes forces you to stack evasion Something needs to be done about this. Hybrid armour base stats need to be buffed. They also need a hybrid +armour/es/evasion mod. Keystones that actually favour use of hybrid armour need to be implemented. Last edited by BurnOutBrighter#5741 on Oct 5, 2012, 7:46:28 PM
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Blood magic removes your ability to run % auras or large numbers of auras. This is a big deal, because my templar auras double my dps from 3k to 6k.
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" " I think this needs to be emphasized once again. Blood magic's weakness is the riskiness(or in some cases completely unusable) of using auras. Soon even purity is going to be a very very powerful aura. Edit: Messed up the quote. Last edited by grogor#5937 on Oct 7, 2012, 2:15:03 AM
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I like alot of stuff in this post. I play mostly duelist and I did a templar for the week race (not a big fan, feel bad for turning my back on duelist as well). Hybrid armor is virtually useless. The only appeal is eva/armor gear is slightly higher base than pure armor/eva so with IR they can be decent but like you said late game with +mods, pure armor or eva becomes king.
More notes on placement. RT is something that you can get before lvl 20. Most maras won't ever have to deal with sub 80% CtH, my templar I got it around 20-30 and I had 75% CtH. It was rough but I never had to focus on getting accuracy nodes or dex, just had to get to RT quickly. If RT is going to stay in the mara tree it should be moved higher towards templar, basically even so they both reach it around lvl 30 and no sooner. I think that will add balance to the 2-3 hours races as well. Personally, I think life regen/BM is fine. It's easy for casters to get enough mana to run their stuff the only class that gets kind of screwed is rangers as they don't have the life regen for BM gems, BM is far and their skills cost alot so they have to focus on mana, most needing mana leech. I already suggested a while ago that golem's blood, the duelist's 1.5% life regen node be moved towards ranger so it's not easy access for maras but also helps rangers who want to use BM gems, like I did with my bow duelist. Lastly, Burnoutbrighter I completely disagree that mara's are OP. I think they are just much more polished than most classes. I've seen a bunch of rangers that have insane DPS and good surviviblity. Witches are notorious for being at the top of races with maras. I think the hybrid classes just lack any real identity of their own. Duelist is a fast mara. Templar is a mara with mana. Shadow is a ranger with ES. I think moving some stuff around on the hybrid sections of the passive tree could make big difference to the classes. Adding hybrid armor bonuses will make them seem usable. I have alot of ideas for duelist tree that will make them usable without having to head over to mara/ranger areas also while bringing down some of mara's power and boosting ranger's options but my last post on it seemed to be ignored. Maybe next week after the dust settles from the ladders being reset (moved, whatever) I'll do a photoshop image showing my ideas on how to improve the duelist. Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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" I made a post about his a while back. I'll link you to it. http://www.pathofexile.com/forum/view-thread/49298/page/2#p634641 Ofcourse you will need more hp and es as monsters hit harder, just as you will need more accuracy/evasion as well, but your hp or es does scale like acc/ev requiring you to play catch up with monsters evasion rating or monsters accuracy. " Can't really comment on the current nodes since changes were made since this thread was made. " The reason for % mana cost skills is because of blood magic and CI. If not, every marauder/duelist with BM would run every aura in the game. CI removes life investment, so you can stack more mana. More mana means more auras. The % cost gems prevent this, as it doesn't matter if you have 300 mana or 1k mana. 20% will be 20%, and that is a lot. If BM/CI didn't exist, then % mana cost skills would not be needed if GGG didn't want to include them. IF anything, BM/CI users can use more auras than most, cept eldritch battery characters ofcourse, cause those extra points which would have been used on mana(BM)/life(CI) can be used to increase their life(marauder)/mana(witch/shadow) pool. As their life/mana pool increases, they more room for more auras. Their only hindrance is socket space. There is currently no drawback to BM in the marauder/duelist section, and no drawback to CI in the witch/shadow section. " Ofcourse, you will always people who do things different from the norm, but life leech is so much better cause you will gain back more from it than LoH. " What would separate them? You can decrease ES cooldown delay. There is no Life cooldown delay. Once you take BM, the 3 sec life regen delay cannot be altered. It will exist for anything that causes life regeneration. Life regen is unaffected. This delay would only apply if you took BM. If you don't, your life regen will still be the same, kicking in the moment you get hit. " ES recharges fast once you get cooldown nodes. You take CI and your ES increases. You don't have to worry about life. Get your cooldown to atleast 80%. Get hit, run away for 1-2 seconds and it's back to full. If anything, my dmg suggestion wasn't enough, i'll edit it later. " Everyone gets stunned, frozen, shocked, etc. This is not specific to CI. Heck i run es/ev with Hp, and I get frozen/shocked/etc a lot too. My hp isn't that high either. The "ES users are more succeptible to ailments" is an excuse imo. The "it happens to ES users" is the "I don't want CI to get nerfed" excuse, and an exaggerated one too. That's how I see it. ES with CI is broken. I used to run EV/AR, now i run ES/EV without CI, and i still get frozen/stunned/etc just like i did with EV/AR. ES users aren't the only ones who get ailments "more" often as they like to put it. " Yes, elemental hit another one i forgot to mention. It's a broken skill especially when you factor in crits. The dmg is insane and rises very quickly as the gem levels up. You add a couple supports, and it surpases a lot of other skills with ease. Last edited by SoujiroSeta#2390 on Oct 14, 2012, 7:42:47 PM
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" Correct. Couldn't have said it better. I forgot unwavering stance too. - Blood magic = free mana. Extra points (check) - Resolute technique = no accuracy investment. Extra points (check). They weren't going to crit anyway. - Unwavering stance = free mobility (check). Dying from stunlock? No prablem. Sooooo many free points to stack even more str, which just so happens to increase life and physical dmg. Which also just happens to be complemented by life regen. " Now i think about it, you're 100% right. Blood Magic fits best between witch and templar. Templar can't get the life regen or stack as much life as marauder. Templar is str/int based. If he wants to use Int based gems, he'll have to increase his int, but int doesn't increase life like strength, and str stacking makes using BM easier. If he also wants to use ES, as well, he'll want to get int. If he wants to focus on elemental/spell dmg, which occupy his tree, he'll have less points to stack str/hp. So if he tries to balance all that with BM, it could be problematic. It won't be as good as a str stacking marauder. If resolute technique is also moved to shadow section, he'll have to focus on accuracy, so it would be troublesome. If he goes BM, accuracy investment and trying to copy a marauder will not make BM as strong as it is for a maruader/duelist. BM goes against the premise of a spellcaster, using health for spells, instead of mana. So a witch would now have to focus on life, and can't autopilot CI. Lol, you're actually right. BM should be in templar/witch section, as this presents a drawback to both classes. If it's not moved, then a drawback needs to come with it (such as a delay), cause right it's a freebie, and unbalanced. Yes, resolute technique makes sense in shadow section, as attaining crit there is so easy. In the temp/marauder section, it's practically investing in 1 keystone and getting 10 more passive points back. Add that to freeing up accuracy mods on gear. " Yep, no hybrid keystones also makes hybrid armor not as good. The base stats are too weak also. Even with the addition of hybrid nodes, the base stats and mods are still too low. Yeah, unwavering stance needs to be balanced as well. Stun immunity is just too good. The reason why many people die is because of stun lock. Not being able to stun only matters if your character is based primarily on stun locking enemies. If not, Unwavering stance becomes a must have. Hence, it needs a draw back. |
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