The Illusion of Complexity

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sidtherat wrote:
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RogueMage wrote:
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sidtherat wrote:
melee splash turned any melee into aoe, this gem is simply mandatory for skills that arent inherently AOE. multistrike made melee into 'attack speed first'.

I think you're stuck in a one-dimensional viewpoint. Both Melee Splash and Multistrike reduce the max damage of each hit in exchange for giving you AoE or boosting your APS. Consequently, it's rarely advisable to link both to the same skill, you need to evaluate the pros and cons in each case. Moreover, the use of Life Leech versus LGoH supports are significant choices that interact with Melee Splash and Multistrike. Just these four gems alone give you a wide range of options in customizing each melee attack to your particular needs.

you get 300+ pdps weapon and you can safely link splash and multistrike because your dmg output is so great that you can easily pay the price...

Yep, just as I surmised, the one-dimensional, pay-2-win, DPS-uber-alles burnout syndrome.
Last edited by RogueMage#7621 on Jan 21, 2014, 4:23:10 PM
what is your point?

this game has mechanics that promote increasing dps. being able to kill stuff in this game is 'good'. so what is your point again?

want challenge? make a whirlwind blades character.
havent you said that?:
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Skill and support gems are raw materials provided as-is for players to exploit as we see fit. It is not GGG's responsibility to pre-optimize the skills for our ease of use or to make them fool-proof and free of hazards and side-effects. That task falls in our laps, and I find balancing the cost vs. power aspects of skill gems one of the most engaging challenges of the game.
PoE has tons of viable end game builds. But they are only different in cosmetics. Gameplay in PoE can be categorized in a few gameplay styles:

Melee: curse(or keep it in CwDT) - Walk/flicker - shiftclick (all defenses are automated with CwDT/CwS and blocks)

Range Bow / Caster / CoC / ST: curse - (sometimes totem skellies) - shiftclick

Summoner: curse - occasional summon zombie

Totem: totem - totem - curse

And some niche builds like:
Discharge: curse - warp- EC - discharge - discharge
Flicker: Turn on BR - hold down Flicker...

Also there are desynch crazy builds that does not fit in above. But they are not viable, and makes you crazy as they rely on reactive gameplay which does not work with desynch.

I dont really think it is diversity when there are 20 skills that does almost the same thing once supported with usual stuff. Same goes for passive tree.

With all the skill/spell/passive combinations there is not a SINGLE build in PoE that can compare to the gameplay complexity of most LoL champs with only 4 champ skill + 1 passive + 2 summoner skills. I was playing with Lissandra and noticed her W,E,R combinations was damn so innovative. PoE need innovative skills, but of course that wont work with desynch.. so no point.
I'll agree here.

While there's a lot of variation and room for fine tuning a build, there's a lot of shit on the tree on gear and from skills.
"You can't bash someone else's shitty taste in music when you listen to 'grindcore'" -TheWretch̢
Honestly, melee splash isn't the problem, the problem is that ever since GGG decided to double the mob pack density (for whatever god damn reason, I don't know), AoE (or some form of AoE, like pierce or chain) is pretty much mandatory for any remotely successful build
Its so damn funny to read this...

Remember Diablo 2? There was 5 builds overall. The skilltree? a giant joke since u have to choose one of five skills (not per char :D)

Every new post mentioned there are only "this" or "that". But every new post brings a new aspect to builddiversity and things u have to consider. :D

Btw. Never used melee splash ;)

just to make things clear: consider totem builds: u can use 2 or 3 totems with or without additional minions. u can use soul mantle and/or the passive. thats probably 4 or 5 variations from one core build.

The argument: with given skill-setup there is one optimal tree-path is pretty lame. Its impossible to design it otherwise.
IGN: Surak Methred Wrathclaws Boxender_Gladiator Dunkler_Beschwörer Lady_Discharge
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ScrotieMcB wrote:
Fun is one of the best ways to distract people from seeing through illusions, so you're absolutely correct. :)

Works with slot machines; works here too.
Implying PoE (and most aRPGs) isn't just a glorified slot machine.

Put in time. Get something(nothing) out.
IGN - PlutoChthon, Talvathir
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Autocthon wrote:
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ScrotieMcB wrote:
Fun is one of the best ways to distract people from seeing through illusions, so you're absolutely correct. :)

Works with slot machines; works here too.
Implying PoE (and most aRPGs) isn't just a glorified slot machine.

Put in time. Get something(nothing) out.


They are video games, you get nothing from playing them but fun.
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Gravethought wrote:


but again, IR was incredibly OP in Closed Beta, open beta and in 'release' and it still is. so dont expect anything to change. 'release' was a huge let down to people expecting balanced and TESTED gameplay. balance is nowhere to be seen and tested part.. trigger gems were a disaster that this game is still recovering


IR was OP when it added dex it is not OP now how can it be? it only converts your evasion to armor it doesnt add anything at all apart from allowing you to use both evasion and armor gear.

E.G

Naked toon with chest piece giving 100 armor and no passives ,has 100 armor.

Naked toon with chest piece giving 100 evasion and no passives apart from IR has 100 armor.

How is this Over Powered?
"Blue warrior shot the food"
Last edited by maxor#5545 on Jan 22, 2014, 10:30:07 AM
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Its OP because its TOO versatile.

It makes 1/2 of all gear in the game that drops usable by your character and therefore eliminates a large chunk of the meaningful choice we are supposed to face.

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