Why Spectral Throw has a place in the game, unlike what many whiners say

still:

1. Lmp/gmp/chain all need crit chance, multiplier or accuracy penalty on top of the flat damage penalty to address all the ranged-crit-aoe combinations in the game that are ALL way overpowered and crit screenwide/size.
2. The ST gem needs a nerf like e.g. attack speed reduction or removal of pierce to address the fact that it can be used with strong melee weapons and melee shields.
3. Low-life needs to get nerfed in some way to address the fact that everything with a low-life overpowers the same thing on a ci/life build way too much. If specific changes fail to work, this could be some new general flat penalty that applies on all low-life charackter settings.
4. Blood Magic needs to get more attractive. Compared to low-life it is more a disadvantage than an advantage to take it.
5. Eldritch Battery should get an easier access. Probably it would be good to have 2-3 EB nodes spread over the passive tree so that most life builds can opt to go for it with the use of 3-4 extra passives and not like 20+ as it is now. Not many life builds can utilize it at all. Also the way EB works with the increased mana reserved from auras should be revisited. Maybe it would be good to have 1-2 5-8% reduced mana reserved nodes behind the EB nodes.
6. Chaos resistance in late-game should get more important so that a) CI takes more advantage from 100% chaos res, and b) others have to gear up about 20% more chaos resistance than what is needed now to achieve same survivability against it.
7. the general way of how imbalanced max resistances work should be revisited. But I believe that the current system could work if purity auras didn't give 4-5% max resistances while hard to reach passives only give 1 or 2% and one way of building charackters allows to use 11 of them auras and the passives while others only can use 2 auras at best. Fixing snapshotting wont do the trick alone.
8. 2h vs 1h, mace vs dagger, etc. needs to get some balance. Maybe introduce a new crit multiplier multiplier on all weapon kinds. A small dagger schould never crit as hard as a big 2h axe. Also accuracy of the different weapon kinds could be used to balance this. The now state is disusting with small daggers having the same attack speed and dps as big swords/axes while giving the extra crit advantage.
Last edited by LSN on Jul 15, 2014, 12:58:44 AM
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LSN wrote:

4. Blood Magic needs to get more attractive. Compared to low-life it is more a disadvantage than an advantage to take it.



The only thing I can think of that can do this with the game's current state is to change the auras into a degen like effect that bring one's hp down to a reserved threshold but allows leech, gain on hit and potions to bring it back above that reserved threshold through the addition of temporary hitpoints that can scale back up to your normal max but wear off over time. This is essentially allowing it to set up the normal thresholds for reservation but then allows temporary hp above your current restriction back up to your normal max with the caveat being that the more temporary hp you have the faster it degenerates and it slows down as it gets less.

So as a example:

40% aura cost would drop you down to 60% and is stable

You hit and leech back up to 85% (25% above reserved threshold) but the threshold kicks in and your life begins to degenerate back down to 60% where it resumes being stable again. Each 5% over your reserved max increases the degeneration so that it becomes higher as you gain more temporary hp and it updates every 5%.
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1. Lmp/gmp/chain all need crit chance, multiplier or accuracy penalty on top of the flat damage penalty to address all the ranged-crit-aoe combinations in the game that are ALL way overpowered and crit screenwide/size.
Spells don't require accuracy so they'll have more chance to crit than attack with such a change, because of the double accuracy check: on hit and to crit. I prefer the less attack/cast speed proposed by Gobla which affect casters and attackers equally.
Ranger builds list: /917964
When two witches watch two watches, which witch watches which watch?
If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch.
Watching witches watch watches is not for the faint of heart...
Last edited by Panini_aux_olives on Jul 15, 2014, 2:54:25 AM
All we need is it to stack with fork & spell echo and we will see it coming back.
@Jiero

Yes, this seems to be one of the several ways to improve blood magic. Blood magic does not only need to get slightly improved but really reward you with something.



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1. Lmp/gmp/chain all need crit chance, multiplier or accuracy penalty on top of the flat damage penalty to address all the ranged-crit-aoe combinations in the game that are ALL way overpowered and crit screenwide/size.
Spells don't require accuracy so they'll have more chance to crit than attack with such a change, because of the double accuracy check: on hit and to crit. I prefer the less attack/cast speed proposed by Gobla which affect casters and attackers equally.


Attack speed affects resolute technique the same way and then would make it quite unplayable. Therefore a straight crit chance/crit multiplier penalty would still be the best imo.
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LSN wrote:
"
"
1. Lmp/gmp/chain all need crit chance, multiplier or accuracy penalty on top of the flat damage penalty to address all the ranged-crit-aoe combinations in the game that are ALL way overpowered and crit screenwide/size.
Spells don't require accuracy so they'll have more chance to crit than attack with such a change, because of the double accuracy check: on hit and to crit. I prefer the less attack/cast speed proposed by Gobla which affect casters and attackers equally.


Attack speed affects resolute technique the same way and then would make it quite unplayable. Therefore a straight crit chance/crit multiplier penalty would still be the best imo.
I don't understand your argument here. We're discussing about LMP/GMP/Chain, not RT. With less attack/cast speed, all forms of damage are affected equally, they just run slower. If RT is affected, it's fine, there's absolutely no reason it should not.
However reducing accuracy and crit will make the support pretty much useless for crit based attack builds because of the double penalty: less chance to hit, then less chance to crit and again an accuracy check for the critical hit to actually do critical damage. Spells won't have these penalties due to lower accuracy, which is wrong.

And by the way, it will nerf lightning arrow to the ground because it typically uses two of these supports. This will make only two viable AOE for physical bow bilds: RoA and Split Arrow.
Ranger builds list: /917964
When two witches watch two watches, which witch watches which watch?
If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch.
Watching witches watch watches is not for the faint of heart...
Last edited by Panini_aux_olives on Jul 15, 2014, 1:21:00 PM
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I don't understand your argument here. We're discussing about LMP/GMP/Chain, not RT. With less attack/cast speed, all forms of damage are affected equally, they just run slower. If RT is affected, it's fine, there's absolutely no reason it should not.
However reducing accuracy and crit will make the support pretty much useless for crit based attack builds because of the double penalty: less chance to hit, then less chance to crit and again an accuracy check for the critical hit to actually do critical damage. Spells won't have these penalties due to lower accuracy, which is wrong.

And by the way, it will nerf lightning arrow to the ground because it typically uses two of these supports. This will make only two viable AOE for physical bow bilds: RoA and Split Arrow.


There is no reason to penalize RT/ranged. They are neither op nor do they represent the commonly agreed crit screenwide/size overpowerdness all over PoE and therefore must not be penalized on lmp/gmp.

Crit build's benefits multiply each other on ranged crit gmp/lmp. Not only you get the more projectiles but also allow them to crit all at the same time at a high percentage while having only the small flat damage penalty that does not include penalizing crit hits at all (to even out these multiplied benefits).

Underpowered skills/spells anyway need to get (re)buffed.
Last edited by LSN on Jul 15, 2014, 2:18:47 PM
Then are you aware that all efficient physical bow builds use crit right now? because this is the only way to get decent damage with a bow (and to get nicely owned by phys reflect but that's another issue :p).
I have a frenzy / LA ranger which has just average gear, except for a nice bow. Still it's only a 30k frenzy/4k LA, nothing dramatic. 4K is low on LA but it has still a pretty good clear speed on huge packs (not so much on small or scattered ones because gmp/pierce is less efficient than lmp/chain on those). With your suggestion, I'll be just useless.
Ranger builds list: /917964
When two witches watch two watches, which witch watches which watch?
If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch.
Watching witches watch watches is not for the faint of heart...
Yes I am aware as you can see:
Why further nerfing potential bow/RT builds if they anyway are underpowered and really noone would even think about using them?

The problem of whole PoE is high scaling of crit + aoe. If certain bow-skills suffer too much from lmp/gmp/chain + crit nerf, these can get buffed. But this method allows to easily address all the op lmp/gmp/chain skills/spells that scale too much with it (and there are plenty).
facepalm + facepalm = facepalm

/thread

peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes

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