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Daggers.. #1 in dps... #1 in crit... #1 in passive tree... am I missing something?

Both of you have valid points. Sure daggers that are 5x times harder and more expensive to craft should be better than swords. On the other hand, playing other weapons only if you cannot afford a dagger is bad game design as well. Anyway for me if they cap dagger attack speed base to 1.2 atk/sec, and then add some good notables to other weapon types- similar to adder's touch problem is solved. And make crafting of top tier weapons around the same difficulty. But really, attack speed is what puts everything over the top. Also 700K DPS+ melee builds are just for showcase. You will destroy your self on reflect, and in the end you will clear slower than bows/wands etc. The problem was on auras, attack speed and spectral throw. 2 of the 3 have been addressed and the situation is definetely better now. They did not buff other weapon types though, and this really has to be done.
https://www.pathofexile.com/forum/view-thread/417287 - Poutsos Flicker Nuke Shadow
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Poutsos wrote:
Both of you have valid points. Sure daggers that are 5x times harder and more expensive to craft should be better than swords. On the other hand, playing other weapons only if you cannot afford a dagger is bad game design as well. Anyway for me if they cap dagger attack speed base to 1.2 atk/sec, and then add some good notables to other weapon types- similar to adder's touch problem is solved. And make crafting of top tier weapons around the same difficulty. But really, attack speed is what puts everything over the top. Also 700K DPS+ melee builds are just for showcase. You will destroy your self on reflect, and in the end you will clear slower than bows/wands etc. The problem was on auras, attack speed and spectral throw. 2 of the 3 have been addressed and the situation is definetely better now. They did not buff other weapon types though, and this really has to be done.


Yes x500 to the notables. Very surprised that they added cool "adds 30% of wand phys as lightning" Notables there and nothing "cool" for other bases.
IGN: Chundaziri
8/8 Ambush/Invasion Complete - 21/06/2014
8/8 Warbands/Tempest Complete - 10/08/2015
Last edited by Chundadragon#1131 on Aug 28, 2014, 3:32:22 PM
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Chundadragon wrote:

Crit multi nerf is the way to go.


Yes.
Crits should just do 200% damage.
There will never be balance aslong as you can increase both crit chance and crit multiplier. They either have to be nerfed so much so that its not worth getting unless you go all in for crit or they will simply multiply too well with eachother that it becomes by far the best way to increase DPS.
Both of those situations are bad.
If you only could increase crit chance then it wouldn't go crazy if you stacked it alot and it would still be useful to get only a bit of it.
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Malum95 wrote:
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Krayken wrote:
Daggers should have a huge damage penalty when thrown. Theyre so light they get slown down by the air.

My idea is : daggers can't crit when thrown. Problem solved. You want big damage with your mirrored dagger? Go melee. As simple as that.



You do realise literaly one of the only throwing weapons besides a spear, is in-fact...a dagger? Slowed down by the air? WTF? I Would love to see someone throwing a broadsword in real life easier than a dagger..


I would like to see someone killing someone by throwing a dagger at them. I never said to remove their ability to be thrown, i said remove their ability to crit when thrown. You mad?
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Chundadragon wrote:
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LSN wrote:
Of course your dagger was way more expensive, as everone already knows how much op daggers are.


So without using a suicide helmet, 7k vs 6k is inbalanced?


yeah crit builds already scale at lvl 67 right? We all know the gap would be increasingly higher as they lvl up. Someone's severely scared to see his dagger nerfed it seem.
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Sickness wrote:
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Chundadragon wrote:

Crit multi nerf is the way to go.


Yes.
Crits should just do 200% damage.
There will never be balance aslong as you can increase both crit chance and crit multiplier. They either have to be nerfed so much so that its not worth getting unless you go all in for crit or they will simply multiply too well with eachother that it becomes by far the best way to increase DPS.
Both of those situations are bad.
If you only could increase crit chance then it wouldn't go crazy if you stacked it alot and it would still be useful to get only a bit of it.



Criticals should definitely do no more then 2x your damage. I've been preaching this forever. Pump critical chance to 99% who gives a fuck, but let multiplier cap at 200%.
IGN: MullaXul
If crit multi caps at 2x damage, then daggers will be completely useless and possibly crits in general in this game. Even with crazy gear, due to how chance to hit interacts with crits, your final chance to crit will not even be 80%, so a RT with a stronger weapon will always deal more-way more- damage. But a nerf to crit multi in general might be some kind of a solution. I do insist that the main issue is attack speed, by a long shot. The other issue, on ranged builds is the interaction of GMP with Chain which is just rediculous.
The high burst damage per hit only becomes an issue in PvP, but let's face it, PvP in this game sucks. Even if they put some serious effort to it, and balance every skill specifically for PvP, with this amount of desycn it will still suck. If you want PvP play dark souls.
https://www.pathofexile.com/forum/view-thread/417287 - Poutsos Flicker Nuke Shadow
Last edited by Poutsos#0458 on Aug 28, 2014, 9:15:48 PM
Crits are strong to be sure, however you must invest alot of nodes into them for good effect and then you lose out on alot of other things.

I think most crit builds invest at least 60 nodes between traveling and the crit nodes themselves... if not more.

They also tend to be squishy.
And if you close your eyes, does it feel like your exalt almost hit this time~
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Eternallight wrote:
Crits are strong to be sure, however you must invest alot of nodes into them for good effect and then you lose out on alot of other things.

I think most crit builds invest at least 60 nodes between traveling and the crit nodes themselves... if not more.

They also tend to be squishy.


You don't have to invest as much as you think. Take a look at this build: http://www.pathofexile.com/passive-skill-tree/AAAAAgIAm42v6wgu7YMZjgBe0359dXiu_rpI7hutPeK309fLo4oj9kxgTZKNfQSxMHyVZlFH51Te-I2_JP2keAW1_97B1dQj6NYwcSLqmybN6ud03aibtdo9MgFtbEt4GYpb97IZtUg2PTpC-wlSDc968-qmf-OEnarssPbaKgvtQQ5IwJxirGyMjAsaj3BSsbNjQxGWpzT2_Ll8Fr-QG3_GBx5HBiaVcFaio5Uu2HZh4poTD8Tw1bk-VvVVS9vUO3xJUaxm226MNrjKLOGX0H3jjoq0xR6BS43_HA==

What are all the things that I'm missing out on?
Last edited by Sickness#1007 on Aug 28, 2014, 9:20:59 PM
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Poutsos wrote:
If crit multi caps at 2x damage, then daggers will be completely useless and possibly crits in general in this game. Even with crazy gear, due to how chance to hit interacts with crits, your final chance to crit will not even be 80%, so a RT with a stronger weapon will always deal more-way more- damage. But a nerf to crit multi in general might be some kind of a solution. I do insist that the main issue is attack speed, by a long shot. The other issue, on ranged builds is the interaction of GMP with Chain which is just rediculous.


Well, the reason chance to hit interacts with crit is because it's an attempt to balance it. If crits was just x2 then ti wouldn't have to be that way anymore.

Also, it's easier to balance daggers and only crit chance than it is to balance crit chance and crit multipliers like today. So even if it's not perfect it's still better than what we have now.

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