The main source of frustation, especially for new players
Whats so bad about mixed defenses?
You dont need the defense on your chest till late in the game or when running CI. Also, mixed defenses means easier to roll multicolored. Its actually helping you. |
![]() |
Fun fact op:almost no build in the game NEEDS a 5 or 6 link. Funnily enough I played a melee build (which according to you needs a 5 link to even do merciless let alone maps XD) in the hc oneweek up to 75 maps without any problems ........ drumroll .... with a 4 link
|
![]() |
" I did say there are builds that do not need more than 4 links didn't I? Several times over and over again. Not all builds works and most builds will not even be optimal or close to optimal with any less than 5 or 6. This is speaking about the build alone, not really about how good you equipment actually is. Derriesen - You lose a ton of your main type of defense simply by picking up a mixed type of defense item. I'm not really sure how much but I think around 50% of what you could have which is a lot... Granted, it's easier to roll multicoloured if you do need several colours other than the base. "The heavens burned
The stars cried out And under the ashes of infinity Hope, scarred and bleeding breathed it's last." |
![]() |
" If youre an armor user go IR and all EV becomes armor. IF EV user you will need alot of EV anyways to make it worthwhile, better just go doge maxblock and leave EV until you have the gear. Also Grace makes the defense from your chest piece look like a little child. ES is the only case where I would say get as high as possible, but I recently made an ci build with just 450 ES on the chest (because it was mixed defense) till ended up with like 9000 ES. And ES is only important because it adds to your life pool or replaces it completely. Your first and most important defense stat in this game will almost allways be life/es, not armor or evasion. |
![]() |
IR is a bit far in the tree for what I plan, not really worth spending that many points to get there. Grace... Yeah it's nice combined but just as I can use grace, I can use determination which also increases my armor. Yeah the grace IR is probably higher defense but going the normal armor route gives me just enough so long as I stay in appropriate level armor and doesn't requires me to waste loads of passives to get it.
"The heavens burned
The stars cried out And under the ashes of infinity Hope, scarred and bleeding breathed it's last." |
![]() |
" No, you are saying that ONLY A FEW builds work on a 4 Link and most don't when in reality it's the other way around. Almost every build works on a 4 link with very few exceptions (also note how you haven't given a single example of builds that only work on 5 or even 6 links). My gear was obviously terrible, it was a 1 week race. |
![]() |
Yes only a few. Only some very specific gems actually work in 4L, for example, you can make tornado shot work, you can make heavy strike work (so long as you have a separate AoE attack to cull mobs). You can't make for example, fireball work on 4L Fireball + GMP + Concentrated effect + spell echo or faster attacks (depends on which you prefer, I prefer faster attacks since it won't root me for a while longer). This is 4L, does it works? Meh, clear speed is no where near enough You can play it like that but it's absolutly meh in terms of clear speed. You need at least a 5th link for fire penetration to get a decent DPs, not even great clear speed but not bad either... There you go, a simple example.
Most gems are actually like this. 4L they can possibly work, but their damage is far too low to archieve a reasonable clear speed and that means agaisnt bosses you take a very long time to kill them as well. This are gems that dontwork in 4L, they need a minimum of 5L. Add certain builds which can be any you see that uses lots of support gems to make effects rather than lots of DPS support gems and you have builds that require 6L to properly work like for example CoC builds. "The heavens burned
The stars cried out And under the ashes of infinity Hope, scarred and bleeding breathed it's last." |
![]() |
I'd say pretty much every skill except CoC and CoMK setups works in a 4L, however, a fairly small number of them are also competitive to other skills with more links. Fifth link grants you some 30% more dps on average, depending on the skill and the sixth one usually not even that because you already used the juiciest supports. Before spell echo, a non-crit Arc user didn't really have anything too attractive to socket in his fifth link, let alone sixth, so a lot of them used geofri.
Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
![]() |
" Long story short.Yes farming is boring(just like leveling), and sadly its a big part of the game. All i wanted to suggest was commitment will get you somewhere even with just one hour a day. i want instant gratification too. but hell, this is not the case in poe. peace |
![]() |
" and since our world as a whole is in black and white, it's either this or grind your brains out for scraps then buy what you need on the flea market, right? *sigh* another bullshit, straw claim that people just won't stop using, no matter how fucking stupid it makes them look. so for the millionth. fucking. time: risk/reward is not necessarily "instant gratification". what it is, is a general guideline to how a loot-finder game should be, with tons of room for playing around with how you actually implement it. guideline says, you should give the player a sense that his skill, and will/ability to take on steadily increasing risks is worth something - thereby encouraging him to constantly progress from one challenge to the next, which you provide in a clever way. as challenges are beaten, players *can* be rewarded the only way they can be rewarded in a game that's about loot and things to do with loot: gear and character progression. challenge-based gear progression. quite simply put: you need to kill this nasty shit to have a noticeably high enough chance to get something, which would help you against the even-nastier shit coming up next. and yeah "noticeably high enough" can be "you kill once - it drops", "you kill a thousand times - it can drop" and literally anything in between. depending on various other factors, and compared to what other things in the game are. implementation.
that's when you failed at risk/reward. but GGG fail quite intentionally. they fail, because they want you to take trading as a priority above anything else. P.S: before you jump up and scream "Atziri" - risk/reward is a guideline for the entire game, not bits and pieces of it. because if you do a risk/reward-compliant implementation to some piece of content, you still can happily place that piece of content behind an anti-risk/reward, full-unbiased-independent RNG that frustrates the fuck out of players, instead of pushing them to reach the goal by means of skill. like Atziri. worse: like Uber Atziri. Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on Dec 10, 2014, 2:02:10 AM
|
![]() |