Why can't there be crushing blow in this game?
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So here's my idea about crushing blow, which differs from the suggestions given in the past:
Have it so that: Crushing blow is triggered via Melee Physical Damage on non-crits, but you can't just trigger it with any physical damage, the hit has to be strong, this way players won't be able to purely rely on attack speed to bring down bosses/other mobs. For example: On dealing 2000-2999 physical damage, you have a 5% chance to apply crushing blow. 3000-3999 physical damage, you have a 10% chance to apply crushing blow. 4000-4999, 15% chance 5000-5999, 20% chance 6000-6999, 25% chance (capped) These are just example damage ranges. Ideally, this would be a node behind RT, otherwise would have to make it so that the game doesn't trigger it on crit. I think this would be the nice "buff" that RT physical damage dealers can use. This opens up potential for seeing more 2 handed RT builds, physical dual wield builds, facebreakers (nonlegacy), in the future by giving them a more well rounded ability to bring down both bosses and mobs. This can also be applied for elemental non-critical damage for infernal blow/molten strikers/lightning strikers/etc, but only the highest damage dealt should be used to trigger the crushing blow (i.e. if you dealt 3000 phys and 3000 fire (the chance to apply crushing blow would be only 10%, instead of the combined damage which would result in a chance of 25%), otherwise the cap would be reached so easily and the mechanic would be more abusable with attack speed. Last edited by SIQI#7936 on Dec 5, 2014, 11:20:08 AM
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People would still chose attack speed over damage due at like 2k damage per hit while playing solo u 1 hit almost everything trashy.
Last edited by Goguser#2376 on Dec 5, 2014, 1:03:01 PM
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" I tried to make a big hitter build with herald of ash + elemental proliferation but the slow attack speed was just brutal, the clear speed was abysmal. Attack Speed is necessary to maintain sanity. |
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This idea is very good. But I am not sure a %chance is the best you can get.
Let's assume that you attack slowly, like once per second: you will get a crushing blow every 10 seconds, this is very low. |
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" Well, attack speed is going to still be important of course, but at 2.5k avg physical damage per hit on the tool tip, dps with say 10 attacks per second, is still only 25k average damage which is very low compared to crit builds, adding in this feature of crushing blow based on damage dealt, will increase the overall clear speed by just a little without making RT overpowered, especially for bosses this would help alot. The damage ranges and percent chance is just an example, the real testing/balance would have to be done by GGG. What I really wanted to get across, was just the idea of adding in a mechanic which can allow X% chance to apply crushing blow based on damage dealt (for non-critical melee hits), this way it adds a nice minor buff to RT melees without being abusable or making other currently available gems/builds useless. Also the damage ranges could be changed to scale on difficulty (Normal,Cruel,Merc) or on the player's level; what I mean by this is that, at a lower difficulty or range of player level, less damage dealt per hit will be needed to get the highest chance of triggering crushing blow. This way it won't be something just for endgame, but a mechanic that can help out players throughout the entire journey to the end. I forget to mention what is meant by crushing blow in original post. So here it is incase anyone wanted to know:
Spoiler
Crushing blow: 1/4th of a normal monster's current hp is lost upon being applied.
1/8th of a Boss/Champion monster's current hp is lost. These values of course, would also be adjusted to fit PoE's world. | |
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Arpgs work like this:
Unique 1hand sword Gladius +400% increased physical damage 20% Less Attackspeed 5% to strike a Crushing Blow +VLFBERHT+
https://www.youtube.com/watch?v=e80qhyovOnA&list=RD_euDhMDDRq4&index=10 |
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I remember at one point wanting to make a PoE-style Ribcracker.
The closest I got to emulating D2 Crushing Blow was something like: "Ribcracker" Unique 2h staff - X% more damage to enemies on full life - Y% less damage to enemies on low life - <vanilla attacking stats> ... D2 Crushing Blow was all about attack speed since it chunked enemy hp by a fixed percent. As a result, the damage graph against a single enemy would look like a multiplicative inverse. Having more damage at the start and less damage at the end would similarly have that graph, albeit stepped. ... Of course, the best way to use my "Ribcracker" would actually be to just ramp up your damage and go for one-shots, since the initial hit would be the biggest. That implies crits and low aspd, which is the exact opposite of D2 Crushing Blow. Into the trashcan it went. :) --- As a general concept, it might be pretty cool to have "big physical hits" do their own thing. Maybe that thing is crushing blow (read: enemy %hp loss), but a few things immediately stick out as design smells: - Relying on raw numbers to activate it is bad. This makes the game resistant to numerical scaling. - Throwing everything "behind a keystone" leads to sub-tree based design ala Titan Quest or others. PoE is fairly unique in its lack of subtrees, and it would be nice to keep it that way. |
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