Remove Culling Strike from pvp

As simple as said in the title.

Currently most LowLife builds characters cant play if enemy is clever enough to use it. Sooner or later most players will realize it and greatly reduce amount of LL characters in pvp.
Other possible way is to make it to trigger for 10% ES instead of 10% HP (I am thinking about some option in settings for each character).



I would like also to add a simple change: the "you cant be damaged" effect should not trigger off when casting auras. This is a common problem for all players - being killed while casting auras doesnt look fair in any way.
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Last edited by Xeverous#1533 on Jan 23, 2015, 9:55:00 AM
Last bumped on Apr 4, 2017, 12:28:04 PM
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I don't get it. Culling is based on the percentage of your life that's left. You need to have lost 90% of your health for it to work. What's the issue? Is this about the use of blood magic?
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Xeverous wrote:
Currently most LowLife builds characters cant play if enemy is clever enough to use it. Sooner or later most players will realize it and greatly reduce amount of LL characters in pvp.


Good. Low-life needs to die.

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Xeverous wrote:
Other possible way is to make it to trigger for 10% ES instead of 10% HP (I am thinking about some option in settings for each character).


10% ES? Okay, let's kill bosses when they reach 10% ES instead of 10% life. Nice idea.

I really hope this is a troll thread.

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Xeverous wrote:
I would like also to add a simple change: the "you cant be damaged" effect should not trigger off when casting auras.


No. If you play a build that needs 10 auras or buffs to work, you should be vulnerable against someone who runes only one or two and runs at you sooner. It's like picking up all of your gear off the floor and trying to equip it. The man wearing a tunic and breeches will beat a man trying to equip full plate armor, every time.

Leave it.

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Xeverous wrote:
This is a common problem for all players - being killed while casting auras doesnt look fair in any way.


Wait, so someone who uses only one aura is at as much of a disadvantage as someone who runs ten?

Lolno. It's not a common problem and definitely not for all players.
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Natharias wrote:
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Xeverous wrote:
Currently most LowLife builds characters cant play if enemy is clever enough to use it. Sooner or later most players will realize it and greatly reduce amount of LL characters in pvp.


Good. Low-life needs to die.

Not worth to comment.

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Natharias wrote:

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Xeverous wrote:
Other possible way is to make it to trigger for 10% ES instead of 10% HP (I am thinking about some option in settings for each character).


10% ES? Okay, let's kill bosses when they reach 10% ES instead of 10% life. Nice idea.
I really hope this is a troll thread.

You misunderstood me, the option should work only during pvp and only for characters who wants to set it to ES. Player choose if enemy's culling is based on his ES or on his HP.

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Natharias wrote:

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Xeverous wrote:
I would like also to add a simple change: the "you cant be damaged" effect should not trigger off when casting auras.


No. If you play a build that needs 10 auras or buffs to work, you should be vulnerable against someone who runes only one or two and runs at you sooner. It's like picking up all of your gear off the floor and trying to equip it. The man wearing a tunic and breeches will beat a man trying to equip full plate armor, every time.

Leave it.

I see you think builds which runs a lot of auras seems OP for you. Its false, furthermore LL builds have much harder healing mechanics than CI or Life Based ones. Btw its impossible to run 10 auras now. And a lot of non-LL builds run 4+ auras.
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Xeverous wrote:
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Natharias wrote:
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Xeverous wrote:
Currently most LowLife builds characters cant play if enemy is clever enough to use it. Sooner or later most players will realize it and greatly reduce amount of LL characters in pvp.


Good. Low-life needs to die.

Not worth to comment.

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Natharias wrote:

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Xeverous wrote:
Other possible way is to make it to trigger for 10% ES instead of 10% HP (I am thinking about some option in settings for each character).


10% ES? Okay, let's kill bosses when they reach 10% ES instead of 10% life. Nice idea.
I really hope this is a troll thread.

You misunderstood me, the option should work only during pvp and only for characters who wants to set it to ES. Player choose if enemy's culling is based on his ES or on his HP.

"
Natharias wrote:

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Xeverous wrote:
I would like also to add a simple change: the "you cant be damaged" effect should not trigger off when casting auras.


No. If you play a build that needs 10 auras or buffs to work, you should be vulnerable against someone who runes only one or two and runs at you sooner. It's like picking up all of your gear off the floor and trying to equip it. The man wearing a tunic and breeches will beat a man trying to equip full plate armor, every time.

Leave it.

I see you think builds which runs a lot of auras seems OP for you. Its false, furthermore LL builds have much harder healing mechanics than CI or Life Based ones. Btw its impossible to run 10 auras now. And a lot of non-LL builds run 4+ auras.


You cant be low lvl and run 4+ auras unless you mean heralds and for once hes actually right, if you die to culling strike in pvp, then dont give them the easy win by going low life in the first place or kill them faster than they can cull you.

How would players "choose" in pvp what culling strike takes, life or ES? Thats some serious silliness right there.

The point here is simply if you want to go low life in low lvl pvp, do so, but there is a risk involved. And since you know that risk you can minimize it on your own rather than having GGG hold your hand and create this "cull ES instead of life" thing.
Culling works on 10% of your life. This means that, in order to get culled by your opponent without being dealt damage that bypasses your energy shield, you have to have removed 90% of your life through auras/heralds. That's a really huge chunk of life, and let's not forget that, at that point, you're on low life (thus having potential additional bonuses, like +30% damage from pain attunement). It's not ridiculous to consider that being vulnerable to culling is a decent drawback for a build that sacrifices so much of its survivability for power.

PS : you are out of the culling zone but still in the low life zone between 11% and 35% of your life. Chances are, you can switch one of the auras for another less powerful and less costly one in order to protect yourself without losing too much power.
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Xeverous wrote:
Not worth to comment.


Nice comment.

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Xeverous wrote:
You misunderstood me, the option should work only during pvp and only for characters who wants to set it to ES. Player choose if enemy's culling is based on his ES or on his HP.


No, you misunderstood me.

You're asking for culling to work on ES. So even if someone has 999,999 life, they only need 1 of 10 ES to be culled. Culling now does 999,999 effective damage. GG.

No.

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Xeverous wrote:
I see you think builds which runs a lot of auras seems OP for you. Its false, furthermore LL builds have much harder healing mechanics than CI or Life Based ones. Btw its impossible to run 10 auras now. And a lot of non-LL builds run 4+ auras.


Impossible to run 10, yes. But you only need 6 to be efficient. You can do a total of 8 at 92% reservation with a level 20 RM support and all 38% reduced reservation. But this is a bit more than what you'd need to abuse low-life. You can abuse low-life with just aura effect, buff effect, and only one reservation reduction: BM (and the reduced reservation you happen to get by getting aura effect, a total of 26%).

Aura-stackers are also overpowered. It's extremely easy to become immune to physical, fire, cold, and lightning damage and be effectively immune to Chaos since you have a Shav's chest piece. So yes, they are overpowered. Why do you think they aren't?
to answer OP :

low life is below 35 % hp.
culling is working below 10 % hp.


So there isnt any issue , except if you build bad for pvp and stay below 10 %...

edit for above : well, technically you can have more than 10 auras/herald in 1.3.
Issue is that you are already dead after casting the 5th in PvP, 10 is just impossible.
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Last edited by Malone#6946 on Jan 27, 2015, 5:19:02 AM
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MrTremere wrote:
Culling works on 10% of your life. This means that, in order to get culled by your opponent without being dealt damage that bypasses your energy shield, you have to have removed 90% of your life through auras/heralds. That's a really huge chunk of life, and let's not forget that, at that point, you're on low life (thus having potential additional bonuses, like +30% damage from pain attunement). It's not ridiculous to consider that being vulnerable to culling is a decent drawback for a build that sacrifices so much of its survivability for power.

PS : you are out of the culling zone but still in the low life zone between 11% and 35% of your life. Chances are, you can switch one of the auras for another less powerful and less costly one in order to protect yourself without losing too much power.


This is the problem of the maxing out on dps. Too many auras and buffs at once to get all dps up but no regard for safety so instead of turning off an aura or 2 or more to live longer and have more life the OP just asks for culling strike immunity/based on ES or life on choice. This is just wrong, GGG should have long ago made it like it was in D2, paladin, 1 aura active at a time, before all the runewords came into the game. It worked well and wasnt OP. POE needs a 1 aura default setting.
Still wrong understanding.

Player A is a LL and has 1K HP 7K ES
Player B is a HP based and has 5K HP and 100 ES.

Player A set "enemy cull to ES". Player B can kill him only if Player's A ES is below 700.

Player B has default culling strike setting. Player A can kill him only if Player's B HP is below 500.



You don't make choice about your culling strike. You choose what enemy's culling strike is based on.
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