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BrainHP wrote:
[Removed by Support]
You want to make this about individuals because then it is easier for you to construct a narrative where you are unequivocally correct. Since you have a long history with this game and spent a great deal of money supporting it I understand you want to defend certain things, but who are you to arbitrate worthiness?
Wispo, who admittedly is not making a good case, has just about the same chance of survival as the average player who DOES USE THE DEFENSIVE OPTIONS over the medium-term.
So defensive options are optional, but not.
Stacking every layer of defense AND HP is optional, but not.
Even if a player DOES everything he or she can INCLUDING OUTLEVELING the content by more than 10 levels there are RNG situations which will kill that character right away.
What you're saying is that if anyone disagrees with you, they aren't HC enough to have an opinion. What an elitist attitude to take. Some players reach 100 without dying so everything is fine, move along now youngsters!
I'm advocating for an ARPG with a reasonable difficulty curve and consistent mechanics. I find it telling that the majority of posts in this forum are FOR changing the difficulty mechanics towards more consistency and predictability.
I've said I'll get on the beta in a few days and check things out at your word. [Removed by Support]
Final thought: If GGG's design and balance goals are for an ARPG Roguelike with unavoidable death mechanics, let them make a dev manifesto post about it and I'll be on my merry way.
True words. Thread winner.
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Posted byWispo#5031on May 28, 2015, 6:21:40 PM
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Wispo wrote:
Vaal grace, like flasks, it's a temporary defence. In a game where your rip can came all of a sudden out of nowhere like underground (devourers) or from offscreen (rohas, chimerals) you'll want a forever active defense, and not instead a defense that must be activated by your reflexes, when realistically it's already too late
Vaal Grace lasts 9+ seconds with Increased Duration, to say nothing when you have two of them and flask charges. Which you will, because you are saving them for unusual situations. You're supposed read/anticipate situations for things like Rhoas or Devourers.
18 seconds of 75% dodge is stupidly godly. Layered with flask efficiency and evasion, it gets better.
Slow down in zones that have dangerous mobs exactly because force multipliers make them increasingly dangerous. Skeletal rhoas shouldn't be one-shotting you regardless unless you're pulling scads of them all at once or doing outright suicidal map mods.
Last edited by DeviantLightning#7374 on May 28, 2015, 6:26:04 PM
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DeviantLightning wrote:
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Other example of shitty design: "or you overlevel, or get killed". It's at least strange that in a forum of self called hardcore gamers, are found guys that first ask loud MORE DIFFICULTY and after, for facing it, they use invincibility (IC), and guys that need to be 5-10 levels above the zone to feel safe. Apart of this, oneshots (apart from super bosses like dominus, oversoul or atziri) should NOT exist.
Also not true. It's only true in the final stages of the game where you start pushing level ~80 since there are no maps that wouldn't give you an exp penalty by that point.
Prior to that I actually make it a point to be within ~3-5 levels under the zone, since pushing content into Merciless levels you faster and gets you to endgame that more quickly. Even slowing down, I wouldn't want to be more than 1-2 levels overleveled, and that only because it's simply better exp to clear zones like Docks by Merciless.
Strange fact (micro off topic): i have the sensation that, even 1 level below that of mobs, they are super sayans. Starting instead to 1-2 levels above them, it seems that they become totally girl-hitting like in most cases. It's not the exile that becomes stronger (many times, in fact, a lvl up only means +10 stat)... it really seems that the monsters are "programmed"! to do less damage if the player is at least a pair of levels above... only a sensation :/
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Posted byWispo#5031on May 28, 2015, 6:26:04 PM
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DeviantLightning wrote:
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Wispo wrote:
Vaal grace, like flasks, it's a temporary defence. In a game where your rip can came all of a sudden out of nowhere like underground (devourers) or from offscreen (rohas, chimerals) you'll want a forever active defense, and not instead a defense that must be activated by your reflexes, when realistically it's already too late
Vaal Grace lasts 9+ seconds with Increased Duration, to say nothing when you have two of them and flask charges. Which you will, because you are saving them for unusual situations. You're supposed read/anticipate situations for things like Rhoas or Devourers.
18 seconds of 75% dodge is stupidly godly. Layered with flask efficiency and evasion, it gets better.
Slow down in zones that have dangerous mobs exactly because force multipliers make them increasingly dangerous. Skeletal rhoas shouldn't be one-shotting you regardless unless you're pulling scads of them all at once or doing outright suicidal map mods.
I was not talking of the already activated skill, but of the time between
player sees the danger---player push button
Some mobs like hasted yellows chimerals kill you before that pression on the button :/
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Posted byWispo#5031on May 28, 2015, 6:28:09 PM
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Wispo wrote:
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DeviantLightning wrote:
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Wispo wrote:
Vaal grace, like flasks, it's a temporary defence. In a game where your rip can came all of a sudden out of nowhere like underground (devourers) or from offscreen (rohas, chimerals) you'll want a forever active defense, and not instead a defense that must be activated by your reflexes, when realistically it's already too late
Vaal Grace lasts 9+ seconds with Increased Duration, to say nothing when you have two of them and flask charges. Which you will, because you are saving them for unusual situations. You're supposed read/anticipate situations for things like Rhoas or Devourers.
18 seconds of 75% dodge is stupidly godly. Layered with flask efficiency and evasion, it gets better.
Slow down in zones that have dangerous mobs exactly because force multipliers make them increasingly dangerous. Skeletal rhoas shouldn't be one-shotting you regardless unless you're pulling scads of them all at once or doing outright suicidal map mods.
I was not talking of the already activated skill, but of the time between
player sees the danger---player push button
Some mobs like hasted yellows chimerals kill you before that pression on the button :/
Yeah and Acrobatics is fine for that. A lot of times I have my Vaal Grace/Discipline unpopped, even though I like carrying two.
The thing is that if you zone spawns Chimerals or Skeletal Rhoas, then you know that. And you know what your map mods are. You have all the information you need to be "Fuck this, I'm out" or to bring your A game.
I keep running into the mentality that you can't outplay one-shots and it's because everybody is playing dps glass cannon or just facetanking everything. That's not very mindful play, it's just being repetitive.
Devourers are awful, agreed. But I chalk that up more to them being awful, not because defenses suck, since you can build defenses in such a way to make most of them harmless. But they're the sort of mob that takes away your ability to see them coming and jump in on you in large quantities. I feel like that amped-up Devourers in large enough quantities have to be borderline cheesed to be beaten. And they'll mess you up hard if you don't keep calm.
Last edited by DeviantLightning#7374 on May 28, 2015, 6:37:33 PM
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Information... many times i have seen mobs appearing in areas "not of their own", so i would not make a safety of skills depending on reflexes activation :/ For not talking of fights that can be "long" as for example merveil and the endless kiting of water streams... and in those cases it's not granted to be able to recharge a vaal skill :/
edit on your edit: as BrainHP well said, it's rng that kills... and when this happens, every defence is useless :/ it's like a timed bomb... when it must happen, it happens and you can do nothing... it's a voluntarly inserted way of slowing players to buy more time for creating new content -.-
Last edited by Wispo#5031 on May 28, 2015, 6:40:08 PM
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Posted byWispo#5031on May 28, 2015, 6:37:06 PM
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Wispo wrote:
Information... many times i have seen mobs appearing in areas "not of their own", so i would not make a safety of skills depending on reflexes activation :/ For not talking of fights that can be "long" as for example merveil and the endless kiting of water streams... and in those cases it's not granted to be able to recharge a vaal skill :/
Information can be had by throwing totems ahead too you know. Or pulling carefully.
I can't really think of the last time I was surprised by that one scary death pack, since 9-times-in-10, I'm going to see white skellie rhoas first. If I roll "Inhabited by Skeletons" I know it's a good possibilty that something will charge me offscreen.
Maybe it's a habit I picked up in Invasion, but there you have it.
The Necropolis Merveil fight is more annoying than dangerous IMO.
It's long sure, but that's not what Vaal defenses are for, they're more like insurance in case things go bad or for edge cases where a mob does hit hard and you want to bulwark against it.
Did it to the Mine boss and face-tanked him instead of kiting him around on a ranger. Absolutely zero chance of dying because evasion prevents back-to-backs. But the Vaal Grace just lets me stand on him instead of having to move-shoot-move-shoot.
Last edited by DeviantLightning#7374 on May 28, 2015, 6:44:44 PM
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DeviantLightning wrote:
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Wispo wrote:
Information... many times i have seen mobs appearing in areas "not of their own", so i would not make a safety of skills depending on reflexes activation :/ For not talking of fights that can be "long" as for example merveil and the endless kiting of water streams... and in those cases it's not granted to be able to recharge a vaal skill :/
Information can be had by throwing totems ahead too you know. Or pulling carefully.
I can't really think of the last time I was surprised by that one scary death pack, since 9-times-in-10, I'm going to see white skellie rhoas first. If I roll "Inhabited by Skeletons" I know it's a good possibilty that something will charge me offscreen.
Maybe it's a habit I picked up in Invasion, but there you have it.
The Necropolis Merveil fight is more annoying than dangerous IMO.
It's long sure, but that's not what Vaal defenses are for, they're more like insurance in case things go bad or for edge cases where a mob does hit hard and you want to bulwark against it.
Did it to the Mine boss and face-tanked him instead of kiting him around on a ranger. Absolutely zero chance of dying because evasion prevents back-to-backs. But the Vaal Grace just lets me stand on him instead of having to move-shoot-move-shoot.
maybe i'm unlucky, but chimerals comes forever from that single side i have not totemed for XD
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Posted byWispo#5031on May 28, 2015, 6:48:24 PM
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How to fix:
1. Remove Immortal Call from game completely (except permanent leagues).
2. Same deal with the Surgeon's affix on flasks.
3. Same deal with instant leech.
4. Make temporary invulnerability into a damn flask.
5. Rebalance monster damage so it's not like everything in all of Wraeclast is trying to instagib you, and rebalance monster life so it's not like an AoE shooting gallery where you instakill everything.
6. Balance charges consumed per use and duration to prevent OPness.
Problem solved.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on May 28, 2015, 6:50:23 PM
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Posted byScrotieMcB#2697on May 28, 2015, 6:49:21 PM
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Last edited by BrainHP#6512 on Jun 5, 2015, 12:32:03 AM
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Posted byBrainHP#6512on May 28, 2015, 10:24:25 PM
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