Physical damage bonus on weapons too important

Setting a max value for the enhanced dmg mod and increasing weapon dmg will also make the mod really special and nice to have. whereas of now an item without it is useless.
I suck at wording things, but yeah, at least y'all got the point =)
or they could just return to 9.2 orb drop rate and people could actually re-roll their weapons to get desired mods not rely on finding good rares
IGN Crakk
Easy way to solve this would just make all weapons have an ED mod.

Can have it a hidden stat, or shown - but just basically you are randomizing the damage of weapons instead of chasing one mod.

I know casters will say "yeah, but we have the dame deal with spell damage being needed." But the key difference is physical weapons are based of weapon damage and then the mod secondly, a level 30 wand and a level 60 wand with the same 60% spell damage is the same damage.

With all that being said I don't mind the way weapon damage is, you want items to be annoyingly hard to get great so that the game has lasting value once we are playing with thousands of people instead of just a few hundred actively.

I actually think the spell damage mod on caster weapons should modify the base spell damage on the weapon instead, and that base spell damage scale more (actually matter). Why? So that casters have to actually farm the high end damage weapons like us melee. It's incredibly difficult to get a level 60 weapon with great stats, and it makes you feel accomplished once you do. Shouldn't caster weapons be the same?
Last edited by jcjunglebob#3232 on Nov 25, 2011, 9:34:24 PM
OK. The game is supposed to have some sort of "difficulty". The problem here isn't the +dmg on the weapons. Shoot I wish weapons had +400% dmg.

The problem here is that witches are just OP to deal dps and barely rely on thier weapon (they are all about the skill gem). The solution would be to lower the damage of these skills and create wands with up to +200% spell damage.

This means the witch has to finally work her ass off like everyone else to do some dmg. For the witch gloves, shield, helm all have increased spell dmg.

I have also walked through with a weapon that only did +50% dmg and I did it. ti was not essential that I had +100% dmg. Its a rare item and they should be rare. the godly items should not be handouts and maelstrom of chaos should not be a cakewalk.



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finding 130% or 150%+ ED weapons is fun at least for most ppl i run around with ... it is the single most dps booster for any melee char - so it feels good to find something really nice that does like 2+ times the damage compared to the baseitem. If you get rid of this it would kill a ton of fun.
Back in D2 Classic you got a "kick" every time you found a yellow executioner sword .. the kick would be gone if the max %ed is like 20 or 40%. Still you got crap 99.9% of the time not beating lower baseitems with better stats. Why change this?

And i am all in for wands with higher baselevel having more maximum spelldamage ... atm it is little rewarding using a pinion or igniter over a midlevel wand dropped in the same zone.

Looking at armour : why not upgrade the baseitems with tons of armour and limit the %armour on them to 20 or 30% ? Because again it is no fun to find something slightly better than white crap laying on the ground everywhere. The highest mods should be rare and very powerfull .. not only 3% better than the usual stuff dropping all over the place.

PoE is an itemgrinder - not wow where everyone in the raid gets the same shit if you run into the dungeon again and again.

Hope the changes with .94 do not kill or limit the fun in finding rare items for the most interesting slot in the game.
cya Deathtiny
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"
jcjunglebob wrote:
Easy way to solve this would just make all weapons have an ED mod.

Can have it a hidden stat, or shown - but just basically you are randomizing the damage of weapons instead of chasing one mod.

I know casters will say "yeah, but we have the dame deal with spell damage being needed." But the key difference is physical weapons are based of weapon damage and then the mod secondly, a level 30 wand and a level 60 wand with the same 60% spell damage is the same damage.

With all that being said I don't mind the way weapon damage is, you want items to be annoyingly hard to get great so that the game has lasting value once we are playing with thousands of people instead of just a few hundred actively.

I actually think the spell damage mod on caster weapons should modify the base spell damage on the weapon instead, and that base spell damage scale more (actually matter). Why? So that casters have to actually farm the high end damage weapons like us melee. It's incredibly difficult to get a level 60 weapon with great stats, and it makes you feel accomplished once you do. Shouldn't caster weapons be the same?




I think that being not gear dependant as w witch is very unfair. Every other class needs to have a good weapon to deal some dmg. As a witch you just need your sockets.

Most melee skills deal +x% dmg. You need to have a good weapon to do anything. And if you are melee you need armor and stuff.

Witch can deal nice AoE dmg from safe distance. She doesnt need quality armor, not even a weapon.

My suggestion would be to change spellcasting. Make witch use her wand to cast spells. Just like standard attack animation, but different projectile. Give spells +x% of wand dmg, so it will scale with gear (or at least a wand).

I know that it would require to completly redo whole class, but I believe it is the only way to bring witch back to other classes.

I was browsing through d3 legendary items and noticed highest enhanced dmg % was around 65. I thought that was interesting decision.

Now having high dmg% is a mandatory to survive, but with lower max % and higher base dmg other modifiers could be also useful and not just the one that makes or breaks a weapon.
\;;/_qò.óp_\;;/
Didnt read all the comments ,but i agree with the OP.
Its must have mod on a weapon ,no other mod can give so much dmg boost as it ,not even close.

The best thing they could do is just to reduce the mod to a point where it would be equal to other mods power ,and the rest increase passivly on weapon.

So now we got for example:
50-100 dmg weapon
+1-20 shock dmg
+110% physical dmg

After change it would be:
100-200 dmg weapon
+1-20shock dmg
+10% physical dmg (drop down to 10-20 dmg boost from 55-110dmg)

Everybody only wear weapon with this mod ,so just incrase all weapon dmg by that.
Increasing weapon dmg and keeping the mod will not change anything in this problem.
I think removing high ed% is a wrong decision, as one poster already said, this is the most interesting and full-filling equipment slot and to get something that's only slightly better than the white items, as far as damage goes, would not work for me.

I would lose interest real quick, after all, it's finding/trading for that great weapon that really makes it fun.

I most likely would not play POE if this was the case.
It's all fun and games until someone pokes your eye out!

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