Physical damage bonus on weapons too important

"
herflik wrote:

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)


So now we got for example:
Finding a good weapon takes time and effort.

After change it would be:
GGG changes its name to HYG (Here's Your Gear)
"
MeltingPoint wrote:
"
herflik wrote:

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)


So now we got for example:
Finding a good weapon takes time and effort.

After change it would be:
GGG changes its name to HYG (Here's Your Gear)


There is many other mods on weapons ,though ED% render them useless. The mods on weapons should be picked to fit your build ,now everyone go ED ,wheres the fun in that??
Also its not hard to get over 100% ED now ,since they incrase the mod % even more than it was before.

By writing what you wrote you just proved me and the OP right.
I'm sorry but . . . NO!

Perhaps without even realizing it what you're actually asking for is to make rare and powerful items . . . less rare.

The entire point of having those huge bonuses to items is to make it possible to have rare and very powerful items at every level of the game. But you only get those rare and powerful items if you are extremely lucky and/or if you trade for them with friends.

If you do away with rare and powerful item modifiers you might as well do away with the entire game.
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Joined: September 28, 2011
Beta-Key: November 29, 2011
(Big Thanks to Literature)
"
YeahPete wrote:
The problem here is that witches are just OP to deal dps and barely rely on their 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.


Now *THIS* I do partially agree with, and it was true in D2 and many other games as well. Fact is that pure casters, don't obsess over equipment as much as melee classes because they just aren't that important.

If something is done to tune the item modifiers to make that less true, so that spellcasters feel the pressure to hunt rare items just as much as the melee types, than that I think would be a good thing.
----------------------------
Joined: September 28, 2011
Beta-Key: November 29, 2011
(Big Thanks to Literature)
"
herflik wrote:
"
MeltingPoint wrote:
"
herflik wrote:

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)


So now we got for example:
Finding a good weapon takes time and effort.

After change it would be:
GGG changes its name to HYG (Here's Your Gear)


There is many other mods on weapons ,though ED% render them useless. The mods on weapons should be picked to fit your build ,now everyone go ED ,wheres the fun in that??
Also its not hard to get over 100% ED now ,since they incrase the mod % even more than it was before.

By writing what you wrote you just proved me and the OP right.

with the bold part you are saying that everyone is able to get a nice weapon with the system atm. So this is fine ... and the %ed goes up to 223% - and those weapons near the cap are the things that let not only a few ppl play those games.
No interest in playing "GrindingGearGames" if you don´t have to grind gear but get like 88% of the maximum damage all the time with a white item and 94% with a common mod. So ppl should grind for the last 6% for the next years ? Have fun keeping them with this system.

For casters the baseitem like wand, pinion and igniter should have different crit-baserates and spelldamage basestats too so casters will have to go for the highest ones too. Else every yellow wand (even the lvl 1 versions) can be kickass while for melees only lvl 50 or 58+ baseitems are things that could get really good.

On a sidenote : it is atm not a good design if say a lvl 54 szepter has 20% increased elemental damage and the 58 version has 15% and the "best" lvl 60 version only has 10% on it.
Does not feel rewarding to see numbers decrease.

"
TobyTheEneMy wrote:
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.


The "low" max % ed could be compensated with the random stats. So you would have to wait for the game to be live to see what is actually possible with legendaries in d3. Beside this D3 is too much wow-washed ... i would not take that one as the new "how to do it right" blueprint. Only time can tell if the 3rd part can fill the big footprints of the old parts.
cya Deathtiny
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Last edited by Deathtiny2266#6783 on Nov 30, 2011, 6:32:35 AM
"
Deathtiny2266 wrote:
So ppl should grind for the last 6% for the next years ? Have fun keeping them with this system.


EXACTLY! The entire point of having powerful rare traits on items is to entice people to keep coming back for more. There should always be some tempting and potentially powerful items that people are going to hunting for.

If you take that away, than people get bored and quit because there's nothing left worth reaching for.

----------------------------
Joined: September 28, 2011
Beta-Key: November 29, 2011
(Big Thanks to Literature)
Last edited by DoctorZuber#7774 on Nov 30, 2011, 6:52:23 AM
"
Deathtiny2266 wrote:

with the bold part you are saying that everyone is able to get a nice weapon with the system atm. So this is fine ... and the %ed goes up to 223% - and those weapons near the cap are the things that let not only a few ppl play those games.
No interest in playing "GrindingGearGames" if you don´t have to grind gear but get like 88% of the maximum damage all the time with a white item and 94% with a common mod. So ppl should grind for the last 6% for the next years ? Have fun keeping them with this system.


You fail because you are talking like there is only one mod to have on a weapon.
All mods should be equal and should have same potential to be strong and hard to get.

Currently people dont give shit about other mods since ED is like 4 other mods joined together. If we would reduce the ED mod like i wrote you would work your arse and wouldnt get what you want.

Actualy comparing to what i suggest, current system is easy mode ,sine you need to get ONLY ONE mod to get most of the power you need.
After the nerf you would need to get around 4 good mods to get same power as now ,so 4 TIMES HARDER.
While getting combination of 4 mobs is superb hard ,so it would be totally around 20 times harder.

So actualy i can turn your post against you ,because you want the game to be easier. Because every getting x mod isnt so hard ,though getting around MAX possible stat on the mod is hard ,no matter what max value is.

Basicaly you can get 50% ed and 150% ed ,the same way as you can get 1-10 shock dmg and 1-70 shock dmg. Obviously it would be much harder to get 4 x elemental dmg mods (or any other combination) with near max stat on all of them than just get near max stat on one ED.
Last edited by herflik#4390 on Nov 30, 2011, 6:59:45 AM
"
DoctorZuber wrote:
I'm sorry but . . . NO!

Perhaps without even realizing it what you're actually asking for is to make rare and powerful items . . . less rare.

The entire point of having those huge bonuses to items is to make it possible to have rare and very powerful items at every level of the game. But you only get those rare and powerful items if you are extremely lucky and/or if you trade for them with friends.

If you do away with rare and powerful item modifiers you might as well do away with the entire game.



100% agree!
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"
DoctorZuber wrote:
I'm sorry but . . . NO!

Perhaps without even realizing it what you're actually asking for is to make rare and powerful items . . . less rare.

The entire point of having those huge bonuses to items is to make it possible to have rare and very powerful items at every level of the game. But you only get those rare and powerful items if you are extremely lucky and/or if you trade for them with friends.

If you do away with rare and powerful item modifiers you might as well do away with the entire game.


Maybe you haven't played a weapon based class yet or have been given hand-me-downs or been lucky with your drops...

I agree that weapons should have cool bonuses and you should feel lucky to get them. However, having ONE SINGLE BONUS be the end-all must have is not the way to go.

As a weapon based character, if you get unlucky with drops the game will be extremely difficult and boring, taking at times 8-10 hits to kill single mobs (with skills or autoattacks). The requirement to have a +%phys weapon to adjust the killing speed and make the game fun sucks. Bad. A single modifier on a weapon that completely changes your gameplay experience (8 swings to 2) is a bad game mechanic.

If anything, remove the phys% completely and have the % rely solely on strength or dexterity for the phys% bonus.
I would let %ed stay where it is now. Let them have something to grind...

But boost other mods. 150%ed on high end weapon is about 200 dmg. So why on earth best elemental dmg on weapon is around 60ish?! That's what is wrong! There is a single mod that makes your weapon good. How is that fun? Everyone looking for the same mod.

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