Bandits reward - Kraitlyn's normal difficulty

I think it would be much more interesting for kraitlyn's reward on normal difficulty to be something like +1% to max resistances rather than +8% resistances.
The way it is now is just plain uninteresting.
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The problem with +1 max resistances is that it will be flat out superior to +mana/+health unless you're running 2x andvarius MF. Even if you don't intend to use other sources of increased max resistances you get 4% damage reduction to elemental damage. If you're using other sources of increased max resistances then that scales much higher.
Last edited by Nuro on Jul 5, 2015, 6:26:07 PM
I'd replace the Normal rewards with +30 Strength, +30 Intelligence, and +30 Dexterity. Not perfectly balanced, but much closer.
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ScrotieMcB wrote:
I'd replace the Normal rewards with +30 Strength, +30 Intelligence, and +30 Dexterity. Not perfectly balanced, but much closer.



Meh, the Normal rewards would be too boring since you can already get them via the tree or gears. Same goes with the current Normal rewards, but they are not that bland since you can barely find flat life or mana from the tree. Cruel rewards are almost like that, but that is another topic.



Edit: Bandit rewards should be something that is really difficult to find on the tree or invest in, and difficult to find on gears. It should not be something that is a no-brainer, but at least be something that makes you want to decide this reward or passive point. The rewards should take into consideration of the theme from each bandit leader. Merciless bandit rewards already is a good example of what it is accomplishing.
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Last edited by JohnNamikaze on Jul 5, 2015, 6:51:39 PM
That would only make them completely worthless, ScrotieMcB.

Well, we could imagine normal rewards to be replaced by +1% max res to the element affiliated to the character (Kraityn = cold, Allira = lightning, Oak = fire).

What I'd like to point out, though, is that many builds take the Diamond Skin node. So I guess the issue is in how high his bonus is.


Also, we could imagine Kraityn giving some other kind of reward, like stun/block recovery, chaos resistance, etc... As long as his bonus is good enough to be picked, but not so good that it's an auto-pick, then it's fine, I guess.
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JohnNamikaze wrote:
Bandit rewards should be something that is really difficult to find on the tree or invest in, and difficult to find on gears. It should not be something that is a no-brainer, but at least be something that makes you want to decide this reward or passive point. The rewards should take into consideration of the theme from each bandit leader. Merciless bandit rewards already is a good example of what it is accomplishing.


Yeah, that's what we need.

For normal, only Oak is OK there, other two should be changed.
For crual, again only Oak is partially OK (for physical casters, getting "increased physical damage is quite a task). Other two should be changed.
For merciless, all rewards are OK.

Good options for Bandit rewards are "Area of effect radius", "reduced skill cost", "reduced mana reserved", "increased skill duration", "additional chance to block", "chance to evade", "critical multiplier", etc.

And not some shit like 4% cast speed, which is almost equal to 1 minor node...
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Last edited by MortalKombat3 on Jul 6, 2015, 3:56:12 AM
Kraityn's getting his resist amount buffed. I think it was +12% all resist.

I'd propose Alira be some reduction to skill costs.
Last edited by DeviantLightning on Jul 6, 2015, 4:10:04 AM
I agree that while a change is necessary, +1% to ALL max elemental resists would make it virtually mandatory: in pretty much every case it would prove a better option than Oak's flat life.

Moreover, the max resists part would also break away from part of the real issue as well: making the quest reward something you can feel IMMEDIATELY. No one in any challenge league will have remotely CLOSE to capped resists in Act 2 Normal; that won't really be felt until you get to Merciless, making it much less satisfying a reward... And also wind up making the game much more INTENTIONALLY misleading and hostile to newer players, as they'd be less likely to take the outright superior option. This is also the issue with making them a flat bonus to stats: in normal stats don't matter that much; you almost invariably have enough for your skills and gear.

That means the quest reward HAS to be something both useful up-front, and also still have some utility later; generally the latter is easy: any passive bonus can work into a build in the long-term.

Granting a bit more in terms of total resists might actually work, though. Granted, that's something people can and do shift around more than perhaps ANY other attribute... So the validity of it as a permanent passive ability is potentially questionable... But still, it would have some merit. (i.e, being able to much more readily skip resists on gear)
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If I had my druthers, I'd have normal Alira give +ES and normal Krait give X% movement speed.
It would be an actual decision for most builds, at least.

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+any max res is crazy OP and should never be used. The resists system blows ass for balancing enemy elemental damage correctly, since you never know if the player is going to have 75 resist (taking normal damage), 80 resist (taking 20% less damage) or 50 resist (taking 100% more damage).

Their best bet is to just leave max resists the fuck alone and balance the game around 75. :P
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pneuma wrote:
If I had my druthers, I'd have normal Alira give +ES and normal Krait give X% movement speed.
It would be an actual decision for most builds, at least.

That would be a good option as well, I feel. Granted, if going with THEMES, I would've put the movement speed boost to Cruel: make Oak attack speed, Alira cast speed, and Kraityn move speed.

But the +ES would be a good option for Alira.

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pneuma wrote:
Their best bet is to just leave max resists the fuck alone and balance the game around 75. :P

Definitely agreed. Most of the game's difficulty problems stem from it having to be balanced around some rather inconsistent defense mechanisms the players employ. It's largely agreed, for instance, that spike damage exists to counter folks with 5x Seething flasks and/or instant leech being otherwise unkillable.

Resists are another issue as well... If just simply being, overall, MORE RESISTANT to elemental damage an option, that would mean any balance would either make the >75% resist builds largely invincible... Or screw over everyone else, making taking 80+ resists mandatory.

Overall, I don't think it's TOO troublesome; most max resist buffs are minor, and largely require specific builds that can't cover everything, making them more specialists. (such as, say, fire resist for RF builds)
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