kill the hp node requirement

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lord_vital wrote:
I want to understand the logic behind this...


What logic?!
The game does not adapt to you, you adapt to it.
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valarias wrote:


assume you're right, and you only need 25 life nodes, and around 25 defense nodes and consider all the filler nodes, accuracy nodes, congrats you have less than 20% offensive nodes, which again leaves you with a very singular build path to the get the most damage out of your nodes. (mid-level such as myself) late game assume a bit more dps and even more life and defense to survive high level maps.


Easy now, you are just mad that you cannot make good builds yet, in time you will learn to create better builds which have more offensive talents, but everyone premature testing ideas are often inefficient.

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I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Last edited by Crackmonster#7709 on Jun 26, 2013, 9:03:50 PM
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lord_vital wrote:

Yes i already understood pure, total, 100% DPS build is not viable, but nobody explains to me why a build that skips any defensive stat should be viable in the end game? I want to understand the logic behind this...


Why shouldn't it be?

Honestly, why should a 100% tank build be any more viable than a 100% glass cannon melee build?

My point personally, is the game should be completely agnostic is to whether you go glass cannon or pure tank (or anything in between) in regards to viability. It should not matter if you are glass cannon or pure tank, either build should be just as viable

The above is also the only way to actually unlock the potential of PoE's passive tree, else there are only ever going be like 10 builds (and their slight variations) that are going to be viable
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Xavderion wrote:
Sorry but expecting every possible build to be viable in Merciless is just delusional. I agree that GGG should do something about the melee weakness though.

P.S.: Point 11 of the FAQ doesn't state that everything will be viable in endgame so there's no point in bringing it up.


Agreed. Further, these skills will be tweaked, and are being tweaked, as Beta progresses. I'm pretty sure GGG intended defensive nodes to be important and, on some levels, required. What they didn't intend is they should be the back bone to any viable build.

There are some things that look good on the drawing board but in practice are flawed. However, GGG will never fully know how these models work until we, the general public, have access to play with them. There aren't many games I'm aware of that have achieved perfect balance, especially in Beta.

Happy Gaming!
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Delmas wrote:
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lord_vital wrote:
I want to understand the logic behind this...


What logic?!


Endgame consists of hard hitting, steroid jacked and unforgiving mobs, resist penalties, elemental weakness, curses and perils beyond imagining. Logic enough?
Am I the only one that noticed it says offensive skills. And not offensive builds? Meaning a ranger can use attacks only, and not have to use things like enduring cry.

A skill and a build are not the same thing....
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deteego wrote:


Why shouldn't it be?

Honestly, why should a 100% tank build be any more viable than a 100% glass cannon melee build?

My point personally, is the game should be completely agnostic is to whether you go glass cannon or pure tank (or anything in between) in regards to viability. It should not matter if you are glass cannon or pure tank, either build should be just as viable

The above is also the only way to actually unlock the potential of PoE's passive tree, else there are only ever going be like 10 builds (and their slight variations) that are going to be viable


I get you. And that would probably be the perfect balance, but im still not sure if that wouldnt just lead us to the next problem.

Let's stick with the premise of the perfect balance in the skilltree and that any combination from 100% dps / 0% defensive to 0% dps / 100% defensive works equally well and has it's respective flaws/difficulties.
If people get equiped better and better, wouldn't the way higher killspeed of the offensive builds outweigh the usefulness of the defensive capabilities?

If the tank gets better equip, he may survive 50 guys bashin' his face, since dmg values are fix. But he's still gonna need a certain amount of time to clear the area.
While a dps oriented build sooner or later starts to 1-shot or 2-shot whole screens, since the hp values are also fixed and surviability can be ignored since everything on your screen evaporates anyway.

Which would lead us to the D3 damage-inflation after the Inferno nerf, where people start running around with 50-100x the damage i had when i started Inferno a week after the release?

Don't get me wrong. I completly agree with you, that GGG should aim for the most flexibility and diversity. But since we're part of a betatest, i think if we wish for something, we should also at least try to figure out how to approach these changes.
I love the discussion so far, keep up the good spirit! :) Spent the whole night, now time to get some sleep! :P
Last edited by lord_vital#5950 on Feb 11, 2013, 11:42:51 PM
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Aspartem wrote:


I get you. And that would probably be the perfect balance, but im still not sure if that wouldnt just lead us to the next problem.

Let's stick with the premise of the perfect balance in the skilltree and that any combination from 100% dps / 0% defensive to 0% dps / 100% defensive works equally well and has it's respective flaws/difficulties.
If people get equiped better and better, wouldn't the way higher killspeed of the offensive builds outweigh the usefulness of the defensive capabilities?


Equally speaking, the people with more DPS would have a higher chance of dying (hence losing exp) where as the people with defense would have much less of a chance of dying (but at the same time farm exp and gear faster)

I think the biggest problem (and its a scaling issue that almost every ARPG, or at least ARPG that I am aware of has), is that GGG should scale mobs in other ways that isn't "damage" or "health".

One form of scaling that would alleviate this would be to make mobs more intelligent as difficulty progresses (i.e. they would actively try to dodge skills and stuff like that) which would help even out this issue
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Bones40 wrote:
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bhavv wrote:
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lord_vital wrote:
One last thing i want to know bhavv. Do you consider no investment in any kind of defensive stats/nodes (hp included) should be a viable end game solution for a build in this game? Just a brief argumented answer is all i want.


OFC it should be because the devs have already said it should be.

Again, on this website, click on game > FAQ > bullet point 11. Go and read that first and tell me what it says.


Really? Why would anyone build anything other than a glass cannon build? Why would anyone take defensive nodes at all if you could just clear mobs 10 times faster without dying? It's absolutely ridiculous to assume that you should be able to play a character through the end game while investing NOTHING in defensive or HP passives. It's ludicrous. There would be no reason to do anything else.


Because I want to get my DPS numbers as high as I possibly can. Thats how I prefer to play these games.

Just like some people like playing tanks and getting their HP and armor builds as high as they can.

Some people like playing balanced and having a mix of both.

If correctly balanced, a glass cannon should simply be capable of killing enemies before they kill it. Its not a matter of surviving via taking damage, its a mind set of 'A strong offense is the best defense'. Most RPGs, and in fact many ARPGs allow pure glass cannon builds to be viable. I will be honest and say that I never played Diablo 1 + 2. I started ARPGs with Sacred 1, and also my first RPG played was Baldurs Gate. I could, with practice ofc, easily complete those games and their sequels with a pure caster build. Im simply used to playing low HP squishy casters that simply nuke everything dead as opposed to building loads of HP.

Other games also give spell caster builds other options like crowd controls and debuffs to make them viable while they are still squishy glass cannons. I love playing the squishy glass cannon caster, I dont get why you dont understand this. We dont all follow your mind set and enjoy building nothing but boring HP tanks.

I dont understand why my preferred playstyle of maximum DPS, minimal survival should be entirely impossible to play in this game. I dont care about how Diablo 2 was, if that game was like this one currently is where you could only win by building HP, then that isnt a positive, its a major flaw that should have never been copied over to PoE.
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- PoE TOS.
Last edited by bhavv#7360 on Feb 12, 2013, 12:08:59 AM

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