kill the hp node requirement
" What logic?! The game does not adapt to you, you adapt to it.
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" 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. http://www.sendspace.com/file/nf3ycd 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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" 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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" 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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" Endgame consists of hard hitting, steroid jacked and unforgiving mobs, resist penalties, elemental weakness, curses and perils beyond imagining. Logic enough? |
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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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" 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. |
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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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" 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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" 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. (b) Personal abuse, foul language, inappropriate subject matter, obscene, harassing, threatening, hateful, or discriminatory or defamatory remarks of any nature ... are not permitted. - PoE TOS. Last edited by bhavv#7360 on Feb 12, 2013, 12:08:59 AM
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