kill the hp node requirement
" Another poster who doesn't seem to understand that people are asking for tweaks, not nerfs. |
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" Still vastly inferior to building HP since it was nerfed, and requires very specific and hard to obtain gear to make it valid. (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. |
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I read quite a bit of this thread and have to admit I don't really see the problem. TLDR at the bottom.
First of all, every build is going to benefit from some amount of defense/staying power. I think everyone can agree with that, right? It's not just about surviving, it's also about dealing your damage. If you double your damage and double your HP, then you quadruple the amount of damage you can deal before you have to back off/retreat/die. This basic mechanic is not really something the devs can change. It's similar to the way damage and attack speed scale. Tons and tons of damage won't do you much good if you're only attacking once a second. What this means is that if you get to Cruel and haven't given your character any staying power, you're going to have trouble dealing enough damage before you have to retreat. Just like if your a physical damage ranger in cruel with one attack per second, you're going to have trouble dealing damage. Ok, I think we're all good with that, but I just wanted to make sure. Now, second of all, it's true that the developers have made %HP nodes "overpowered" in a sense. They're all at least 8%, and many are significantly more. Meanwhile attack speed nodes are mostly 4%, and many damage nodes are less than 8%. This is why %HP nodes are essentially "mandatory" - they're just really strong. Unlike my first point, this IS something the devs did, and can change. However, as I stated, I don't really see the problem here. This is fine in my eyes because the HP nodes are pretty accessible on the way to good damage passives. Sure they're "mandatory," but DEX is more or less mandatory for rangers, INT for casters, and so on. The relevant nodes are easily accessible without having to deviate from your build. For example, I read somewhere that +150% life is a good benchmark. Here's a 76 point frenzy ranger I cooked up (not the build I'm using) with +172%. This build goes for lots of +% physical damage with bows,frenzy passives, movement speed, and picks up life nodes on the way. No need to sacrifice all or most DPS. This build has easy access to even more bow passives, as well as crit passives and acrobatics or iron reflexes. I know this is just one build, but it works for other builds as well. STR characters get damage and health from their main stat. DEX characters have easy access to the "mandatory" HP nodes without having to ruin their DPS. And INT characters use energy shield. This belief that you have to plan your entire build around HP nodes or sacrifice most of your DPS is just exaggeration. TLDR: Life nodes are mandatory on many builds, but they're also easily accessible without messing up your build path, so I don't see the problem. People are exaggerating. Last edited by AustinNH#0183 on Feb 12, 2013, 10:43:47 AM
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" Man speaks the truth. |
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This just in: You can die more often when you have no defence. More news at 11.
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Two facts
..there is not just one or few viable build..and getting HP nodes is pretty easy. ..mandatory passive defense it's boring as hell.. Current passive skill tree system has few flaws.. passive defense is just too mandatory.. mandatory to the point, that it's actually limiting players in fun choices. I think GGG made a mistake, when they created so much defensive nodes.. There is no fun to click on +armor or +hp node.. actually it's pretty annoying..and you actually don't feel you are upgrading your character in way that you can overcome content easier..you are just keeping yourself viable..I can speak just for myself..but in my opinion it's flawed design. If GGG really wants keep so many defensive nodes..they should create options.. make some defensive or reactions skills, which can offset some of these mandatory passives. I am not talking about enduring cry.. because it's just additional passive which has to be activated.. I am sure they have capabilities to think about many interesting defensive skills..which would be fun to use..so player, if want, can choose some active defense instead passive. But I believe the best solution would be to modify player and monsters stats to the point..that even without defensive nodes, players are at least close to viable even in higher difficulties..in this case..taking defensive passive would be real choice.. you want be really tanky or more on the glass canon side?? Argument that "I am glass canon and I don't have problem with survivability because there were enough HP nodes in the way" is invalid.. you are not glass canon.. damage in this game is set to pretty high..both for players and monsters..you just made viable build..yet ..you still focused at least half of your points into passive defense..so there is not really a choice.. GGG, I really hope you will redesign passive tree..or at last mandatory passive defense into something more fun.. because in current form..your biggest selling point, monster passive tree, is hindering fun for many..not promoting. |
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Basically people want to go glass cannon without dying as much
well guys, news for you, thats what glass cannons do, they die fast. |
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" glass canon can be still viable..I have yet to see one viable glass canon in PoE. (someone, who didn't invest heavily into defense) |
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" Yes Hp and resists are important. Period. Stop trying to turn this game into D3. Carebear mode. And it does not matter WHAT you do, or WHAT game you play....there will always be 3-5 cookie cutter builds. But once you've played past 60, watched a few of the popular streamers, and read the forums a good bit, you'll notice that theres literally houndreds of builds being play-tested and developed. Kripp (I hate using loved/hated Streamers to make a point, but its appropriate in this instance) commonly makes entirely new builds to test. Half the time they sound whack as hell. But more often than not they succeed in what he sought out to do with them. Accept that this game is *not* casual/easy, and adapt. Prylos // RoA Marauder 89+
My godly belt collection - http://www.pathofexile.com/forum/view-thread/334226 Mapping Discussion - http://www.pathofexile.com/forum/view-thread/361880/page/1 |
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" It's more that +Life nodes are boring. They don't actually do anything except absorb a portion of your skill points inversely proportionate to your tolerance for running away/resurrecting. Defenses should be interesting. One way to handle it would be to make life the less desirable defense (by buffing evasion, armor , and energy shield) that way you have to choose between different models of defense each with different advantages/disadvantages and a tie-in to the gear you will select. Instead we get a life node tax which is basically just raising one number and doesn't tie into gear much as all magic or better gear can add life (and none do it intrinsically) |
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