Why is corrupting blood physical and not chaos?

"
Boem wrote:
It should be impossible for a bleed to kill a player if he has a staunching flask.

Any and all forms of it are recognizable and can be preemptively countered.

Peace,

-Boem-


By that logic it is impossible to kill any player with fast reflexes and an alt f4 macro short of 1 shot which is perhaps what the game is balanced around.
IGN: Arlianth
Check out my LA build: 1782214
Forget the nonsense about staunching flasks being a bullet proof defense to dying from bleeding. All of my red flasks are staunching and it is still too easy to die this way, at least in my opinion.

Trying to take a more constructive view of the OP, I did three things.
1. Doubled my focus on life and increased my life by 800 points to about 5800 at the cost of dps.
2. Switched from ice golem to chaos golem to mitigate physical damage some, again at the cost of dps.
3. Switched from herald of ash to arctic armour to mitigate physical damage some more, also at the cost of some dps.

This significantly helped my character from dying from bleeding.
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
Last edited by Turtledove#4014 on Nov 17, 2015, 6:40:44 PM
"
Nephalim wrote:
Evasion is already gimpy as is with the amount of spike damage in the game. Literally any random rare mob or a boss in a vuln map will one shot you and corrupting blood will kill you in less than 2 seconds even with 5000 health which is very hard to do for most builds.


Yeah, it is painful for my evasion characters as well. Hence my ranger's first 4 flasks are:



"
Nephalim wrote:
1. From a game balance as opposed to lore stance, why is corrupting blood(bleed) and blood rage physical instead of chaos?


Good question, however I'd rather it remain physical than become chaos if it is going to do the same amount of damage. At least with a the staunching suffix, you can get it on flasks that heal life and mana. If we have to use Amethyst flasks, there would be no life/mana regain, and the duration of protection from the effect would be lower. I'm still trying to roll a nice saturated hallowed flask of staunching.

If your character can use mana fast enough to keep the flask active, a saturated sanctified flask of staunching would give you 18 seconds of immunity to bleed. A nicely rolled Ample sanctified flask of staunching could potentially give you 84 seconds of bleed immunity (14 seconds x 6 uses).

"The only legitimate use of a computer is to play games." - Eugene Jarvis
PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910
Last edited by DalaiLama#6738 on Nov 17, 2015, 7:00:26 PM
"
Nephalim wrote:
"
Boem wrote:
It should be impossible for a bleed to kill a player if he has a staunching flask.

Any and all forms of it are recognizable and can be preemptively countered.

Peace,

-Boem-


By that logic it is impossible to kill any player with fast reflexes and an alt f4 macro short of 1 shot which is perhaps what the game is balanced around.


Yes. 99% of the difficulty of this game can be reduced to zero if you understand the mechanics of it and know the counter strategies. And 1% is reserved for a one-shot-stars-align-KO, which is usually player error
as-well since it's usually because a player plays melee.(common player error)

Bleed is nothing if you know which mobs can apply it and watch out for nemesis/bloodline modifiers.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
"
Boem wrote:
"
Nephalim wrote:
"
Boem wrote:
It should be impossible for a bleed to kill a player if he has a staunching flask.

Any and all forms of it are recognizable and can be preemptively countered.

Peace,

-Boem-


By that logic it is impossible to kill any player with fast reflexes and an alt f4 macro short of 1 shot which is perhaps what the game is balanced around.


Yes. 99% of the difficulty of this game can be reduced to zero if you understand the mechanics of it and know the counter strategies. And 1% is reserved for a one-shot-stars-align-KO, which is usually player error
as-well since it's usually because a player plays melee.(common player error)

Bleed is nothing if you know which mobs can apply it and watch out for nemesis/bloodline modifiers.

Peace,

-Boem-



One QoL /gameplay change I would love to see, is to have the ability to turn off the damage/ status effect sounds that aren't directly applying to the player's character. Currently, if my golem or a minion gets hit, I'll hit the staunching flask as soon as I hear the bleed debuff sound. If another player is using puncture as an attack, it is even worse.

"The only legitimate use of a computer is to play games." - Eugene Jarvis
PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910
^there could be a lot of QoL improvements on that front, like visual "corrupted blood" stacks around a unit that has corrupted blood.

A lot of the data presented to the player could be handled better. Debuff/buff icon positioning and limitation also comes to mind instantly.

But if a player is fair to himself, then a dead to a bleed debuff is simply the games way of saying "you were not paying attention" or "better go get some sleep" in some extreme cases.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
"
Turtledove wrote:
Forget the nonsense about staunching flasks being a bullet proof defense to dying from bleeding. All of my red flasks are staunching and it is still too easy to die this way, at least in my opinion.

Life Flasks end when you hit 100% Life - utility Flasks don't. You want Staunching on a utility flask so you know exactly how long you'll have that immunity, that's when it becomes a true solution to the problem.
Last edited by Vipermagi#0984 on Nov 17, 2015, 9:35:49 PM
"
But if a player is fair to himself, then a dead to a bleed debuff is simply the games way of saying "you were not paying attention" or "better go get some sleep" in some extreme cases.

Peace,

-Boem-


As extremely annoying as bleed is, I would have to agree....
Spoiler
One QoL /gameplay change I would love to see, is to have the ability to turn off the damage/ status effect sounds that aren't directly applying to the player's character. Currently, if my golem or a minion gets hit, I'll hit the staunching flask as soon as I hear the bleed debuff sound. If another player is using puncture as an attack, it is even worse.


As far as I can tell, corrupting blood has no sound indicator which is weird because puncture has a satisfying squishy sound.

Depending on your build or if you're in a party you might have a ridiculous amount of buff icons and keeping track of tiny swirling red balls on your char in the midst of 4 stacked firestorms is hard.
IGN: Arlianth
Check out my LA build: 1782214
"
Nephalim wrote:
Spoiler
One QoL /gameplay change I would love to see, is to have the ability to turn off the damage/ status effect sounds that aren't directly applying to the player's character. Currently, if my golem or a minion gets hit, I'll hit the staunching flask as soon as I hear the bleed debuff sound. If another player is using puncture as an attack, it is even worse.


As far as I can tell, corrupting blood has no sound indicator which is weird because puncture has a satisfying squishy sound.

Depending on your build or if you're in a party you might have a ridiculous amount of buff icons and keeping track of tiny swirling red balls on your char in the midst of 4 stacked firestorms is hard.


You have also life ball, monster mod description where CB got different color, and party members to warn about CB.

But sound effect would be good addition
"Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms."
Last edited by kamil1210#5432 on Nov 18, 2015, 3:22:07 AM

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