The game becomes less and less hardcore with each patch.
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GGG, one of your devs once described knowledge as a substantial factor in what makes a game hardcore. With the changes to leapers/chargers/flickers you are asking us to forget what we knew, therefore making the game less hardcore. Instead of making choices when encountering these monsters (when leveling/rushing engage or evade and play careful or not in endgame maps) we are just not gonna care. They might as well be slow moving zombies.
This in turn impacts the way build-making develops. People who like to theorycraft builds for endgame content are gonna be frustrated since the skill to do so is needed less and less every patch. If we want a game to JUST have fun, there are plenty of them out there from developers with yearlong experience in making casual games... Do you remember how defensive all the hc builds were two years ago? I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready. Last edited by Pyrokar#6587 on Dec 9, 2015, 5:14:47 AM
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" People are getting as much or more Life from the tree now as they were back then, and that was before the Life re-work when Life nodes gave basically twice as much life as they do now. So, I'd say they're still pretty damn defensive. |
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" That's because of oversimplification of the pathing on the skill tree. More damage nodes and higher values moved closer to hp nodes and increased life gained per level were all changes that made the game simple and the pathing of each build a "no brainer". Instead of struggling to survive endgame content with either a lot of damage or a lot of defense, builds developed into having everything. I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
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That's not true at all. While builds get more damage than they used to, they need more damage than they used to. Act 4 enemies are extremely tanky, and the challenge of clearing them effectively is not a simple one. Their damage output is also quite high, which is the primary driver behind players building such extreme quantities of life. People build 250% life builds with decent mitigation and still die. They die a lot, in fact, or sometimes they survive, but hit a wall on their run to 100. Sometimes it's map drops, sometimes it's not having enough damage to run T11+ maps effectively.
Last edited by XCodesLIVE#7013 on Dec 9, 2015, 5:32:20 AM
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" Except that there never was a choice, you´d just get leaped on by 8 offscreen mobs at once and die. It was unfair, untelegraphed 1-shot out of nowhere. That´s not "hardcore", just punishing and dumb. (there was no way to prevent it or build tanky enough to survive it) I am glad they changed the behavior of these monsters, because now you got a chance to react, therefore your character´s death/survival depends on you, whereas before it was "game decided to offscreen kill you, tough luck and "sorry" for this oh-so hardcore death..." |
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When GGG uses the phrase "short cooldown," they normally mean somewhere around one quarter of one second. Just sayin.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" You're completely wrong. "Hardcore" game means the game is HARD, but with proper skill, you CAN beat it with your skill. That's exactly what GGG tried to achive with GCD for monster's initiation skills. What you describe is: A) Evade part of game's content because it's unplayable B) Pick one of the build based upon broken mechanics (insta-flask refilling, 100% uptime Immortal Call, yada-yada-yada) None of those are part of "Hardcore" game. Both are parts of poorly-balanced game, and there are TONS of such games around. IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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Whole pack flicker-strike instant death, and whole pack leap instant death used to be a bigger problem. I haven't seen it much in a while.
Clearly it was an unintended occurrence, though, as they have been continually removing it. The game should have hardcore mechanics, where defences must be planned for. But clearly instant death to whole pack leaping and etc wasn't intentional, or particularly fun. |
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Im way more concerned with making bosses -who have clear, outlined mechanics - more carebear. this is a concerning thing to me and if it signals a new trend I'll be very unhappy. I can live with leapers being less froggy, even though I dont think it was a necessary change.
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" Two years ago 5k life was ok for most HC builds, including BoR acro builds. Now? 6k is consedered as lowlife and eva is not even viable at all. Ive played 300% life EA scion in darkshrine, poor girl was oneshotet on vilage ruin map :D |
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