Anyone thinks curse (aura's) stacking is way too strong?

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mynameisonlyforthegods wrote:
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goetzjam wrote:
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Fhark wrote:
You can use asenath gloves with corrupted implicit.


That only gives you a total of 5 curses with 1 curse on hits setup because curse on hit requires 2 slots, one for the ability to apply the curse and 1 for the curse on hit gem itself.


???

Asenath's gloves with corrupted coh = 2 curses
6l coh setup = 4 curses

2 + 4 = 5?


If your specifically using the gloves that grant temp chains on hit its a very low level one and hardly worth even saying your casting that ability, considering what levels and quality do for curses currently its quite laughable to say using temp chains on hit gloves are actually acceptable.


EDIT: its a level 1 temp chain on hit, which is like 20% slowness, having both quality and level 20 makes it basically 40% which then gets scaled by effectiveness, your base scaling on your 20% is negligible my scaling on 40% is massive.

Its like saying would you rather have 40% of 20 or 40% of 40, the answer is clear.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Last edited by goetzjam#3084 on Feb 24, 2016, 3:46:47 AM
Cursing has always been OP and this is QoL update more than anything IMO.

But generally speaking the defensive curses are strictly better than the defensive auras, and the offensive curses are strictly better than the offensive auras for a majority of builds, IMO.

I think this is the main problem that needs to be addressed. Curse Aura vs Aura balance.
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goetzjam wrote:
Its like saying would you rather have 40% of 20 or 40% of 40, the answer is clear.


Would you rather have 5 or 6 curses on a single hit? The answer is pretty clear to me, yes.
[s]only mindless sheep think labyrinth is OK to have in PoE.[/s]
okay nevermind labyrinth, fix dx9 blackscreen instead...
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xJLxking wrote:
Temporal Chain at lvl 20 decreases movement speed, attack speed, and cast speed by 30%
Enfeeble at lvl 20 reduced accuracy by 37%, and even damage by 30%

Stacking curse like Flamability and Conductivity in my opinion is fine, it's hard to do both damage types. But stacking curse in aura form to me makes it way too strong


Why it is a problem when it is aura, and wasn't a problem when it was curse stacking in general?

Auras aren't as effective as curses, because you can stack Auras from different players. They are intended for group/minion play. Make Auras stronger, and they OP in group play.

Gotta admit I never liked Enfeeble/Temp Chain combo being almost needed on HC. Might be only me, tho. :V
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
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goetzjam wrote:
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Char1983 wrote:
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I_NO wrote:
Oh stop it they already fucked it up.


Gotta love your reasoning.

Curse stacking is pretty badly OP, yeah. Was in a map with a quadcurser (or maybe it was five) the other day. Not sure what it was that he ran, but the mobs pretty much stopped moving. He also ran like 7 auras.


So 4 curses and full auras, I doubt the gear was cheap for one and I doubt they were that surviable, its difficult to get all the curse nodes, aura nodes and use uniques and still have survability, abit if your playing on SC I doubt its really an issue if he dies occasionally.


Given the fact that he was lvl 100 he probably was survivable enough.
Remove Horticrafting station storage limit.
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Char1983 wrote:

Gotta love your reasoning.

Given the fact that he was lvl 100 he probably was survivable enough.


Was this fella in standard? because if it was , chances are pretty good that it was the result of a reroll after a ggg passive reset wave to be purposefully 100% committed to the whole aura curse build thing. that or the characters was one of those 100% in a group while mapping builds that is otherwise worthless alone.

especially if it is a level 100 which is effectively a finished character what the heck else you gona do with one of those if not make some quirky hipster builds.

turns out if you invest everything into something that something usually ends up performing pretty well.
Last edited by Saltychipmunk#1430 on Feb 24, 2016, 10:04:34 AM
A level 100 support curse char had strong curses? I am baffled, baffled I say.

Unless you are arguing they are too strong with a fully dedicated support character in a group?
In that case, newsflash: groups crush maps anyway, do not balance the game around party play because a lot of people like to play solo.

I really can't understand why you think curse stacking, a mechanic which is totally nullified by curse immunity and further reduced on bosses is strong but you don't even mention when in a group you have 6+ different auras at a time.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Last edited by Mannoth#4185 on Feb 24, 2016, 10:10:46 AM
I wanted to make an aura curser once. Actually made one too. The biggest problem I ran into was that people fairly often run a curse aura themselves, and only curses from the person who's closest to mobs take effect. To make an effective aura curser would require a somewhat organized party, since no one else should be running Blasphemy at the same time.

With the issues and limitations it currently has, aura cursing is hardly too strong.
[s]only mindless sheep think labyrinth is OK to have in PoE.[/s]
okay nevermind labyrinth, fix dx9 blackscreen instead...
Last edited by mynameisonlyforthegods#2781 on Feb 24, 2016, 10:21:06 AM
Add monster curse resistance that scales with party size and increase boss/exile resistance similarly for said parties. Problem solved.

You can't run 4-6 curses on your character AND have good clear speed on your own. These builds rely on others doing the grunt work for them. I never play in parties and from a solo standpoint the skill is neither OP nor in need of a nerf. If you don't like the mechanic, don't play in groups! Feel the visceral punishing content of the solo experience! My guess is your sojourn into solo play will last a week and you'll go screaming back to streamlined, party play.
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Would you rather have 5 or 6 curses on a single hit? The answer is pretty clear to me, yes.


At a very significant cost currently. The base 20% slow is nice and better then nothing but if your investing that heavily into getting additional curses you probably want the strongest curses you can get in the process and having a 0 quality level 1 temp chains is pretty shitty, even scaled with effectiveness because its such a low starting amount.

Clearly you don't play HC or you wouldn't be making a statement like this.

More isn't greater if at least 1, if not 2 curses are extremely weak compared to the potential they could be. Lets be honest here not only are you losing levels, your losing quality AND losing the option to further scale the gems with enhance (more quality) which then all get scaled by effectiveness on tree.

Its like running low life with solaris lorica, its possible its clearly not optimal.


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Given the fact that he was lvl 100 he probably was survivable enough.


As salty already said he could have and likely did reach 100 on another spec and since he literally has nothing to lose but a map portal on death it doesn't matter if he dies. Why he would be playing a support build at 100, unless he was trying to help his friends get to 100 idk, there doesn't seem to be that much of a reason to do something like that when you reach that point.


You've also clearly never played a curse\support build Char1983 or you would have some understanding of what I am talking about specifically about gearing. Especially if your trying to stack auras as well, that adds a whole another level of something. Lets also be clear if your running auras and curses, your sacrificing 1 or the other's potential maximum effectiveness by doing such a build. If you want a curser a dediced curser that provides 2 auras will have stronger curses, if you want an aurabot, a dedicated person that focuses on auras will be stronger then the hybrid aura\curse build.


Also its standard the gear to do such a build is stupid cheap and building around such a thing isn't difficult either. Lets also be real here the penalty for death in SC is negligible.


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Add monster curse resistance that scales with party size and increase boss/exile resistance similarly for said parties. Problem solved.


No shitty mechanics like this should never exists, it discourages party play in lots of circumstances and overall makes a complete build, various uniques, ect useless.


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You can't run 4-6 curses on your character AND have good clear speed on your own. These builds rely on others doing the grunt work for them. I never play in parties and from a solo standpoint the skill is neither OP nor in need of a nerf. If you don't like the mechanic, don't play in groups! Feel the visceral punishing content of the solo experience! My guess is your sojourn into solo play will last a week and you'll go screaming back to streamlined, party play.


So you admit multiple things here. That your not running a lot of curses and have good clearspeed on your own, I think thats clear given the investment it takes to run curses to the maximum effectiveness.

You admit you never play in parties, but you suggest a change to parties, its as if you don't care if something is nerfed as long as it doesn't affect your gameplay, so you put the thing on the group play rather then the game as a whole. Clearly if you've never played in a party you shouldn't be suggesting changes to group\party play in PoE, right?

Then you admit that the curse aura's override based on position, so they compete in a given party already.


Interesting line of thinking in that logic. If it doesn't need nerfed, but your suggesting a nerf to a way you don't play its as if you really shouldn't be suggesting a nerf to something you don't or haven't ever played.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.

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