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

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Mannoth wrote:
Who the hell plays pvp in PoE...

Better yet, why would they balance their game around the 1% of players which do play it?

-_-
Honestly, not going to call you out, but you know, it would actually create incentive to....make other players join
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xJLxking wrote:
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Mannoth wrote:
Who the hell plays pvp in PoE...

Better yet, why would they balance their game around the 1% of players which do play it?

-_-
Honestly, not going to call you out, but you know, it would actually create incentive to....make other players join



They can balance PvP and curse effectiveness in other ways, they have that ability, if the devs want to waste time doing so. Pvp could be fun, but not really in its current format.


Also what?

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What I'm saying is that in a PvP environment, Auras can't be reflect, nor stopped. You can't stop it from actually applying to you.


Right but a PvE environment like you know the rest of the game and curse immunity still prevents the curse from working. Just because it makes it an "aura" doesn't override the map mod that prevents curse immunity.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
They already decided it isn't worth investing further into PvP at the moment because the results they got was that people don't want to do PvP in PoE (given the numbers of people actually doing it).

And as saig by goetzjam they have the ability to scale abilities for pvp now (there was a maniphesto about it).
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Last edited by Mannoth#4185 on Feb 24, 2016, 2:34:30 PM
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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.


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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.


I never commented on curse auras overriding one another, you are mistaken.

No, I am not suggesting a nerf. I'm suggesting that the OP is perhaps looking at this from the wrong angle. The issue is not the curses or auras themselves it is the way they can be abused in party play. Non-viable characters (using a six link to sit and spam curses will not work in single player, try it) can abuse curses in parties. I'm merely pointing out the underlying problem; if you're comfortable (note for you: you're) with super clear speeds there's no need to nerf anything. If the desire is for slower clear speeds nerf'ing curses for everyone is a bit heavy handed considering the source of the problem. I generally play solo; this does not mean I have NEVER played in a party. I also have multi-curse characters, they just do more than curse as you cannot use curses alone to clear content. Parties of 4-6 (which I'v played in) make the content ridiculously easy. If you're comfortable with 4-6 players making the game trivial then there is no need to make adjustments.

What I AM saying is: IF (note: IF) adjustments are made they should focus on the real issue which is content trivialization due to niche skill abuses parties currently employ. All I am pointing out is that the skills themselves are not problematic, just the way they are being abused.
Last edited by Dos_Fafner#3176 on Feb 24, 2016, 4:43:14 PM
The real question is if pure support characters should be allowed to begin with.

Aura bots + characters purely meant to support characters are extremely overpowered in the instance were they have a full party to support.

That inherently doesn't make it broken since someone is being everyone else slave, investing completely (Gear/gems/skill tree/ect) just helping out people. So there is an extremely large investment for your purpose.

But should it be allowed in the game? It's similar to MF cullers or MF in general, they are very polarizing for the balance in the game but allowed because they take "investment."
Last edited by RagnarokChu#4426 on Feb 24, 2016, 4:46:39 PM
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RagnarokChu wrote:
The real question is if pure support characters should be allowed to begin with.

Aura bots + characters purely meant to support characters are extremely overpowered in the instance were they have a full party to support.

That inherently doesn't make it broken since someone is being everyone else slave, investing completely (Gear/gems/skill tree/ect) just helping out people. So there is an extremely large investment for your purpose.

But should it be allowed in the game? It's similar to MF cullers or MF in general, they are very polarizing for the balance in the game but allowed because they take "investment."


Clearly they have no issue with the support playstyle considering they've added at least 1 ascendancy class dedicated at really doing just that. So clearly they are not only allowed but further encouraged in ascendancy.


Not extremely over powered, they do generally make the content safer, but they don't always make it quicker, especially in smaller parties because the person(s) doing damage have to attack in "all the little places" you can leave a mob or two and let the melee person or whatever finish it off. In larger parties they are rather pointless in terms for defenses, except maybe some bosses, because 1-2 people can generally clear the whole map without the other members doing anything, maybe 3 to be conformable and take care of the stranglers.

The only difference between a dedicated support and the additional 3 people is they are specialized to provide someone else with a benefit rather then focusing on the single player aspect of that game. I would also like to mention generosity as a support gem or that new unique chest are clear indications of GGG encouraging that sort of playstyle.

So really to answer your first question, not only is it allowed, its encouraged and should be because its a playstyle people enjoy.

https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

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

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