Build diversity is an illusion, exile
Oh, and I totally forgot about how every time new skills gems are released they completely overshadow pretty much all the existing ones.
" There are other downsides to playing sub-optimal builds. In fact, not being in some elite club is probably the least of your problems. By their own admission, GGG balance the game around the top players who play the cheesiest builds. By playing a build that doesn't clear as fast as the current (or previous) FotM, you're forfeiting loot and XP/hour. And the bigger the gap, the less likely you are to put up with the penalty. Fun builds stop being fun when you grind the same level for days, knowing that you could complete the same content in a matter hours with a FotM build. |
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This is way more of a balancing and design thread more then diversity... there is tons of diversity in this game. You play the game how you want to play it. There is no way to win in Path of Exile. You can make every skill work in this game now, especially with ascendancy classes. We are at an all time high as far as power creep. We are incredibly strong compared to the enemies we run into in wraeclast.
This game isn't competitive at all. Generally speaking, being competitive means all parties have an equal or near equal chance of winning. We all know that when you race or when you "pvp" you have no choice but to use the best skills for that. As far as balance goes, skills will always be superior at times to others. Especially in a game that releases ~new~ updates every 3 months. You can't really stop that. That being said, I do believe many skills are just downright awful and feel clunky to use. I would say this game lacks many (feel good skills). Unfortunetly GGG hasn't exactly proved that they are capable of handling this kind of balance. |
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" the problem having skills that are so much better than others its not even a choice. if all skills were on level of ice nova/glacial cascade/sweep/ek there'd be more choice there are surprisingly quite many skills that are balanced well against each other. unfortunately they are labeled by everyone as 'useless' because there are skills that completely overshadow them. why use ek when bladefall is a thing ? the #1 mistake is balancing around baseline of op. balance around the baseline of normal and then slowly balance it out. this is what GGG used to do. now they just dump new deliberately op skills every expansion and dont care about balance. Last edited by grepman on Jul 27, 2016, 4:47:52 PM
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" You're right, but the problem is GGG, even Chris himself has stated that reworking old skills is for the most part not going to happen. It disrupts too many builds people made around it, and it isn't exactly new content so it's not as exciting for the press. I actually think a lot of people missed one of the major problems. And that is that they balance the game around permanent and temporary leagues. Both of these things are completely different entities yet they are trying to appeal to both. This is why some major shit skills never get touched, or take so long to do so. Remember shock nova? Now shield charge. That's essentially the only skills that I can remember which have actually been reworked fundamentally. And you're totally right again, most of the new skills are just 'improved' versions of older ones. So eventually we're just going to get a shit load of skills, and most of them will be out classes. GGG's main philosophy has always been Quantity over Quality, and that is the truth. Dynamic Environment - Day/Night, Rain/Lightning - http://www.pathofexile.com/forum/view-thread/110100 GGG's design philosophy in three words: Quantity over Quality. Last edited by laycast on Jul 27, 2016, 5:00:35 PM
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If they would increase your base life/level and the ratio of ES%/Int, they could reduce the number of required nodes in the tree. This would enable wider build diversity, because those required defenses that every build has to take consumes a lot of skill points--and how can you really call it diversity if the builds look nearly identical? Just because you change a couple items or gems doesn't make it that different of a build. Skill gem choice does matter, but many skills can be played by the same tree with varying degrees of optimization. This tells me that the tree is the most fundamental point where builds truly begin. Therefore, if you want build diversity, this is where you start.
Tired of trolls? Ignore them.
https://www.pathofexile.com/forum/view-thread/1473168 |
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" 1. It's just a side effect of issue №2 - When trash is oneshotted anyway, the build that has higher AoE and movespeed, wins. If melee gets high AoE (Earthquake), you call him "melee" no longer. 2. I agree on that, however, certain "strong combos" still work for bosses, up to oneshots (BF mines, for example). But whole meta is caused by enemies having too low HP and relatively high damage, which isnt healthy at all. 3. Actually, certain "secondary effect" supports (ones that dont add "moar damage") are kinda potent and useful. Life leech, Blood Magic, Fortify, Increased AoE - all are strong non-damage options (although meta builds often try to get rid of them). The problem is, other "secondary effect" gems are just too weak to compete with "moar damage". Gems like Frostbite, Stun and others should be DRASTICALLY buffed - and then you'll see players using them too. Damage isnt always a king, believe me (i use Fotidy in my main link, for example, and resistance gem for totem). Players just dont have a choice, often - because "other supports" are just underpowered by GGG. 4. I agree on that, spike damage can be just out of control with map mod system. That's because of nature of mods, also, there far too many "damage" mods (and they add too much damage), while "tankiness" mods are should be prevailent. Also, HP recovery in PoE can be too effectve for certain builds (Vaal Pact, Slayer+LL noded, instant flasks, Occultist, etc). And when you recover your HP in no time, you care about oneshots only. 5. I agree on that, skill balance is very poor. Even a brief look at what skills do and their numbers reveal, that some skills are very powerful while other are junk. A person, responsible for skill balance, should be fired from GGG staff immediately, and without any good commendations. 6. Actually, it's just a side effect of issues №4 and №2 (as you pointed). Also, HP (life/ES) nodes give %increase, which cant gained with items (except Int mod for ES and very few uniques, like Belly). So, players are forced to get this increase through nodes (although, with current meta, if GGG implement a %life mod for rare, that mod will inctantly became a "musthave" along with flat life, and everyone will try to use items with both AND still get as much % life from tree as possible. But tree itself is pretty OK - there are many options available. It's just game, that forced you to pick too much HP. 7. Irrelevant, well, maybe with exception of Hatred. And still, Hatred is so great not because it "just adds damage", but because it's COLD damage, that can chill and FREEZE your enemies. I use physical skills a lot myself. Believe me, this is NOT a problem at all, so forget it. 8. Actually, double-dipping of Poison, Ignite and Bleed IS the problem. And double-dipping of critical strike "efficiency" for CoC. And free mana cost for CoC spells too. Many (if not all) of those items are OP ONLY because of broken mechanics. Remember, before poison change, no one gave a shit about Voltaxic (was considered near-trash bow). Same for Snakebite. GGG should NOT fix broken content mid-league, but DONT release it at all, in first place. If GGG cant predict the power of certain items and mechanics, then they should fire their analytic, and hire the one, who knows math, statistics, and so on. It's not hard at all to calculate the "power" of item like RotC (relative to rares), and its effect. Once again, GGG, i repeat - FIRE your staff, responsible for balancing skills/items, and hire competent person(s). IGN: MortalKombat Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power Last edited by MortalKombat3 on Jul 27, 2016, 5:20:57 PM
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" And they still remade Lightning Strike skill (was red - became green, also many extra projectiles added). Players dont ask to REMAKE old skills. They ask to make those skills viable. A simple buff to skill's AoE, damage, etc. can turn a useless skill into a good one. For example, change Heavy Strike's base damage to 600% , and it's will BE used, despite "melee" and so on :). 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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" Diversity without considering the context it's in, compared to content and other builds, creates an arbitrary and meaningless comparison. The context of balance for each build in regards to other builds and the content each of those builds can complete is what defines the overall build diversity in a game. |
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" +1 and well said Necropolis master craft service Necropolis My IGN TreeOfDead
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So I quit PoE after Atlas came out, has anything changed since?
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