Counterintuitive to the current clear speed meta: Slow the Game Back Down
The new bosses video has me drooling. Exactly what I want!
"It's all clearer now
And I hear her now And I'm nearer to The Salvation Code" |
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" Looks good, but melee is getting the short end of the stick again. That void in temple map with fleet and multi proj is going to be uhm, troublesome. Will wait and see, depending on actual damage it might be fine since they are using quite a lot of degens which melee is more capable of overcoming. Like the overhaul so far though, but i will miss crema boss. R.I.P. fire storm that makes gravicus jealous. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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" Yeah, I saw that. I am a little too hopeful since I am planning to work with that new bone helmet first character and go cheap tanky classic summoner. I wish it were as simple as d3 able to give melee characters a clear cut defensive/offensive advantage over ranged characters but then people would easily take melee characters and make them all ranged for the extra bonus and no downside here... "It's all clearer now
And I hear her now And I'm nearer to The Salvation Code" |
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^You talking about fortify?
Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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"It's all clearer now
And I hear her now And I'm nearer to The Salvation Code" |
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" I think the whole fortify thing is poorly done. Imagine if we had an invisible fortify effect that would just turn on when you're within 20 units from a monster and turn off outside of that range, or, even better, scale like point blank. Not something that would encourage a squirrelly sharpshooter to risk clinching a boss and not very open to exploits. What we got here is just another buff, casters can have it, ranged can have it, we have weak fortify, strong fortify, fortify triggered from half a screen away... The line of thinking would be it's easier to read attacks from up close and just being there would disrupt ranged monsters (because they are indeed afraid, many try to get away when you get close). It could also grant more chance to evade to be in line with the idea. Ah, and chance to flee could be reworked to cause [fear] effect instead which would boost that hidden fortify so it would be a very powerful status for melees and the minotaur mace would actually be good. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Aug 26, 2016, 1:06:07 PM
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" :-D lmao you jack. But let's not have this fortify discussion raics, i think we covered it well enough when it was being introduced. I mean i would have put it on every single melee skill inherently. Requires accuracy or RT to trigger = check. Spectral throw not tagged as melee, check. Doesn't eat up a mandatory gem slot for the builds that actually need the dps for going up close and putting themselves in danger, check. Not punishing for elemental melee builds since it only offers physical % increase, check. etc... Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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" Alright, we certainly have and I already mentioned this inherent fortify concept a few times. Unfortunately devs would first have to acknowledge something is wrong here to start looking for a solution and I don't have that kind of impression. But you know, proximity would really be the only failproof way to do it, the only thing you need for it is a desire to look a monster in the eye before it kicks the bucket. Skills don't mean much here, we got stuff like ground slam or lacerate, close range casters, meleeish archers with max block and point blank... Another thing is you wouldn't be able to just go in, grab the buff and bail out, it would be very honest, your build either spends a lot of time in close range or it doesn't. Too many things in PoE are a variable, so you need to go for constant ones whenever possible. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Aug 26, 2016, 1:23:49 PM
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" I watched that video today and nothing really surprised me. However, a fair argument could be made that the amount of stress situations for a melee FAR exceeds that of a ranged player with nothing to compensate for that discrepancy. So while there general direction is fine for an ARPG there is still a balance issue in game-play provided across the board. There is also no merit to playing melee on specific situations to counter this discrepancy, like faster boss kills to reduce the stress-levels on those situations to compensate the general content provided. Quite the contrary, all of the content provided is more stress inducing for a melee player. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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