I feel like stacking HP is the best way to go...

People want to nerf stuff and its not monster damage????

If they want to fix builds so they arent all hp stacking, they should change armor, ES and evasion to make them viable, not make health nonviable.

http://www.nerfnow.com/comic/image/955
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VoodooB wrote:
People want to nerf stuff and its not monster damage????

If they want to fix builds so they arent all hp stacking, they should change armor, ES and evasion to make them viable, not make health nonviable.



Nerfing hp and monster damage makes potions/life on hit/armor better.

potions heal for 900 over 8seconds while we have 5k hps, it would be better if we had 2k hp and damage was reduced by 50-60%.

Yes, as long as you actually reduce the damage the monsters do, that would be fine. But i didnt see that in the thread, it was lets get rid of health stacking by nerfing health. 8% is too high.

http://www.nerfnow.com/comic/image/955
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VoodooB wrote:
People want to nerf stuff and its not monster damage????

If they want to fix builds so they arent all hp stacking, they should change armor, ES and evasion to make them viable, not make health nonviable.



ES is the most viable out of the 3... Evasion has a small "niche build" following... Armor is utter garbage.

ES works fine as it's essentially "bizarro" HP... Granted they went a tad too far on the CI change, 25% or hell even 10% "more" would have been enough.

Evasion is, meh, the formual they use to "supposedly" limit RNG chains, is rather odd... You're pigeonholed into a specific "tree" path if you want to run it with any reasonable success.

Armor is borked... The way physical damage reduction is calculated, is just retarded for lack of a better word. The formula they came up with for it, must have been after a long bender or something. In it's current state, you're gimping yourself if your priority is armor, and you're gimping yourself worse then Stephen Hawking.

Monster damage does not need to be toned down... I mean look at resists, they work proportionately and reasonably.

You stack a resist... You resist that element. CRAZY LOGIC I KNOW RIGHT? Have 0 Lightning Resist, get assraped by Piety. Have 80% Lightning Resist, jet ski through her lightning ball. You still take damage but it's proportionate to the resists you stacked, basically how every f'ing RPG/ARPG/MMO/whatever f'ing game, that has been designed in the last 25 years. It's done like that because it makes sense, and it works.

Yet then here's armor... Stack the shit out of it, still take ridiculously insane amounts of physical dmg from white mobs, blues/rares still wack the fuck out of you, and bosses, well armor is absolutely worthless there.

What needs changing is how physical damage is reduced through armor, and maybe even a look at evasion...
Last edited by StinkFinger#4623 on Feb 20, 2013, 3:37:21 AM
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Archfiend wrote:
Investing in ES/Armor/Evasion bonuses seems pointless when they're so far below the bar that HP sets.

My duelist has 12000 armor self buffed and still gets hit by rares like a truck, I took passive armor nodes and so forth.

Running a ranger with the same build but skipping armor nodes and damage nodes and i'm doing WAY better with the same gems and playstyle.

How is it that HP is so much better than the other three? Is a nerf to HP nodes needed? Should HP bonuses be built into the passive nodes in the tree (in addition to primary stat some % of hp?) or should they flat out be removed?

Has there been any mention of this problem so far? As it currently seems:

HP >>>>>>>>>>>>>>>>>>>>>>>>>> Evasion > Armor > ES

Is the bottom line in all cases.


why do people keep posting things like that seriously?
in the whole gaming RPG (even on PnP RPGs) the HP is the safe way to go if you do not want to play with the odds (rolls)

dead dps = no dps

HP is the safiest way to play...ofc you can build an EV/AR character but you know that every time you play the odds...odds not in your favor = die

can you all stop posting things like this? HP is NOT >>>> all mitigation...in fact if you focus sololy (sp?) in HP you will die horrible, cause HP doesnt' mitigate anything it just protect you from 1shots

and stop asking HP nerf...lol seriously
When you judge another, you do not define them, you define yourself
There should be a small (2%) extra life bonus for all those armor/evasion nodes.


"
why do people keep posting things like that seriously?
in the whole gaming RPG (even on PnP RPGs) the HP is the safe way to go if you do not want to
can you all stop posting things like this? HP is NOT >>>> all mitigation...in fact if you focus sololy (sp?) in HP you will die horrible, cause HP doesnt' mitigate anything it just protect you from 1shots

and stop asking HP nerf...lol seriously


"in the whole gaming RPG (even on PnP RPGs)" a balance of hp, armor, and evasion is the best way to go. In path of exile, straight up HP is the way to go because you can just cover the other defenses with your gear. The HP passives are WAY stronger than the mitigation passives. That's the point of this thread.
Last edited by glovedust#4039 on Feb 20, 2013, 4:31:08 AM
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StinkFinger wrote:

Armor is borked... The way physical damage reduction is calculated, is just retarded for lack of a better word. The formula they came up with for it, must have been after a long bender or something. In it's current state, you're gimping yourself if your priority is armor, and you're gimping yourself worse then Stephen Hawking.


Completely agreed.
The current damage reduction formula is: armor / (armor + damage * 12), which is insanely ridiculous. The rational formula IMO is: armor / (armor + damage)
I hope the developers stop saying they are a small team as an excuse. Fixing this broken formula can't be more easy.
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amnes wrote:
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StinkFinger wrote:

Armor is borked... The way physical damage reduction is calculated, is just retarded for lack of a better word. The formula they came up with for it, must have been after a long bender or something. In it's current state, you're gimping yourself if your priority is armor, and you're gimping yourself worse then Stephen Hawking.


Completely agreed.
The current damage reduction formula is: armor / (armor + damage * 12), which is insanely ridiculous. The rational formula IMO is: armor / (armor + damage)
I hope the developers stop saying they are a small team as an excuse. Fixing this broken formula can't be more easy.


What if the problem is that they don't think of it as broken? Perhaps they ascribe to the GURPS (I think this is the system that did it this way, don't crucify me, it's 4am in a 12 hour nightshift here) theory of armor? Basically armor in that system soaked a specific amount of damage, period. So even the toughest armor would only soak X damage each time, with X being a static number. Against small hitters, this made it to where half the time you'd get hit and not feel it. I can see a *somewhat* of a rationalization to this way of thinking about armor, as the armor is a static piece of something, with a static thickness/magic defense.

However, that being said, they may need to adjust the formula slightly as mobs that hit like trucks essentially ignore armor for all intents and purposes. If they want you to have to learn those mob's patterns and 'duck and weave' instead of stand up and tank it, they need to state this.
Please familiarize yourself with the Greater Internet Fuckwad Theory (GIFT) - http://www.penny-arcade.com/comic/2004/03/19

Realize that the only part of the equation you can affect in the GIFT is the audience. Remove the audience and the trolls merely rant at the air.
I think the only way they are going to fix this is to roll Hp into the other nodes. I really think that is how it should be anyhow, so you can actually pick a type of defense and take hps. As it stands now the best way to survive is to say fuck armor or evasion and just go pure hps and take a few keystones for damage. You can also by doing this say fuck mana on almost every class and go BM.

I think that the hp nodes should be reduced by half and combined onto armor or evasion nodes with some armor and evasion nodes getting ES instead to accommodate CI builds. I also think ES is viable in softcore i am level 77 with 4k ES clearing maps solo fine. However the road to my ES char being viable was painful i had 1300 es until around level 70 when i finally got some drops and decided to spend some currency ( an exalted) on a shield with high ES(300 plus).

Every toon i theory craft just seems to be a waste of time if 70 % of the nodes i take are not Hp or pathway to HP nodes. Since i generally try to make a build that is "complete" by level 70 so it is actually playable that basically has me traveling to grab every hp from whatever starting place i decide to go with. Which basically makes being anything but a mara or a Templar a sub-par choice given that the best hp nodes are to be found on that side of the board.

I know the fanboys will be here to defend and tell me how i fail or blah blah , but its a reality atm that this skill tree is just a glorified path to hps atm ( or ES for ci build which is the exception to the below on gear needs).

Also people say that gear will change this but i seriously doubt it even if you are capped out in 90 plus hps in each slot you are in general going to just want as much hps as possible because of the piss poor actual mitigation that armor provides or the fact your going to take hits with evasion given the way it calculates.

Something needs to be done i think putting 4 % hp on the 10 evasion and armor nodes and removing the hp nodes would be an excellent start to that but then it would make this shiny tree not so big anymore. Of course the reality is it already isn't that big because so much of it is nonviable.

This is not hating on the game its fun , and i have played it a lot and spent 60 US in the item shop(which i believe in the least gives me the right to state my opinion on these matters to those of you who are just lemming like fan boys). However, I find myself not interested in the least in rolling new characters given that taking the shortest path to every HP node and BM does not sound fun and playing a more interesting spec that will be gimped in merciless sounds even less appealing.

That is a problem given that the main draw for me to this game was the fact you had avoided the shitty D3 trap of no customization. I want to play hundreds of different characters and at the very least several different ones but stacking hps and using 2 different skills a few auras and a curse on different toons is not playing different characters. Its just mashing the same buttons in the same ways with different particle effects going off.

I'm not sad about my money spent and I'm happy to have supported this developer , i prefer to support these types of games in today's piss poor corporate world of gaming. However this game still has major issues skill tree being one that need to be fixed for it to be a true classic.However im already logging in less each day ( granted i did 3 weeks of 12 hour days so could just be standard burnout) and every time i think about rolling a new toon i just think " meh i dont want to just travel to hp nodes"

Please GGG address this issue or at least make mention that you understand its an issue. I realize your a small studio i think a lot of us do and id be happy just knowing you acknowledge that all is not well and balanced in the skill tree and that the power of HP nodes( or the forced taking of so many of them with the path nodes to them 70 % ish it seems) is a large part of the problem.
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StinkFinger wrote:
HP >>>>>>>>>>>>>>>>>>>> Resists >>>>>>>>>>>>>>>>>>>>>> ES >>>>>>>>>>>>>>>>>>>>>>>> Evasion >>>>>>>> Armor

Armor is garbage... HP is KING!!!




who uses comic sans? this is 2013 not 1996 xD

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