It's time to remove reflect damage

I love reflect mobs. Their aura stands out extremely well if you pay attention. Whenever I see their aura I just cast skelly totem and punishment and watch them blow themselves up. I giggle softly to myself watching them kill themselves.
Luke: Sorry we have to leave you here, but it just ain't right to eat your wife's and daughter's brains. Plus you're really disgusting and I don't want to spend anymore time with you.
although reflect damage in this game is significantly harder to deal with then d2 or d3 i dont think it should be removed there are always ways around it.
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rephikul wrote:
HP sponge builds were made because mobs can already hit much harder then 10%-20% health and ES of characters without significant HP invnestment.

We are talking about the same thing. I dunno how evasion character going to survive 5k health crit from off screen. Enfeeble here is not help. Just increasing mob damage to ceiling serves nothing.
Getting blown up from offscreen is really pretty terrible, and I think it severely hampers archer build diversity because everyone feels obligated to be super tanky and have life on hit or vaal pact.
It's actually quite fun to kill yourself with a single Lightning Arrow (GMP + Chain) before you even realize what has happened..
@Vanzi, 75 Shadow
@Arrathan, 78 Ranger
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SEXYSUPERSATAN wrote:
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thepmrc wrote:
I would say its time to nut up and figure out how to deal with Reflect Damage. Just like in D3 this is NOT a problem at all for people who have build around. Reflect damage was a joke in D3, ask any HC player. If you deal a bunch of physical damage and have no armor / endurance charges you will die to reflect, if you deal a bunch of ele damage and have bad resists you will die to reflect. If you build your character with this in mind you will not have a problem with reflect. Please stop asking that anything providing difficulty be removed from the game.


I have 75% all resist, fire my wand (wand templar) on a pack of mobs and it takes me to 20% health. I already fired the other one and it crit as well, bye bye XP. Part of the mobs were not on my screen, even if theoretically I would never, ever fire my wand on mobs I could not see it would not have mattered in this situation because thanks to LMP + Chain it hit mobs off-screen. Should I just stop using Chain and LMP altogether so I can control my damage output?

It's pretty fucking stupid how whenever I watch any stream, streamers always have to do retarded shit in order to deal with reflect damage. Swapping out gems, replacing gems and once I even saw someone regret orb out of a talent because in a map the final boss was next to a reflect mob with ES.


Get 78-80% resists or above, it helps immensely. Also, not sure what your stats are like but with 78% AR, 3.5k health and 1400 AoE DPS with GMP (60% crit, 340% CD), I have never taken myself to below 50% with one AoE attack, even on an ele reflect mob on an ele reflect map. Your point of 20% health must be a hyperbole.

Why do people insist on not being challenged at all? Ele and Physical reflect are in place for a reason - to prevent glass cannon builds. It's ideal gameplay for you to have to build and gear for multiple things, otherwise it becomes too easy to obtain great gear.
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rephikul wrote:
We already have ways to go around damage reflection (minions, totems, traps, mines). I think what we only need to do is making reflecting mobs more <<<_ noticable _>>> . Right now it's only obvious if it's a reflect aura. Elites with... what's that? Bah, text too small. YOLO!!


All this stuff still reflects on your build, which you can't just change on whim

Reflect damage is stupid, its a relic from D2 days. It was stupid in D3, which is why they turned it into an active (reflect damage turned into reflect shield, the mobs would activate shield to reflect all damage but it was only up for a limited time)

I don't enjoy it when I suddenly kill myself because I happen to shoot something offscreen that happens to have allies reflect damage

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Breklin wrote:

Why do people insist on not being challenged at all? Ele and Physical reflect are in place for a reason - to prevent glass cannon builds. It's ideal gameplay for you to have to build and gear for multiple things, otherwise it becomes too easy to obtain great gear.


Until someone shows me mobs that counter tank builds, anyone that claims that something is in the game to counter glass cannons is saying crap

What is it with everyone hating glass cannons over other builds. Why can't we hate pure tank builds, which is pretty much what 90% of the builds in the game currently are?

Honestly are glass cannons giving people like nightmares or something. If you want a game that has diversity, you don't just shit on one class (glass cannon) while leaving the polar opposite (pure tank) fine.
Last edited by deteego#6606 on Feb 20, 2013, 5:30:34 PM
I do not understand the mechanics behind damage reflect. I can easily whittle down rare mob health even through damage reflect aura but I once crit to see my HP drop down to 20%. I have had several cases where I killed myself 100-0% HP by firing my Frenzy forward only to have it crit and pierce through boss with damage reflect and hitting monster behind it.

I also on purpose blew myself in one shot of Split Arrow supported by Chain on a large pack of mobs around physical damage reflect rare. It was funny as hell, obviously I just leveled up.

Anyway, I think damage reflect should be coded in a way that does not penalize crit builds so heavily. The damage intake should be either capped on certain % of HP or damage/second. This would mean that players must still pay attention but there wont be so many 1-shot deaths.
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Baron01 wrote:
I do not understand the mechanics behind damage reflect. I can easily whittle down rare mob health even through damage reflect aura but I once crit to see my HP drop down to 20%. I have had several cases where I killed myself 100-0% HP by firing my Frenzy forward only to have it crit and pierce through boss with damage reflect and hitting monster behind it.

I also on purpose blew myself in one shot of Split Arrow supported by Chain on a large pack of mobs around physical damage reflect rare. It was funny as hell, obviously I just leveled up.

Anyway, I think damage reflect should be coded in a way that does not penalize crit builds so heavily. The damage intake should be either capped on certain % of HP or damage/second. This would mean that players must still pay attention but there wont be so many 1-shot deaths.


damage reflect damage you for a X% of the damage you inflict directly.

and on another note i do not think that glass cannon's should be hated ... THIS much i myself think that anyone should be able to go from pure glass cannon to pure tank or somewhere within those lines the preffered playstyle of a person regardless of what class he takes templar, marauder, ranger w/e should not be hampered down because of inbalanced game mechanics besides making something anti tank would be max health % hits so regardless of how much health you have you lose lets say 10 or 20 % of health or whenever armor or evasion becomes viable mobs that ignore armor or cannot be evaded that sorta thing.
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deteego wrote:

Until someone shows me mobs that counter tank builds, anyone that claims that something is in the game to counter glass cannons is saying crap

What is it with everyone hating glass cannons over other builds. Why can't we hate pure tank builds, which is pretty much what 90% of the builds in the game currently are?

Honestly are glass cannons giving people like nightmares or something. If you want a game that has diversity, you don't just shit on one class (glass cannon) while leaving the polar opposite (pure tank) fine.


First off, there are no pure tank characters in PoE. You cannot 'tank' everything like in other games. Try, and you will die. Tankier builds do less damage, and therefore inherently level slower. The only drawback to doing less damage is that you know... you do less damage. The drawback to being a glass cannon is that you die and lose XP. The upside is that you destroy monsters in the blink of an eye. The balance is there. People just get upset about actually having to build balanced characters to do well I guess. They want to stack one stat and still be versatile... doesn't work like this, nor should it.

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