Why Fortify isn't the answer
What if every melee hit increased the duration of current fortify by 0.2 seconds or something? (still the same 5 sec maximum duration). Would make it much more pleasant to use. You'll still have to refresh it upon relocating but running it on ground slam or whatever wouldn't break the combat pacing, jump in with leap slam linked to fortify and begin using your normal melee attacks, no need to recast slam every few seconds as long as you're still engaged.
Last edited by Raudram#2463 on Sep 29, 2016, 1:24:23 AM
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" I am not sure what you talk about. Your map pool or what? Not everyone is a solo softcore player. In group play and in hc the main attack without fortify is alot less viable than in your solo softcore experience cause then bosses not necessarily die within a few seconds, depending on the group of course. Why are you even arguing against improvements for melee? Are you sick? | |
" Leagues are temporary. Also, why the fuck are we discuss my play style now ? |
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" I'm not against improvements for melee, in fact there are tons of possible improvements for melee right now but fortify is perfect as it is now. " Not sure if you are serious? For every partymember after the first a monster gains only 60% more life but the party get 100% additional dps. So in a 6 man party the monsters only have 400% life but the party has 600% dmg and of course that is only true if we forget about all the other synergies a party usually has to offer therefore in reality it is more like monsters have 400% life and the party has >1000% dmg. So because it's easier it is less viable? Please explain to me why the main attack without fortify is a lot less viable in a group than while playing solo? German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung! torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team." top2000: "let me bend your rear for a moment exile" Last edited by 666lol666#3140 on Sep 28, 2016, 4:35:11 PM
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The actual gameplay of an ARPG, like all action games, is telegraphing, reacting to telegraphs, positioning, and the scope of your moves.
Therefore, things like skill range, how long the skill takes to perform, movement speed, and the number of enemies effected by one action are always going to be far more important than things like damage dealt and received. The former category decides how you play; the latter merely decides how hard hits are. You simply can't give one category of builds unlimited range, AoE, and attack speed, and then try to balance that out by giving better defenses to another category which is denied range and AoE. You already gave that first category the best defense possible: their enemies are vanquished in the blink of an eye. Clearspeed balance is a prerequisite for defensive balance. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Sep 28, 2016, 10:16:55 PM
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" 1) Ranged characters don't have to frequently temporarily switch to a different skill to get a flat defense buff. 2) It's micromanagement that ranged characters don't have to deal with. They have other things to micromanage of course but nothing as frequent as Fortify demands. " Of course lowering damage output would be the ideal solution but the complexity of rebalancing range around that is pretty big and if you don't rebalance ranged characters around it then the discrepancy between ranged and melee characters remains unchanged (You've only improved survivability for melee). Giving melee skills a flat 20% defense buff would improve survivability for melee while also lowering the discrepancy between Melee and Ranged characters. Computer specifications:
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Ranged charackters also don't have to push a button every few seconds to get a frenzy or power charge such as with endurance charges. Now you probably gonna tell stories about linking endurance charge on melee stun on you movement skill.
You haven't understood that this is not about what in theory is possible or can work but about what is efficient. Melee is unefficient already by default. Having to use movement skill constantly during fights to get the fortify is even more so. There is nothing to debate about, you don't understand anything, strictly speaking you are a noob that enjoys being unefficent and argues for it. And this is about relative efficiency in particular compared to what else is there. And don't come with curse on hit stuff. Even melee needs that for other charges than endurance charges to at least try to close the gap to ranged. Last edited by LSN#3878 on Sep 29, 2016, 9:14:46 AM
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A very good and pretty much underused option is "Phase Run"
You can avoid a lot of stuff with Phase Run especialy with the shaper you can distract balls if you have a golem or totems using phaserun during his slam will make him target those and its a slight dmg boost melee physical dmg and a good movespeed boost. Especialy for Totembro builds you can use phase run and get a full benefit from it while the totem gain a more multiplier to dmg Ingame: Snoxz
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Many melee skills dont need a 6l for dps, and many dont sacrifice dps by using fortify. Cyclone is a perfect example.
The problem here is demand for dps over balance. Thats an issue of the player not wanting to play the game correctly and is the reason so few players make it to end game mapping. There is such thing as too much dps and to low defense. Its the players job to find a perfect balance. If a mob has 20k hp and you hit for 80k, you have wasted dps that is only beneficial on bosses. Less dps means it might take slightly longer but that also means you are less likely to die. Chroniccomplainerreviews.wordpress.com
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