Resolute Technique versus Crit Meta (GGG)
It seems as the more we go on the more it becomes all Crit Chance and Crit Multipliers. All I see these days is builds that all have one thing in common. Lots and lots of crits. In fact it's so bad now that people don't even select damage boosters in their selective weapon or item type. They could care less. All people seem to choose now is anything that boosts the crit chance and crit multi. It has become ridiculous.
There was a time where Resolute Technique was a valuable skill, a way of playing the game differently. In fact, 3 years ago, the hit rate chance and crit chance/multi wasn't so easy to achieve. It took quite a lot of points investment to have a decent crit rate/multi. Now, nobody gives a fuck about Resolute Technique or Unwavering Stance. I play without Unwavering and couldn't care less. But the Unwavering stance is for another story. GGG needs to address Resolute Technique in a way. I have a solution which is elegant. We can have Resolute Technique do the following: -Cannot Miss -Cannot Deal Critical Strikes -Gives 40% MORE damage The big increase in damage is thematically acceptable as it would make sense that someone has perfected the hit is able to inflict more damage. Now gameplay wise, crit/crit multi would still be superior in overall damage but it would help bridge the gap between Crit meta and RT. Just my thoughts, I'd like GGG input on this. Last edited by Warmey#4835 on Nov 22, 2016, 11:28:24 PM Last bumped on Nov 24, 2016, 5:37:02 PM
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Yeah sure just make it even easier to instantly kill self on reflect with that node.
Not even the unique bow which mimics the node without taking away crit is used for this same reason: reflect. And if reflect is changed, the node still won't be good enough cause quite frankly, you don't need much accuracy. |
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" So basically delete elemental overload from the tree and replace it with a new, mandatory node for all, even non-elemental non-crit build :D Also all you did was slap on 40% more damage lol Only reason to get elemental overload if this exists is if you can't travel all the way to RT! Well I guess u also lose a tiny bit of chance to guarantee elemental status effects, but that's pretty much it. |
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" 40% more is way too powerful (1 gem slot) and quite a "lame" solution to a problem I'm not sure it even exists. All my RT chars are quite viable (ofc, being melee is already a handicap, but that's another issue). RT also gives you the ability to completely ignore accuracy, on tree and on gear. Maybe have some damage / survivability bonus nodes after RT, but nothing too insane. When night falls She cloaks the world In impenetrable darkness Last edited by morbo#1824 on Nov 23, 2016, 2:03:55 AM
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fixing system issues with ONE passive is not elegant. it is just breaking the system further
RT is not a problem. crit is. or rather tying everything good with crit: flask charges, status aliments, most 'on ..' effects are 'on crit' effect. and only on crit effects matter in boss fights taking away guaranteed status aliments from crit would already go a long way. cutting crit nodes so that you cannot easily reach 90% crit with semi-investment would be another step. |
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" Thank god you don't work for GGG. Dys an sohm Rohs an kyn Sahl djahs afah Mah morn narr Last edited by Coconutdoggy#1805 on Nov 23, 2016, 2:15:03 AM
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The crit scaling potential has always been crazy high, only it was much more difficult to scale it well one or two years ago.
Now : - assassin makes it much easier - global damage increase makes PCoC easier to use - one can acquire power charge from other sources now ( like assassin's mark ) - the overral power creep and item accessibility makes it much easier to reach I would like a nerf (needs to be well tuned of course) of the global scaling of critical strike too, I know that GGG likes the fact that top gear can allow crazy things, but it has changed quite a bit. And 40% more damage is also way too much yeah. A reflect resistance thing would be nice instead, like .... if you know exactly where to hit, we could thematically see a way to find opening where reflect hurts less or something. And make it work for attacks, no need to have it for spells. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Nov 23, 2016, 3:00:30 AM
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A nice way to do it would be 3 new nodes post RT => 20% more damage, because you always hit, 15% reduced stun threshold, because you always hit, 10% chance to get Unholy Might on kill, because you always hit and should be a badass - playing melee + RT...
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"... Good to know "free speech" doesn't apply in any form or manner on the forums these days... Last edited by sofocle10000#6408 on Nov 23, 2016, 9:34:59 AM
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" 40% more damage, with face breakers...... anyway you gain a lot of dps by not missing and can roll different things instead of accuracy, adding a damage boost on top of that is a bit much Ancestral Bond. It's a thing that does stuff. -Vipermagi He who controls the pants controls the galaxy. - Rick & Morty S3E1 Last edited by lagwin1980#2224 on Nov 23, 2016, 2:40:55 AM
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" A reduced ennemy stun threshold could also make sense indeed. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Nov 23, 2016, 3:01:36 AM
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