Resolute Technique versus Crit Meta (GGG)

there is no easy way to buff RT, giving it damage makes little sense since we already have crit for that.

personaly i think the problem is that crit has way to many perks on it, remove the inate hability to freeze, shock or burn on crit and give rt a large chance to freeze/shock or ignite on hit. this way rt would have its own perks.
self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

There is no crit meta, of course that you do more damage as critical build those two can't compare. As for removing status aliments from critical strikes, its bad idea taking fun out crit builds. No more shattering monsters :(. Thank God some of these people don't balance this game.
Last edited by XeonioTheImmortal#6188 on Nov 23, 2016, 10:08:26 PM
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XeonioTheImmortal wrote:
As for removing status aliments from critical strikes, its bad idea taking fun out crit builds. No more shattering monsters :(. Thank God some of these people don't balance this game.

So GGG puts more chance to cause elemental ailments on the tree and maybe adds it back to the quality bonus on certain gems. Not a big deal. Right now with crit you get more damage (which also means easier leech), Surgeon's flasks or Pathfinder synergy, AND instant status ailments. What does non-crit get? Elemental Focus in niche cases, maybe Elemental Overload if you're in the area, and slightly easier gearing? Not a balanced tradeoff.
Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616
Last edited by Tempada#2630 on Nov 24, 2016, 10:17:59 AM
I think we should go with "and then we double it! "

so the RT will double your melee damage
YES I support the game, NO I don't agree with many GGG decisions

Lab still sucks balls.

I miss Zana already.
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Miazga wrote:
I think we should go with "and then we double it! "

so the RT will double your melee damage


That is one way to look at the problem, but just double melee damage is not as fun as a more multiplier in line with the less duration one, a reduced stun threshold and a chance to gain Unholy Might for at least 3 seconds on kill - it would be more efficient if you look for just damage, but it would also leave lot to be desired, as a cool interaction to feel good about picking the RT notable...

By the way, I'm stupefied that I presumed that large amounts of damage are mandatory especially for red tier maps, I just went bonkers on a nice bonus in HP, and went up 1.5 K and considerably nerfed my damage and what do you know I "git gud"... Now I'm truly sad that to push into higher tier red maps with a "melee glass canon of 5 K" will remain an untested goal, but that extra buffer is just too good to be neglected if you want to target trying to rise above 96 towards 100...

If only Punishment went with every kind of attacks to grant the buff, I would fell great about dropping the IC for it (and because of the nice red colouring for the curse it should give a nice substantial bonus to those melee players that get hammered from elemental damage and spells too)...

PS: Yeah, yeah, I'm a casual n00b that pushed his "moar tooltip damage" own build to more than level 95, so sue me for being a hoarder that doesn't give a f@#k about the metas and the way the game is meant to be "failed" - and I always did found melee/semi-melee way more fun than the caster/ranged playstyle...
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 24, 2016, 5:43:15 PM

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