Helm enchants

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Docbp87 wrote:
This system is not meant to be reasonable. Builds shouldn't depend on enchants. If you want a specific enchant, trade for it. It isn't (and shouldn't be) balanced around self-found players.
It doesnt need adjusted at all either, its purely min-max. If youre building with the intent of an enchant being needed then you better be willing to put in the farm or currency, period.

Its like someone bitching about not having a Shavarones for low-life and that they should make shavarones freely available because "its le required for muh build".

Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
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Tin_Foil_Hat wrote:
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Docbp87 wrote:
This system is not meant to be reasonable. Builds shouldn't depend on enchants. If you want a specific enchant, trade for it. It isn't (and shouldn't be) balanced around self-found players.
It doesnt need adjusted at all either, its purely min-max. If youre building with the intent of an enchant being needed then you better be willing to put in the farm or currency, period.

Its like someone bitching about not having a Shavarones for low-life and that they should make shavarones freely available because "its le required for muh build".





Except Shavs or the new Chayula upgrade is required for a reasonable LL build that can actually take a hit.
Totally agree. There are a lot of things are are kinda worthless in POE and it has less to do with someone needing X but more of why waste the programing and development for something that is worthless? All it would take is a tweak to make this better like limiting the enchantments to, say, 10 or 20, and have them all be decent.
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RogueMage wrote:
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Docbp87 wrote:
This system is not meant to be reasonable. Builds shouldn't depend on enchants. If you want a specific enchant, trade for it. It isn't (and shouldn't be) balanced around self-found players.

Here's my helm enchant, Bitchlord:



This particular character crafted that Fated Unique helm himself, while leveling up in Prophecy league. Part of the challenge for me was using league-specific resources to raise a melee character who could fend for himself up through level-80. His glove and boot enchants actually turned out fairly useful:



But reduced mana reservation on Grace? That's so fucking niche, I doubt anyone in the entire player base is actively using it on their prefered helm for an endgame build. I searched PoE trade for this particular Fated Unique and found nothing offered with an enchant of any type.

The bottom line is this: I would readily suffer through multiple runs of that stupid Merciless Lab if I thought there was even 10% chance of getting any kind of useful helm enchant. But with less than 1% chance? Fuck that shit, braindead RNG is the ruin of this game.


You joking? Reduced mana reservation on auras is extremely useful for plenty of builds. Builds using Queen of the Forest would love that (and some very powerful, popular builds over the last few leagues have done just that). The real issue is that no one is using that particular helmet. The helmet is what is niche. I don't really understand your point beyond that. Again, the game is not balanced around self-found play. If you want a particular helmet with a particular enchant, trade for it. I know that isn't possible for you, wanting to use that helmet (which I still don't understand the reasoning behind... stun immunity I guess?). Not to mention, running the lab (especially merciless like you say) takes what... 15 minutes? The odds of getting an enchant that is useful in a day of farming the lab at a decent speed isn't THAT bad, if your build uses a couple of auras, or heralds, or 1 or 2 attack/spells, or a golem, or a movement skill, etc. The enchants are a min-max thing. That's why it IS okay for them to take a while to get IMO, especially if you are looking to get a very specific one.
U MAD?
The helm enchants are absolutely not ok for anyone but the upper 0.01% of players.

1/350+ is a total crap shoot and the trade-dependent design completely falls apart in less active leagues like HC perm or even standard.

Even in active temp leagues it only works for meta builds. Try finding a helm enchant for a niche build on a base that isn't a hubris or devotos.

For a temp league timeframe 1/350+ helm enchant poop shoot is stupid. For a game with meta shifts every few months, where even in perm leagues your build changes and/or your helm changes every few months, regrinding 1/350+ helm enchant over and over is stupid. It's poorly designed. It's frustrating to grind something so RNG and the timeframe to accomplish your goal is unreasonable.

At level 92 in breach (not ladder competitive, but well above average) I've found under 25 trials (under 25 offerings), 1/14th of the offerings needed to satisfy a 1/350+ grind. This is a completely broken and depressing design if you're seeking a niche enchant on a less popular base.
Never underestimate what the mod community can do for PoE if you sell an offline client.
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Vhlad wrote:
The helm enchants are absolutely not ok for anyone but the upper 0.01% of players.

1/350+ is a total crap shoot and the trade-dependent design completely falls apart in less active leagues like HC perm or even standard.

Even in active temp leagues it only works for meta builds. Try finding a helm enchant for a niche build on a base that isn't a hubris or devotos.

For a temp league timeframe 1/350+ helm enchant poop shoot is stupid. For a game with meta shifts every few months, where even in perm leagues your build changes and/or your helm changes every few months, regrinding 1/350+ helm enchant over and over is stupid. It's poorly designed. It's frustrating to grind something so RNG and the timeframe to accomplish your goal is unreasonable.

At level 92 in breach (not ladder competitive, but well above average) I've found under 25 trials (under 25 offerings), 1/14th of the offerings needed to satisfy a 1/350+ grind. This is a completely broken and depressing design if you're seeking a niche enchant on a less popular base.


Agree
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Vhlad wrote:
The helm enchants are absolutely not ok for anyone but the upper 0.01% of players.

1/350+ is a total crap shoot and the trade-dependent design completely falls apart in less active leagues like HC perm or even standard.

Even in active temp leagues it only works for meta builds. Try finding a helm enchant for a niche build on a base that isn't a hubris or devotos.

For a temp league timeframe 1/350+ helm enchant poop shoot is stupid. For a game with meta shifts every few months, where even in perm leagues your build changes and/or your helm changes every few months, regrinding 1/350+ helm enchant over and over is stupid. It's poorly designed. It's frustrating to grind something so RNG and the timeframe to accomplish your goal is unreasonable.

At level 92 in breach (not ladder competitive, but well above average) I've found under 25 trials (under 25 offerings), 1/14th of the offerings needed to satisfy a 1/350+ grind. This is a completely broken and depressing design if you're seeking a niche enchant on a less popular base.


This would all be true if helm enchants were necessary or build enabling. As they stand in their design, they are not. They are QoL or DPS boosts. If they changed mechanics or something, then yes, it would be a big deal that it is unreasonable to grind a specific enchant for yourself.
U MAD?
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Docbp87 wrote:
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Vhlad wrote:
The helm enchants are absolutely not ok for anyone but the upper 0.01% of players.

1/350+ is a total crap shoot and the trade-dependent design completely falls apart in less active leagues like HC perm or even standard.

Even in active temp leagues it only works for meta builds. Try finding a helm enchant for a niche build on a base that isn't a hubris or devotos.

For a temp league timeframe 1/350+ helm enchant poop shoot is stupid. For a game with meta shifts every few months, where even in perm leagues your build changes and/or your helm changes every few months, regrinding 1/350+ helm enchant over and over is stupid. It's poorly designed. It's frustrating to grind something so RNG and the timeframe to accomplish your goal is unreasonable.

At level 92 in breach (not ladder competitive, but well above average) I've found under 25 trials (under 25 offerings), 1/14th of the offerings needed to satisfy a 1/350+ grind. This is a completely broken and depressing design if you're seeking a niche enchant on a less popular base.


This would all be true if helm enchants were necessary or build enabling. As they stand in their design, they are not. They are QoL or DPS boosts. If they changed mechanics or something, then yes, it would be a big deal that it is unreasonable to grind a specific enchant for yourself.


Some of the helm enchants make a night & day difference, like cooldown reductions. For example, 30% reduced lightning warp duration makes a dramatic difference, especially for builds that use it as mobility + aoe clearing. Similarly with reduced earthquake duration (or various trap cooldown recovery speed) - these builds do not feel/play the same without those enchants.

Some of the enchants enable some builds, like Herald of thunder reservation reduction: entirely build enabling for 6L HoT builds, especially for pvp (another pvp example is +2 magma orb chains, due to the range superiority it provides, where magma orb is viable in some ways in sarn arena with it and completely uncompetitive without it).

Some of the enchants bring skills from being poor relative to other skills to being competitive (or superior), i.e. molten strike +3 projectiles (vs 2 default) is like having 2.5x projectile damage - it's so dramatic like using a 322.52 dps sword vs 586.4 dps.

A lesser example is +30% ignite chance for fireball or burning arrow, for non-crit grand spectrum prolif builds (everything comes together with it).

Yes many enchants are just OK or strong, like 40% increased damage or increased curse effect, or useless (like specific totem/minion resistances). But others are necessary for certain builds to even function properly or consistently. The balance differential between some enchants (and between skills with vs without them) is extreme.
Never underestimate what the mod community can do for PoE if you sell an offline client.
Last edited by Vhlad#6794 on Dec 23, 2016, 7:32:41 PM
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Docbp87 wrote:
Not to mention, running the lab (especially merciless like you say) takes what... 15 minutes? The odds of getting an enchant that is useful in a day of farming the lab at a decent speed isn't THAT bad, if your build uses a couple of auras, or heralds, or 1 or 2 attack/spells, or a golem, or a movement skill, etc. The enchants are a min-max thing. That's why it IS okay for them to take a while to get IMO, especially if you are looking to get a very specific one.

OK, so you agree that helm enchant odds are bad, just not "THAT bad" for someone willing to run Merciless Lab all day long. Your attitude is self-admittedly that of a no-lifer willing to waste an entire day on what most players would consider a masochistic exercise in futility, obsessed with one of the most frustrating and unrewarding crapshoots in the game.

What you overlook is this: I'm boycotting the Lab, not because I hate the fucking traps, but because it's a futile waste of my time. I'm just one more player (and there are countless others) who's wound up alienated by the game, rather than inspired to grind until I get something I want. And it's not that I want "something for nothing", I want my time and efforts to have a fair chance of paying off with something worth fighting for.
well in that case RogueMage, from one veteran player who got kicked in the nuts by RNG too many times to another - this probably isn't the game for you.

maybe it used to be... but now it isn't.

Chris has "masochistic exercise in futility" engraved and gold-plated on his office door.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Dec 24, 2016, 3:44:04 AM

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