congratulation GGG for the console port. Now it is a good oportunity to work also on pvp

Why would you ask for new t-values when we know GGG will just neglect this in future content? We had vortex no t-value dominating pvp (everyone had cwdt or cast on death vortex during that time), then decay, now scorching ray. History repeats itself with GGG releasing new damage over time skills without t-value that ignore block/dodge/spell block/spell dodge/evasion. Look at the pattern. It's obvious: Moving forward GGG needs a maintenance free solution to pvp balance, so they don't need to continuously direct resources to it (because they won't continuously direct resources to it, so a system that relies on that is flawed).

This is what GGG must do: rework the pvp damage formula so that t values on individual skills and individual skill scaling is not necessary. It was a mistake in the beginning to try to add more and less pvp damage modifiers to individual skills. Balancing in that way is too fine tuned and labor intensive, and ultimately inappropriate. The game is too fluid for separate individual skill balancing in pvp - as we see it does more harm once neglected.

We have content updates that add jewels, uniques, supports, enchants, etc that influence skills directly, which would all upheave individual skill balancing in pvp.

It makes more sense to have very large global damage reductions in pvp (largest for dots and secondary damage), and eliminate all the silly stuff with t-values and more/less pvp modifiers on individual skills. We've had EA secondary damage/wall spam dominating pvp for years and one of the reasons for that is GGG gave EA a very inappropriate pvp t-value for the way it's used with quill rain.
Never underestimate what the mod community can do for PoE if you sell an offline client.
Last edited by Vhlad on Jan 19, 2017, 1:52:53 PM

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