How to nerf Vaal Pact builds without nerfing Vaal Pact ?

The answer to this is "Bloodless" it's a passive skill in marauder area that makes life leech impossible if it becomes something common and a lot of monsters have access to it VP users will have much less sources of HP.

Of course this will also affect all life leech users but the effect on them will be far less intense cause they have regeneration

Also as a side effect this will make regeneration and other forms of defense far more important than it is now



What do you guys think about it?? Comment, criticize, give you opinion...


edit1: Bosses should also be included in the bloodess group
edit2: To keep ballance side monsters around bosses should not be imune to leech
Last edited by CyberWizardB5#5099 on May 2, 2017, 7:19:15 PM
Last bumped on May 3, 2017, 6:55:30 PM
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solving system-wide problems with keystones or passives has always failed
Well... It WILL impact non-VP leech too. Since, not every non-VP leecher invests into significant Regen.

Not to mention, one of the more notable things that VP does is let people face-tank bosses, which won't be given a random mod will they?

Also, why try to not nerf VP? If even your solution is trying to reduce the power of VP, isn't that a sign that VP itself is inherently broken?

VP is stupid, it's so strong. Since it bypasses both the ramp up time AND the time to heal that Regular Leech is burdened with (I.e. Instead of needing to hit 10 times to get 20% leech per second you just instantly heal a percentage of the damage you dealt)

It's so bad for balance too, since nothing else comes close to its effectiveness. Regular Leech? 20% HPS is the maximum at base. Regen? If you go hard for it you're looking around 20% HPS max. ES Recharge? Unless you're Witch, you're not going to get it working reliably in combat. VP? As long as you're attacking fast enough and hitting hard enough you can do 99% of your life after every hit you take.

So how would GGG balance end-game content? Would they balance it around VP and so every other sustain is at a significant disfavour? Or would they balance around every other sustain and make VP just faceroll it?

VP needs a nerf. Pussyfooting around trying to reduce its power, but not really, isn't helpful for balance as a whole.
"
CyberWizardB5 wrote:
The answer to this is "Bloodless" it's a passive skill in marauder area that makes life leech impossible if it becomes something common and a lot of monsters have access to it VP users will have much less sources of HP.

Of course this will also affect all life leech users but the effect on them will be far less intense cause they have regeneration

Also as a side effect this will make regeneration and other forms of defense far more important than it is now

What do you guys think about it?? Comment, criticize, give you opinion...


It's one of the most STUPID ways to implement nerfs. Something like "OK, among A, B & C, A is OP. Let's make some monsters immune to A, so it will be balanced". In fact, it creates huge imbalance, where some content says your build a big "FUCK YOU".


When many build using the same keystone, are OP, then maybe THAT keystone is OP?

I've played many ARPGs. Most of them had instant Life Leech (instant by default - in all except PoE), and in EVERY one of them builds around Life Leech were OP. I can even recall all those games - Diablo2, Sacred, Titan Quest, Torchlight2, Grim Dawn, and PoE, of course.
Instant leech based on damage is just too imbalanced mechanics by its nature, that's sad truth, proven by gaming experience. So, maybe, PoE should remove instant Life Leech, considering it has splendid non-instant leech mechanics, that can be far more balanced. Why follow all ARPG's mistakes, when you were so close to avoiding them?
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What I'm thinking here isn't that leeching instantly is too strong, not even that it's too strong when combined with high buffer because regen also scales with it and it's fine. What's broken is that it has no cap like normal leech.

So, one way to fix VP would be to make it unable to bypass the cap of 20% life leeched per second. That means if you're leeching instantly, your leech will just become more bursty, say, if your life was full and you got hit by something that took away 50% of your pool and your dps is high you'll get 20% back right away, you won't have to wait for a full second. It would make it especially suited for right side chars because they don't get hit as often but when they do they want their buffer back as soon as possible so there's less chance of getting bursted down.

Another good thing about that is your leech passives aren't wasted, you'll want to raise the leech cap, VP might add some too if 20-30% is too low.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on May 2, 2017, 11:50:29 AM
"
Tarille wrote:
Well... It WILL impact non-VP leech too. Since, not every non-VP leecher invests into significant Regen.

Not to mention, one of the more notable things that VP does is let people face-tank bosses, which won't be given a random mod will they?

Also, why try to not nerf VP? If even your solution is trying to reduce the power of VP, isn't that a sign that VP itself is inherently broken?

VP is stupid, it's so strong. Since it bypasses both the ramp up time AND the time to heal that Regular Leech is burdened with (I.e. Instead of needing to hit 10 times to get 20% leech per second you just instantly heal a percentage of the damage you dealt)

It's so bad for balance too, since nothing else comes close to its effectiveness. Regular Leech? 20% HPS is the maximum at base. Regen? If you go hard for it you're looking around 20% HPS max. ES Recharge? Unless you're Witch, you're not going to get it working reliably in combat. VP? As long as you're attacking fast enough and hitting hard enough you can do 99% of your life after every hit you take.

So how would GGG balance end-game content? Would they balance it around VP and so every other sustain is at a significant disfavour? Or would they balance around every other sustain and make VP just faceroll it?

VP needs a nerf. Pussyfooting around trying to reduce its power, but not really, isn't helpful for balance as a whole.


You're right I forgot about bosses they should be included in the bloodless group and just as a balance side monsters around bosses should not (it will force leechers to stop attack the boss now and then)
as long as vaal pact is in the game - the problem remains.

if you make a boss immune to VP - players will simply not do that boss and farm something else

system-wide problems CAN ONLY be solved with system-wide solutions. not some band-aids wrapped randomly
VP is the most efective mechanics against reflected damage I think it is a bit unlikely that it will be completely removed...
reflect can be combated with.. lowering damage AND increasing defences.

only one-dimensional clown builds are afraid of reflect. when you deal 80000 damage per hit while having no defences whatsoever it is unhealthy for the game as a whole

it should make people THINK. currently all they need to do is to pick VP

if VP stays but some bosses are immune - noone will EVER do these bosses, because why? playerbase prefers doing T11 Shaped Strands to doing T15+ maps. why? because T11 are easy and T15 are hard. why do hard things when easy ones are available?
"
sidtherat wrote:
only one-dimensional clown builds are afraid of reflect. when you deal 80000 damage per hit while having no defences whatsoever it is unhealthy for the game as a whole

Dunno about that, case in point, I had to ditch Magma Orb on my current char because it was dealing too much damage after they indirectly buffed it with that new threshold jewel. Mind you, that's a friggin summoner hybrid, non crit and it's a hierophant which means no fancy dps passives but a functioning MoM setup and 8k total buffer (10k if ES was up too). That's a fair bit more defense versus elemental than an average char has and he could kill himself on a reflect beyonder if I only blink.

Had to switch my focus over to summons a bit more and swapped Orb for Firestorm, it's harder to stop casting but the damage isn't nearly as savage so there's plenty of time to react. Yeah, imagine that, you don't actively try to go for dps and it still ends up too high.
Wish the armchair developers would go back to developing armchairs.

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