How to nerf Vaal Pact builds without nerfing Vaal Pact ?

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CyberWizardB5 wrote:
VP is the most efective mechanics against reflected damage I think it is a bit unlikely that it will be completely removed...




??
I think vaal pact is great. For life builds, you actually do lose regeneration even if you can still flask. I think it is a bit unfair to have ES builds get the full benefit of vaal pact without any of the negatives. At the end of the day, es still has recharge so there is still a type of regeneration so to speak. The only ways to fix this are to either make ES flasks that directly restore ES or reduce the ES recharge rate when ghost reaver is taken.
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Tarille wrote:
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CyberWizardB5 wrote:
VP is the most efective mechanics against reflected damage I think it is a bit unlikely that it will be completely removed...




??


Stop.
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
Just make vaal pact only apply to the first 4k life.
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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.


VP should follow the leech rule even combined with Ghost Reaver for ES and it would be a lot more balanced. Make it a fixed 20% leech that applies instantly but not allow further improvements and you would then watch Slayer leech being way more OP than VP. Which combined with the harsher scaling of life would be just about right.

VP interaction needs to be addressed as soon as possible. 3.0 can't come soon enough.

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...
how is that 20% change anything when with molten strike you can hit 38 times per second? it is the same stuff

even if only one hit can heal max 20%, then the problem remains when you hit 10+ times a second (or WAY more frequently with stuff like moltenstrike)

this also creates HUGE discrepancy between slow and fast skills/weapons.

VP cannot be ammended this way. it just removes some skills from the 'viable' pool and changes nothing for the remaining ones
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sidtherat wrote:
how is that 20% change anything when with molten strike you can hit 38 times per second? it is the same stuff

even if only one hit can heal max 20%, then the problem remains when you hit 10+ times a second (or WAY more frequently with stuff like moltenstrike)

this also creates HUGE discrepancy between slow and fast skills/weapons.

VP cannot be ammended this way. it just removes some skills from the 'viable' pool and changes nothing for the remaining ones


Guessing you're replying to sofocle10000, who was a bit vague with his fixed 20% thing, but raics on the first page proposed maximum of 20% per second, not 20% per hit, which doesn't have the issue you're describing.

It could be hard to implement in code, though (arbitrary 1-second segments of time?)
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sidtherat wrote:
how is that 20% change anything when with molten strike you can hit 38 times per second? it is the same stuff

even if only one hit can heal max 20%, then the problem remains when you hit 10+ times a second (or WAY more frequently with stuff like moltenstrike)

this also creates HUGE discrepancy between slow and fast skills/weapons.

VP cannot be ammended this way. it just removes some skills from the 'viable' pool and changes nothing for the remaining ones


Neah, it should be capped at 20% per sec no matter the number of hits.

They already have this system implemented for regular leech, they just have to make it completely fixed for VP, so no nodes should give you higher values - the bonus 20% regen/s is self-sufficient.
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...
How good can regen get with full investment? 25%-30% of max/second?

1 point for leech to achieve the same is still pretty lopsided.

At least disallowing x000% of max/second would give GGG a lever to start tuning endgame damage away from one-shots.
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pneuma wrote:
How good can regen get with full investment? 25%-30% of max/second?

1 point for leech to achieve the same is still pretty lopsided.

At least disallowing x000% of max/second would give GGG a lever to start tuning endgame damage away from one-shots.


In most games regening 30% of your life a second would be completely overpowered.

Just saying for prospective that power level in PoE is extremely high compared to most games.

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