Reflect in the Endgame (And more RNG problems) |Share your opinion|

I agree we need more rippy mods and monster affixes. Reflect is boring, and easy to counter, we need more difficult things.

My last rip was on 60% mob density tricurse tridmg modded and what not minotaur, as I couldnt avoid hits after curse flask ran out. Now that was fun.
Spreading salt since 2006
Reflect CAN "easily" be avoided if you think about it while theorycrafting your build. The ONLY problem with reflect, is builds utilizing more than one type of elemental damage. These builds are sadly at an disadvantage when it comes to reflect, pretty much the same way as melee is at an disadvantage to almost everything compared to ranged :P You also have so-called "off screen deaths" due to reflect, which can easily be adjusted by giving reflect mobs an "effective range" on their reflections (GGG?).

When it comes to Volatile mobs, they are - after the rework - a very fair mechanic. They are pretty easy to spot, and even if you do not spot them because of PoE's well-known "clutter", killing a volatile mobs sets off a VERY distinctive sound. "I'm listening to music, so I don't hear that" isn't really an excuse, as the sounds are a huge part of the game mechanics, and may help you in many bossfights and telegraphed attacks form said bosses.

Many of the problems people are having these days (with reflect, volatiles and so on) comes from the speed they are forcing onto themselves. If you CHOOSE to go so fast that you don't notice rare monster's auras, you are (often, not always) to blame yourself.
Bring me some coffee and I'll bring you a smile.
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Necromael wrote:
I agree we need more rippy mods and monster affixes. Reflect is boring, and easy to counter, we need more difficult things.

My last rip was on 60% mob density tricurse tridmg modded and what not minotaur, as I couldnt avoid hits after curse flask ran out. Now that was fun.


Hey, you wanna become a GGG dev? You seem to fit their way of thinking. (No offence, they're great ppl)

Im never said these mods are hard to counter/ overcome.
Im saying that they are unreasonable and unfair, considering the amount of poor players + newbies.
Not to mention, that all of the mentioned leave some builds unaffected, while breaking others.

It's outright annoying to get the same passives and rings for every build just cause few bullshit mechanics. When I design builds, Im always trying to discover new ways to play, to break limits. (My own or the recorded ones)

And then there are these "things" that only exist to annoy me and just slow the process down..
Last edited by GrayR#7469 on Oct 18, 2017, 1:20:48 AM
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Phrazz wrote:
Reflect CAN "easily" be avoided if you think about it while theorycrafting your build. The ONLY problem with reflect, is builds utilizing more than one type of elemental damage. These builds are sadly at an disadvantage when it comes to reflect, pretty much the same way as melee is at an disadvantage to almost everything compared to ranged :P You also have so-called "off screen deaths" due to reflect, which can easily be adjusted by giving reflect mobs an "effective range" on their reflections (GGG?).


Good idea about the range, should be a no-brainer for the devs.
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Frankenberry wrote:
1) Build around reflect. You seriously have to mess up a build if it is a problem.

I find it easy for streamlined builds that don't use very intricate mechanics. it's a punch to the balls for experimental build that already stretch thin to even achieve what they have in mind.
For me it's a mechanic that narrows building potential.

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Frankenberry wrote:
When 20 long-ranged monster attack you with 10k life and max resist you die?

Assuming each and every player runs around with 10k life that is.
Last edited by Scherge#6940 on Oct 17, 2017, 5:42:20 PM
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Scherge wrote:
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Frankenberry wrote:
1) Build around reflect. You seriously have to mess up a build if it is a problem.

I find it easy for streamlined builds that don't use very intricate mechanics. it's a punch to the balls for experimental build that already stretch thin to even achieve what they have in mind.
For me it's a mechanic that narrows building potential.

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Frankenberry wrote:
When 20 long-ranged monster attack you with 10k life and max resist you die?

Assuming each and every player runs around with 10k life that is.


Experimental builds aren't really known for dealing huge damage. Usually that's the mainstream builds because... well you know... mainstream wants deepzz ;)

Also the 10k life is quote from another player. Take it up with him :P
reflect is a problem only for people who get more damage that they can handle and somehow want to avoid the unavoidable consequences

cut your damage down (there is nothing creative about big tooltip), you do not need it anyway - gem swap or two is enough to cut your 'absurd but dangerous' damage into 'still bonkers yet safe' and then swap gems for bosses - there are like 3 reflect bosses in the entire game so youll be safe

stubborness led to disasters in the past. if you repeatedly die to reflect and yet you do nothing to do the obvious alterations to your build.. well, good luck
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sidtherat wrote:
reflect is a problem only for people who get more damage that they can handle and somehow want to avoid the unavoidable consequences


Hey, nicely said. Tho, I never said that reflect cannot be countered. Still, it is undeniable that it can be unfair to certain builds and new/starting players.



Last edited by GrayR#7469 on Oct 20, 2017, 10:54:23 AM

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