PvP and Sarn Arena are very unfair and unbalanced
" Yes, but it is not enough. It just make one-shot kill become 2-shot. (Maybe they still can one-shot you) You still can't see your enemy before you being killed. Elemental penetration should be nerfed more. And distance penalty should depend on distance between you and your targets. More distance, more penalty. |
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" Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302 |
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" I do play PvP, often because of boredom of mapping. Regular 1v1 on temp leagues. + daily if it's in Sarn, i tend to stay and just wipe the floor with all the miners that are trying to be the most obnoxious people, sitting at the middle just keeping mines up. There were stupid builds, like knock back Voltaxic Spark which killed you 3 seconds after start of the round and kept you lock in place without any possibility to do anything without unwavering stance / shock immunity. CI as hard counter for any chaos based builds is also fun - ye, i try to clear Hall of Grandmasters from time to time. Usually fail horribly. Any balance is not my interest, i have fun anyway :) I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. |
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Never gone in pvp arena, just regularly complete the hall of grand master for fun .
And to be one shotted by this ridiculous "danzig" exile with lightning penetration build just let me see how unbalanced must be the pvp . Penetration should be completely disabled in pvp, cause right now its just beyond ridiculous . |
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" Penetration is fine. It's the damage killing you, not the penetration mechanic. Each % of penetration has a lot higher 'weight' than any other source of damage increase; so, if a build can use dual Sambar's, has 10%+ penetration from ascendancy, boots enchant, crafted belt etc. it able to reach a lot higher PvP DPS than any other. PvP damage scaling currently using pre-1.3 patch formula which could be called as 'a bit outdated'. Since 1.3 we got jewels, Elemental Overload, Winter Spirit, Hrimsorrow, Sambar Sceptes, Skin of the Loyal, Essence crafted unique affixes, The Wise Oak, The Pandemonius, Pathfinder, Elementalist etc. The average PvP damage has been at least doubled! But we still have the same eHP/effective damage reduction as in 1.3 with just few exceptions like The Surrender, Mistress of Sacrifice and Fortitude. Removing/disabling/nerfing penetration has a terrible side effect - stacking maximum resistances with non linear effect scaling, believe me, being unable to kill opponent (because it has 98%+ res and some flat damage reduction) feels just as bad as getting oneshot from offscreen. Leave elemental penetration alone, you don't understand what you're talking about. For example the mentioned miners are so 'good' not because of penetration, but only because Remote Mine override T to 0.9, since 1.3 they got Minefield, Saboteur, Detonate Mines and triple-buffed Glacial Cascade, so they able to spam the spell that hits 2-3 times per cast at 8+ casts per second rate. Proper T value for Remote Mine should be 0.03 for this case. No need to turn some mechanics upside down, everything can be adjusted, everything should be adjusted. Last edited by g64#3098 on Oct 25, 2017, 7:44:31 PM
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" ahm, i'm not even worried about distance, its just that some builds are immortal and do infinite ammounts of damage...... that i'm more worried about. Check those lame pathfinders with that explosive arrow build, its soooooo lame. And good thing i have 30% more damage at far distance so even with your stupid nerf i wouldn't be affected XD Also a cyclone dot build killed my ass a lot, and i'm a very, very ranged skill. And dots/chaos damage being usncaled; i laughed at gods powers that granted DoT resistance, but boy, it's almost a must against some builds, and even then they barely make any difference xD |
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" That is only true if you decide not to deal with retarded tank builds. Nerfing elemental penetration should also be coupled with nerfing players regen (adding -75% es regen to frost bomb for exemple). Most of tank build pre 2.0 were doing 0 damage, 0. Even if you could not kill them, they were just here to stand still and do nothing anyway. The new dot skills coupled with rip grand spectrum and penetration items became the reason tank build passed from useless troll crap to effective builds. Take care of dot skills without T-value (SR/blight) and those builds become useless again. Penetration is a big problem when you look at melee vs ranged. LA-prism+global pen will 1 shot you 2screen away while pre 2.0 it was not possible. The rise of pen on tree and gear created a bigger gap between melee and ranged. If the only reason to keep penetration uncapped is to kill useless retarded tank build, it is not a good reason. Cap penetration to acceptable amount to put in line ranged vs melee disparity then give T-value to dots skills/new skills and you will achieve playable pvp. Not nerfing pen for ranged toon to be able to kill not moving trolls will not make things better. Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302 |
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well, when you have classes like inquisitor that completely ignore elemental resistances.... I don't really see the point in complaining about nerfing penetration/making it less available.
What I'd instead like to see introduced is something like a elemental immortal call, to even the playing field. If you nerf pen, there are so many other mechanics that are just as bad and people will complain to have those put on the chopping block next. The only real way to balance PVP is to add more OP mechanics into the game to counter some of the already existing OP ones. |
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" If you stand out of my screen to attack me, you roughly in a distance of 10 times of 2-handed weapon. With my "stupid nerf", you only deal 1.3 x 0.1 = 0.13 original damage. I think your 30% more damage is much stupid than my nerf. XD |
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" No, it is impossible to make all elemental resistances be 90+%. So they're always have counters. Besides, you have curses (and EE with some special BDs) to deal with them. Using Malachai's Artifice is able to use EE for any builds. |
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