need more input on this
what do you think, does it make melee more enjoyable?
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Posted byDE3me#2347on Mar 1, 2013, 1:57:07 AM
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they should name this gem "Stun" and reduce their recovery rate and hold them in place so they cant run lol
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Posted byPeachMango#6213on Mar 1, 2013, 4:14:33 AM
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PeachMango wrote:
they should name this gem "Stun" and reduce their recovery rate and hold them in place so they cant run lol
just what i said before i don't think a stun (or snare) cut it, because the chance must be low to balance it out ...
a taunt on an attack like cleave with 80 or 90% is more like the general idea.
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Posted byDE3me#2347on Mar 1, 2013, 9:58:35 AM
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kinda like how diabo3(terrible game) has meelee chars get dmg reduction % by default,maybe the chars should automatically get a passive multiplier of X 20% to their stun rates
that way i might have more fun using meelee chars, ive jsut been using spells and bows cuz im lazy and cant stand chasing things
just a thought, then again maybe it would make them to strong, possible only give them this bonus vs regular monsters but NOT vs bosses because I thought saw a line in patch notes regarding people were stunning bosses in place or something
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Posted byPeachMango#6213on Mar 1, 2013, 1:22:50 PM
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PeachMango wrote:
kinda like how diabo3(terrible game) has meelee chars get dmg reduction % by default,maybe the chars should automatically get a passive multiplier of X 20% to their stun rates
that way i might have more fun using meelee chars, ive jsut been using spells and bows cuz im lazy and cant stand chasing things
just a thought, then again maybe it would make them to strong, possible only give them this bonus vs regular monsters but NOT vs bosses because I thought saw a line in patch notes regarding people were stunning bosses in place or something
well i never played d3 (real money auctions, no "real" skillsystem, no LAN etc), but in d2, if i remember correct, there was a ability that dissallowed monsters to flee.
Last edited by DE3me#2347 on Mar 1, 2013, 2:07:04 PM
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Posted byDE3me#2347on Mar 1, 2013, 2:06:52 PM
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still ned more input on this, because i think melee characters need something like this.
it is just not fair that range characters doesn't even care about this while melee have no chance to avoid this runner mobs.
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Posted byDE3me#2347on Mar 4, 2013, 5:37:02 AM
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DE3me wrote:
well this is my first suggestion in this forum and i'm not that experienced with the game..., but there is one really annoying thing that can get fixed pretty easy!
(+ english isn't my native language, so please, bear with it)
every time i play a melee character, i wondered about one thing: "why is this gem missing?"
what i talk about, is a gem that dissallow creeps to flee. at first i found a gem that let enemys flee and i thought "great there must be the reverse thing as well, i need this", but there is no reverse gem! why?
first i searched for all support gems available, but i didn't found anything, than i rushed through the forum suggestions and i found a lot of complain about melee and missing aoe, but it seems nobody missed that gem.
i don't have problem with masses of mobs (cleave works wonders), but the thing that destroys melee play for me is that mobs (like the spine serpents in act3 or constructs in act2) run around like a mad rabbit on viagra in heat!
there are many problem even without them running around like freaking rabbits, like the desync problem etc.
so please, consider this suggestion!
long story short:
please implement a support gem that dissallows creeps to run away from you.
http://en.pathofexilewiki.com/wiki/Enduring_Cry
http://en.pathofexilewiki.com/wiki/Decoy_Totem
Both are melee skills. If that's not enough, then I don't know...
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Posted byAceNightfire#0980on Mar 4, 2013, 5:46:14 AM
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My own experience with Enduring Cry says that it doesn't really taunt very effectively.
I'm not against an idea to incite affected monsters into attacking you without fleeing as a support. I don't think it'd see a huge amount of use, but could be interesting...
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DoubleSmiggins wrote:
My own experience with Enduring Cry says that it doesn't really taunt very effectively.
I'm not against an idea to incite affected monsters into attacking you without fleeing as a support. I don't think it'd see a huge amount of use, but could be interesting...
You can cast enduring cry very often, which does taunt and give you certain bonuses through the spheres you get. And decoy totem works pretty well too. And if an enemy flees, just you leep slam or something like that or freeze them with glacial hammer or stun them with heavy strike/ground slam etc. There are plenty of options to stop your enemy.
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Posted byAceNightfire#0980on Mar 4, 2013, 5:55:35 AM
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AceNightfire wrote:
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DoubleSmiggins wrote:
My own experience with Enduring Cry says that it doesn't really taunt very effectively.
I'm not against an idea to incite affected monsters into attacking you without fleeing as a support. I don't think it'd see a huge amount of use, but could be interesting...
You can cast enduring cry very often, which does taunt and give you certain bonuses through the spheres you get. And decoy totem works pretty well too. And if an enemy flees, just you leep slam or something like that or freeze them with glacial hammer or stun them with heavy strike/ground slam etc. There are plenty of options to stop your enemy.
it is not a problem against single targets... it is a problem against masses of act 3 snakes or act 2 monkeys that run away in every single direction.
+ there is a flee support gem, so why not a gem with the reverse effect?
oh and enduring cry may be viable, but it is a str skill and you don't have that much str as a dex hero.
so i don't see any of your suggestions viable for the suggestion :/
Last edited by DE3me#2347 on Mar 4, 2013, 6:47:45 AM
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Posted byDE3me#2347on Mar 4, 2013, 6:46:44 AM
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