Suggestion: Resolute Technique balancing

As I'm sure most longterm players here agree, crit is king. If you can somehow work crit into your build, you should do it. Even if you have a relatively low chance to crit, there is always Elemental Overload to help you take advantage of that crit. It doesn't matter if your build is based on spells or attacks, crit is the way to go. Except for a few degen-based builds, where the skills themselves cannot crit.

While you do not need accuracy for spells to crit, you do need it for attacks. This is often, and quite easily I might add, fixed with 2 or 3 items, and 3 or 4 nodes on the passive tree, putting you in the 88% to 92% range, which is fine for most crit-based builds. Or you can use a weapon with the Vagan mod to always hit, or pick up one of the unique items, which grants the same effect. Champion even gets the mod for free after the initial hit through Conqueror.

The reason why crit is so good, is because the crit multiplier is exactly that — a multiplier of damage. And this is where the balance issues start. Resolute Technique, for all its wonders of ignoring accuracy requirements in order to hit, doesn't scale well compared to a crit based build.

Suggestions

Straight up damage
Add three nodes behind Resolute Technique, one being a notable.

2 x 15% Attack Damage; 10% Attack Speed
1 x 25% more Attack Damage


Sacrificing crit for accuracy
Change the keystone to:

Your hits can't be Evaded.
100% reduced Attack Critical Strike chance.
25% reduced Attack Critical Multiplier


Converting crit to damage
Change the keystone to:

Your hits can't be evaded.
Never deal Critical Strikes.
Increases and Reductions to Attack Critical Strike Chance also apply to Attack Damage at half value.
Increases and Reductions to Attack Critical Multiplier also apply to Attack Speed at half value.


Involve Stun Mechanics
Change the keystone to:

Your hits can't be Evaded.
If you haven't stunned an enemy recently, enemy stun treshold is reduced by 75% for 2 seconds.
When you stun an enemy you gain 15% more Global Defenses for 4 seconds.
Your hits against stunned enemies penetrate 40% elemental resistances, and ignore 30% armour.


These are just off the top of my head, and I'm sure there are many other ways to balance Resolute Technique.

----------------------------------------
Update - Added a new option: Involve Stun Mechanics
Last edited by mireigi#1903 on May 18, 2018, 1:46:17 PM
Last bumped on May 20, 2018, 1:32:20 AM
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RT needs a buff but more damage is not the answer.

if crit is the offensive option then RT should be the defensive option Say:

-1% reduced ele damage Taken every "x" armor or Eva.
-cant crit
-attacks can't be evaded



self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

Last edited by caboom#7201 on May 14, 2018, 10:57:15 AM
Agree with OP's ideas, especially the new nodes behind RT.

"
caboom wrote:
RT needs a buff but more damage is not the answer.

if crit is the offensive option then RT should be the defensive option Say:

-1% reduced ele damage Taken every "x" armor or Eva.
-cant crit
-attacks can't be evaded





Only issue with this is it becomes a mandatory node for any build that doesn't crit and uses armour/ev (DoT, non-crit spellcaster, etc) and it's in a terrible place for that. There are plenty of armour or armour/es spellcasters who'd feel they HAVE to path there.

I think buffs to RT - or new nodes behind RT - should focus on offense, as it's always been an offense decision whether to go RT or crit. Add defense and it can quickly become something mandatory for any tanky meta.
We're all in this leaky boat together, people.
i´m not sure how it would work out but how about giving RT the option to use spelldmg buffs for attacks? with no other bonus dmg/change on RT itself.
imo they should just vastly reduce crit multi on the tree, maybe even reduce base crit multi to 130% too. I think its actually better for non crit builds if they reduce multi rather than giving extra nodes because if it still evens out the playing field to the desired amount it doesnt cost you 3 points to get there and you end up better off, plus is doesnt force non crit to be RT, which shouldnt be forced imo.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
"
Snorkle_uk wrote:
imo they should just vastly reduce crit multi on the tree, maybe even reduce base crit multi to 130% too. I think its actually better for non crit builds if they reduce multi rather than giving extra nodes because if it still evens out the playing field to the desired amount it doesnt cost you 3 points to get there and you end up better off, plus is doesnt force non crit to be RT, which shouldnt be forced imo.


no
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
"
I_NO wrote:
"
Snorkle_uk wrote:
imo they should just vastly reduce crit multi on the tree, maybe even reduce base crit multi to 130% too. I think its actually better for non crit builds if they reduce multi rather than giving extra nodes because if it still evens out the playing field to the desired amount it doesnt cost you 3 points to get there and you end up better off, plus is doesnt force non crit to be RT, which shouldnt be forced imo.


no


Of course that would be the most logical and balanced solution, but as we all know, or should know by now, it's way better to grant as much power creep possible, especially when the almighty spacial T-Rex says so...

Resolute Technique, and actually non-crit damage needs some enticing as they are not a "threat", and actually will never be, to Crit damage output. So why not bridge the Mariana Trench between them a little?

Any of the proposed solutions would do, but I would actually prefer some stun threshold reduction, some Unholy Might/Onslaught chance per hit for rare/unique enemies, and kill, with a smaller "more" damage/attack speed multiplier...
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...
Last edited by sofocle10000#6408 on May 14, 2018, 5:02:08 PM
Resolute Technique don't need any changes.

If you don't like it - just don't pick it.
retired from forum because of censorship and discrimination
(also poe2 bad)
Last edited by DivineChampion#3546 on May 14, 2018, 6:00:04 PM
"
demon9675 wrote:
Agree with OP's ideas, especially the new nodes behind RT.

"
caboom wrote:
RT needs a buff but more damage is not the answer.

if crit is the offensive option then RT should be the defensive option Say:

-1% reduced ele damage Taken every "x" armor or Eva.
-cant crit
-attacks can't be evaded





Only issue with this is it becomes a mandatory node for any build that doesn't crit and uses armour/ev (DoT, non-crit spellcaster, etc) and it's in a terrible place for that. There are plenty of armour or armour/es spellcasters who'd feel they HAVE to path there.

I think buffs to RT - or new nodes behind RT - should focus on offense, as it's always been an offense decision whether to go RT or crit. Add defense and it can quickly become something mandatory for any tanky meta.


and how making it give damage is any less mandatory for non crit builds?

is all about choice, crit for damage and RT for defence.


alternative to that remove ailments from crit and add to RT " double the chance of triggering ailments" (25% chance to freeze/shock/bleed, etc.. become 50%) With that you get crit for raw damage and RT for the ailments.

self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

Last edited by caboom#7201 on May 14, 2018, 6:48:21 PM
@mireigi
Do you even understand concept of Keystone?
Last edited by nEVER_BoRN#3512 on May 15, 2018, 6:23:20 AM

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