Suggestion: Resolute Technique balancing

RT feels (and is) crap because the other options are just plain better

it is WAY to easy to cap or semi-cap crit with laughable investment and diamond flask. diamond flask should go OR get a solid slap with a nerf bat

crit multi has explosive scaling and has way too high base and easy scaling

accuracy that used to be a soft cap for crit is now a joke when anyone can get 'hits cant be evaded' item or ascendancy (or machinegun everything with 1500 attacks per second)


im patently waiting for GGG to finally admit that there is no 'crit vs no-crit' and everyone should use it for damage. im waiting to ask them to remove the bottom left part of the tree soon afterwards. because it is THE turd part of the tree that more RF builds use than melee ones (oh and the BM keystone..)

if only GGG spend this much time on this area of the tree as they do overbuffing ignite AGAIN it would help a lot
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sidtherat wrote:
RT feels (and is) crap because the other options are just plain better

it is WAY to easy to cap or semi-cap crit with laughable investment and diamond flask. diamond flask should go OR get a solid slap with a nerf bat


^This, pretty much.

We have so many sources of crit and crit multiplier, people are skipping the crit related support gems or are using gems like controlled destruction because it's so easy to cap active skills while still being on a low budget.

RT is generally fine as a node but feels week compared to all the other options we have. The ignite changes might make it a bit more useful since it's even easier to cap ignite chance with 3.3 but how many attack-ignite builds without crit can there really be? That's already a niche within a niche.
My Deadeye got over 120% accuracy and probably 300+ dex and only 86% or so accuracy, so its not so easy and still need fat flat bonus to get 90%+. Its hard to imagine other side can shrug it so easy.
And that is just a accuracy, getting crit well its a mast because what else can you do, get it?
On other side you get like 450 str + 80 flat life and one point 100% accuracy, hmmm. And keystone is as all keystone are in concept so way compere it that way?
Last edited by nEVER_BoRN#3512 on May 15, 2018, 2:54:18 PM
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nEVER_BoRN wrote:
My Deadeye got over 120% accuracy and probably 300+ dex and only 86% or so accuracy, so its not so easy and still need fat flat bonus to get 90%+. Its hard to imagine other side can shrug it so easy.
And that is just a accuracy, getting crit well its a mast because what else can you do, get it?
On other side you get like 450 str + 80 flat life and one point 100% accuracy, hmmm. And keystone is as all keystone are in concept so way compere it that way?

Depending on what level you are, your tooltip will be inaccurate - like with Estimated Physical Reduction it's compared to a monster your level, and since monsters are never higher than 86 (shaper, IIRC) your listed accuracy is purely academic after that point.
There is a build based on the fact that u never crit - used Romira's Banquet to generate power charges and the main skill is discharge.
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nEVER_BoRN wrote:
My Deadeye got over 120% accuracy and probably 300+ dex and only 86% or so accuracy, so its not so easy and still need fat flat bonus to get 90%+. Its hard to imagine other side can shrug it so easy.
And that is just a accuracy, getting crit well its a mast because what else can you do, get it?
On other side you get like 450 str + 80 flat life and one point 100% accuracy, hmmm. And keystone is as all keystone are in concept so way compere it that way?


Funny, I thought certain ascendancies provide flat accuracy bonuses, to help those that actually don't want to get too much flat bonuses of that stat...

Regardless, these days, those "Crit" clases have to "invest" into a "paltry" accuracy amount compared to "good old days", hence it's genuinely EASY to reach 90% hit chance on ANY Crit build - we actually have an obsolete Increased Accuracy skill gem support that was used specifically for that purpose...

PS: That Str + flat life bonus with 100% hit chance also comes with a nice "hard" cap regarding your damage output, to at least 50% less than ANY real Crit focused build, yeah damage is a great "balancing" factor too...
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...
There is no "crit vs RT" damage competition, this is nonsense. As mentioned before, RT is keystone, thus its usage supposed to be particular case.
retired from forum because of censorship and discrimination
(also poe2 bad)
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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.

Isn't base crit multi already 100%? I personally think it would be better to add mods to gear that can scale non crit damage.
any mod that scales non-crit also scales crit. unless you want to create 'exceptions' and mods that DELIBERATELY target non-crit builds. then - it is a bad design because any non-universal mechanic is prone to be a) useles b) bonkers as it affects only part of the build spectrum (aka stupid elder/shaper stat sticks)

solution - simple, safe, elegant - is to nerf crit. some power-hungry kids will cry for a while but oh well but unless thats done - balance is down the drain and the build diversity is 'what type of crit build you want' -> you can safely delete bottom left part of the tree aka 'desert noone walks on'

there are several ways of targeting crit: reducing 'extra' sources of crit %chance (passives, support gem), cutting crit multi (but that is down the drain already - 40% crit multi jewels.. great idea), decoupling aliments/extra effects from crits - this is most likely the best long term option

but.. fret not. nothing will change so no worries
Removing diamond flasks while reducing the crit passives of swords and claws is enough. However to truly make RT worth it they have to make defenses matter more. The reason it was so popular back in open beta/ early release was because defences worked

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