"Piano flasking" and the effect on balance.

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鬼殺し wrote:


If it's any consolation I've watched her suck at games that require actual skill.


Is I_NO actually female?
I have a simple solution: legalize flask macro.
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Draegnarrr wrote:
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MoLoK13 wrote:
Yeah, it seems way more intuitive, easy, and new-player friendly to just make flask effects permanent. Flask-boosting nodes and effects could just boost the impact of the flasks you equip.

POE flasks remind me of Starcraft 2, playing Zerg - you have to inject your hatcheries every few seconds to keep up unit production. Otherwise you fall behind. Consistently doing that manually is a mark of mechanical skill but it's also boring and not fun, detracting from the core game experience. I think SC2 tried automatic injects for awhile but I haven't followed closely enough to recall the results.


this is why I hate zerg in multiplayer! Just can't be bothered with injects, but as to on topic I don't know what they should do with flasks.

the current implementation seems dumb, but reworking it would be a huge balance issue they'd have to add defence all over the passive tree to compensate or make them even stronger than they already are and limit their uptime.

I can't see them doing either, they should also delete diamond flask they shoulda done that years ago such a dumb flask. At least make it a high rarity unique


On the ranking of things to fix, flasks are pretty low on the list I'll admit. It's a small quality of life issue that flies under the radar.

What got me thinking on this is playing several builds that are basically non-viable without flask use. Already talked about Pathfinder, but also dex-based melee can't really survive without its defensive flasks. (Yes melee broken, not main point).

I think there's room for improvement in the area of flasks without any dramatic overhauls. Increasing uptime but with higher cooldown, permanent but reduced effects, etc. I'm sure GGG has other higher priorities but the current "every 5 seconds mash buttons" approach I assume isn't their originally intended design when it comes to flasks.
GGG will never make such a drastic change to flasks because the game has already crossed the point of no return in terms of player expectations about game speed. They might as well just cut global player damage and cap movespeed/attack speed.
IGN: Arlianth
Check out my LA build: 1782214
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Nephalim wrote:
GGG will never make such a drastic change to flasks because the game has already crossed the point of no return in terms of player expectations about game speed. They might as well just cut global player damage and cap movespeed/attack speed.

Or move some of the current flask mechanics to the skill tree, so that you can still have them if your build depends on them, at the cost of research points.

Exploits still need to be fixed for any changes to flask mechanics to be meaningful.
[19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
faster clearspeed = faster flask charges = more flask uptime.
when the game was slower, you could not sustain such high flask uptime. but now that the game is so fast, almost 100% flask uptime is the new normal.

it's a side effect of power creep and will probably not go away unless they reverse the power creep in some way (which i don't think they will)
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aConcernedPlayer wrote:
Is I_NO actually female?


I have reasons to believe she is an elaborate Excel macro.
I kind of just wish flasks recharged on a timer instead of based on kills. The kill recharge mechanic just pushes the game ever forward into speed clear meta, and is probably the biggest root cause of the problem. It would also make flask management feel a lot better on bosses where you don't get to recharge off kills.
I need a couple of minutes break every few maps csuse of flask spamming. There should be an item that lets you merge flasks but take up the amount of flask spots that you merged. Something like "merge 1-5 flasks with 60-90% effectiveness" but i guess the difference in charges is a problem

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