Elemental and Physical Reflect Maps
" Thanks for that post. It is well written and makes a good point. Hope GGG gets to read it. May your maps be bountiful, exile
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" Full circle again I see. *sigh* IT DOES NOT SLOW "ZOOM ZOOM BUILDS" DOWN When are you going to get that ? How is it even difficult to understand ? You just cannot accept that this mod literally hurts build diversity for no actual reason as its original purpose has been lost long ago, as said and explained times and times in this thread already. " Unfortunately, as GGG are clearly not capable of containing the power creep out of fear (and because the balance isn't good to begin with ? I can't tell honestly, it really does not seem like it's all on purpose), I hardly see them do something intelligent with reflect. In its current state, it clearly has nothing to do in the game, it's completely out of place. You can hope for a rework, but I would not hold my breath if I were you, hoping that they remove it seems more realistic to me. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Aug 6, 2019, 11:54:31 AM
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" Wow. If the thought of occasionally bricking a map throws you into such depths of despair, you should reconsider if a game which contains this much RNG is really is a good fit for you... May your maps be bountiful, exile
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If reflect was replaced by a "1000000% increased monster damage" - mod, it would be more fair than what reflect mods are now.
Let that sink in for a bit. |
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" Exactly. I'll vote even for that variant, instead of current reflect. E = mc^(OMG)/wtf
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Why not just make reflect flat damage and have armor/dodge/resistance calculate against the flat damage?
For example: "Monsters Reflect 20 Physical damage on hit" Where new reflect can be dodged and mitigated with armor or evaded with enough dodge/evasion. If someone has enough armor/dodge, they can run the map just fine this way. Elemental "reflect" can deal a bit more damage (30-35) since I think its a bit easier to mitigate elemental damages vs armor-stacking, but I could be wrong. I feel like this would allow for reflect to stay in the game without punishing players for dealing more dps, and also encourage players to get more mitigation for this kind of map mod. |
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" Are you aware that the point of quoting someone is saying something related to that quote ? What you just wrote is absolutely unrelated to what I say, it literally has nothing to do with RNG, somehow you can't help missing the point, it's pretty amazing ... A sad kind of amazing of course, but nonetheless ... " This used to exist, it was called "lightning thorns", and people using stuff like Lightning Arrow + chain would instantly blow themselves up on this due to the amount of hit. They remove it because of that I think, they do not want to slow player down now, they want to push the clear speed meta inside everybody's throat. As much as I am fine with a certain amount of clear speed being a requirement for good builds, they just have been pushing it more and more, Incursions ... Betrayal (labs), Synthesis, Legion ... It really does not seem like they want to slow people down now. This could not work well with armour because of how armour works in PoE by the way, anything below 100 damage would be trivial for anybody with some armour ( 10k armour would reduce 100 dmg by 90%, leaving only 10 dmg, with couple of points, some armoured pieces and a granite, 10k armour isn't hard to reach, under granite of course ), but would be a threat to evasion builds ... bring it to 300 and it's too deadly to evasion builds while 10k armour would still mitigate 75% of it. It just would not work with physical damage. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Aug 6, 2019, 10:25:26 PM
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" I did, I quoted a part where you are obviously deeply distressed :) Ever since you whined about risking that sweet 40% unid map bonus, I just don't think any of the content of what you post has enough merit to be worth quoting. So I chose one of the many parts where you lose your shit over what is really is a very marginal issue. May your maps be bountiful, exile
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" I merely used a way to write something that even you could not miss :) You still missed the point though, I'm thinking that words aren't just the problem here. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" My idea of the rework would be more in line with how traps work in Labyrinth. Reflect would be hard capped to some value per second from your total HP, very low, but it would not be impacted by any form of mitigation. This would make the mode equally punishing to all builds other than those immune to that type of damage. It would effectively become "better" form of no or less regen. Example: reflect is capped at 5% of max HP per second. It would take 20 seconds of constant attacking without any form of recovery to kill yourself. You could take some precautions to counter this type of "degen": 1) adding flask with healing over time to counter the degen as opposed to just having single instant healing flask, 2) drop Bloodrage if you are using it, which would in this example nearly countered the degen from reflect assuming you have built in enough regeneration to counter Bloodrage degen effect, 3) add Life gain on hit or Life leech support gems to your setup - if reflect has correctly set values that are possible to counter, I dare to say most people would not mind to reduce their damage output, etc. Problem with current iteration of reflect is that you have to go to extreme lengths to counter it it is almost impossible to justify such actions for single mod that gives very little benefit. Make reflect a mod that asks you to look for solution within constraints of your build without requiring you to completely change the nature of your build (totems or trap suggestions) or does not completely invalidate your playstyle (engage single monsters, reduce damage output to very low amounts and other nonsensical suggestions). Even better solution would be to get rid of reflect altogether and rework mods to be more interesting modification of how a map plays. |
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