Reminder: Resolute Technique still provides minimal value over non-RT builds ever since Acc buff.
RT selling point was that one would not need to invest into accuracy, but accuracy has not been a problem for quite some time so loosing all what crit gives (significantly more damage, ailments, on effects) is not worth it, even non crit builds are better with out RT becouse of elemental overload
may be the solution is to change the concept from "you dont need accuracy" to accuracy serves other purpose say: your hits cant be evaded never deal critical strike 1% reduced damage taken every 2000 accuracy self found league fan
http://www.pathofexile.com/forum/view-thread/324242/page/1 |
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" RT WAS one of the few perfect things in the game, yet with the current buffs to HP to content, it actually fails hard at dealing with content past T15 (Abysses, Betrayals, Blights, Delves and Legions) which are a PITA for RT without relying on DoTs. Crit multi doesn't need to get back or rise above more than 1000%, as buffing HP and slapping a damn damage cap on RT does exactly that, and enlarges a discrepancy just the same. It's not a matter of nerfing/buffing because one day things will be the same, it's the matter of addressing the problem properly and preferably independent from a further return to the current status - where Crit has too much damage compare do RT and non-RT non-Crit (even with EO). Instead of only addressing the damage, which also has a large impact on ailments, which are way to easy applied by a Crit build, why not link Crit chance to Accuracy AND unlink damaging ailments from Crit damage better? That would grant both RT and non-RT non-Crit a better "fighting chance"... RT lost power compared to previous RT state (I'm playing the same dual wielding RT char daily for 1-2 hours almost every day since 2.0, and with a minimal difference in the passive skill tree or itemization, the damage dropped marginally while the latest HP + res/armor enemy buffs at least doubled the fighting time versus the relevant >T15 content), and Crit actually gained a lot more impact, due to Accuracy and Crit chance being more accessible and easier to scale... If they keep this level, they should also at least increase the timers for various encounters, because the players that min-max damage noticed a small speed bump, while all the rest have to deal with straight out forfeiting a playstyle - melee RT non-DoT should actually be sufficient to take out Sirus in a timely manner, without over-relying on Impale or projectile scaling, right? If melee Ngamahu evasion builds are a valid point in the conversation, both RT Vaal corruption on uniques AND "Hits can't be evaded" crafting mod on rares should be as valid. A long time ago, PoE thrived on the exact "opportunity cost", yet those times are akin to those with "1000% Crit multi", as back then Uniques had actual disadvantages that you had to resolve... As I said previously, Accuracy is mandatory to make hits connect, which is essential to make melee "feel good". Simply slapping it on various ascendancies, and making it too easy to obtain and scale simply removes it from the equation. It should be linked to Crit chance, and that should be actually harder to scale than at the moment, so even with current Crit multiplier values, not getting 2 or 3 hits Crit every 4 strikes will both keep the Crit strikes impactful, and make a nice differentiation on Crit playstyle vs RT and non-RT non-Crit... If you do feel RT is so perfectly balanced, do a direct damage RT build (non DoT, or projectile scaled) and clear all the end game content, and you'll easily see how large is the difference from it to non-RT non-Crit with EO (because without EO there simply are no reasons to be non-RT non-Crit) and Crit. The difference is too large, and as much as I would like a severe nerf to all Crit aspects, I'm highly reluctant that GGG will act that way (we remember the outrage regarding the small change tried to Frenzy charges and it's reversion), so I prefer for them to buff a little the bottom line (dealing MAX damage always on a RT build would at most require some nerfs to lightning damage) and address the difference via Crit chance adjustments and more incentives for non-RT non-Crit, like better bleed/poison interaction via some keystones beside EO... 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 Jan 12, 2020, 1:33:48 PM
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" You have no idea what you are talking about. |
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" He's simply disregarding that epic "xx% chance to deal 100% more bleed damage" Elder affix, but even then, a Crit version of your build should do better (and we're only talking about a high as possible Crit chance, with a moderate investment in Crit multi). So it's all about choice, which actually for bleed as a mechanic, became a nice aspect, to be able to actually rely on either impactful slow hits, or Crimson Dance and death via "a thousand cuts"... 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... |
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"
Spoiler
RT remained constant, non-rt non-crit gained power making the gab between non-crit with or without rt closer. Yes bosses gained health which made builds with lacking damage troublesome(many rt builds are lacking in damage and their damage is unchanged by easier access to accuracy), but it's not the fault of the accuracy which we are discussing here in thread. The problem is, health/damage levels are so high, if you don't have enough damage bosses will get enough uptime to land some seriously troubling blows before you can kill/phase them. In other words, if your builds balanced just to be fine before, it's now shifted below that level where the time it takes to kill vastly increases the risk. To solve this with putting some lamer bonus on RT as a multiplier is absolute laziest worst solution. A multiplier here is basically any sort of buff to RT tha so many are talking about which boils down to increasing its power gain. RT is still a SUPER SOLID choice for the builds it fits for, yes it's not entirely as powerful before(compared to not picking it, but still same power as before if you do pic it) but so be it, that was a side effect of making accuracy less annoying. Not everything requires absolute changes so status quo remains entirely constant. What people here in thread are suggesting is, instead of lowering boss health to the levels that makes non-crit work well enough, and nerfing crit scaling so its not trivializing(harh harh) then we just slap random multipliers around so fix things in this case a mult for rt, which could just have easily been a <1 mult for crit. It's the worst trashy solution ever. I'm sure you already know accuracy and crit are already linked, in that accuracy applies twice against crit, first on chance to hit then on the hit chance to miss the crit. Granted, you probably mean a more contant correlation. That is another talk, i won't go into that but i will tell you GL getting GGG to make fundamental changes like that. Whether you see it or not, you quite support exactly what i said. It seems we do more or less agree. You point fingers at the right places, the availability of accuracy on ascendancies which undermine RT choice, the amount of crit chance/mult which makes crit too good. But what this thread is about, that RT should not be a good choice anymore is false. It's utter nonsense, it works exactly as it should it's a great node, and a nobrainer because of its power for so many builds. So let me just rephrase this in case you were considering writing another wall of things to support me as a supposed argument against it. All that you point fingers towards is not inherent problems with rt, it's other problems and threads to address them should have absolutely nothing to do with rt but deal with those problems. I hope you might have figured out by now, i actually agree with a lot you say, but i'm telling you, you are not talking abou RT problems its working just fine. There can be a value toa thread like this, but it should be raising the question - did accuracy get buffed too much giving too much value to crit and undermining rt?, and is it worth to undermine rt a little to make accuracy in general feel better? Not should there be a multiplier on rt which is what it appears most people want, through some type of bonus. I am the light of the morning and the shadow on the wall, I am nothing and I am all. Last edited by Crackmonster#7709 on Jan 12, 2020, 7:12:11 PM
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" We do agree, and maybe a change like simplifying RT even further (taking into account only the Max damage from weapons for attacks although perfectly in line with RT consistency premise, might be too much, but it would be the best way to buff RT IMHO), wouldn't be needed. Of course I'm talking about Crit chance being directly dependent on Accuracy, and also a lot more difficult to stack towards higher % values (the 2 checks that Accuracy performs for Crit builds are not optimal especially when discussing high attack speed builds, which have >5 Crits every 10 attacks), and this is a long shot that TencentGGG would ever implement it PROPERLY. As previously stated, if the current Accuracy implementation needed to make attacks connect is to be "the norm", then both a small buff to RT (which is easier as it will target only the "worst case scenario" damage build) and a further increase in difficult regarding Crit chance scaling are the solution, as these days you don't get to 1000% Crit multi (and hopefully, we will never get those values ever again)... I don't expect them to do wonders until 4.0, but if this specific fiasco isn't addressed, PoE 2 will lose more diversity again, even if it comes with different "bells and whistles" than the current version... 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 Jan 12, 2020, 10:54:14 PM
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Now let me ask you the question:
Would you rather they buff boss hp too much and give out bonus basically in the form multipliers one way or another for lower dps type builds so we get even more powercreep, or adjust boss health so those lower dps builds still make sense and reduce the power of the best scaling builds to keep things more balanced? Essentially, it's a question of whether to buff boss hp too much and give blanket bonuses to counteract that, or not buffing them quite as much and reduce the power of the nastiest builds instead. Either way you wont ever see me putting in the vote for overbuffing and adding powercreep to solve it. I am the light of the morning and the shadow on the wall, I am nothing and I am all.
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" As long as they properly have a damn targeted buff, that properly adjusts the difficulty of the content - I do talk about HP, damage mitigation and damage dealt buffs - from Tier 1 to >Tier 16, and they rework the damn % added cold damage mods on maps to be >100% at Tier 1, and at most 40% at >Tier 16, I'm all in for a substantial rework that should hit maybe even before 4.0... I also agree that in the ideal case, they wouldn't add more power creep simply for the sake of adding more power creep, yet a readjustment of base values (and making RT "fool proof" by only making players deal with 1 static value for damage is the simplest way to observe it's scaling) might have merit. And there is no question, TencentGGG should "man up, git gud & up to snuff" regarding curb-stomping the ROFL maximum damage scaling potential with a proper diminishing returns formula (so we might enjoy resilient to damage bosses, instead of the current immunity phases implementation). I also stopped arguing that they are capable of it around 2.4, so PoE it simply is what it is these days... Unfortunately, TencentGGG are both lacking sufficient confidence in their own content, as they still are highly reluctant to push interesting and relevant "quid pro quo" mechanics - I never understood why IIQ can't be directly linked to IIR, and have IIQ simply add more while DROPPING the rarity of finds, while IIR should actually be centered on lesser more valuable finds for example, and both such mechanics should come at a % EXP gain penalty, just like more items should actually have a SEVERE DRAWBACK that needs to be addressed - so I'm with you that TencentGGG need to properly readjust the scales starting from RT as the basis for ALL CONTENT VIABILITY (but until then, I would enjoy if it gets a chance to be a different form of FOTM)... Hope dies last, so let's agree that TencentGGG might surprise us and get the "hardcore ARPG" feeling back in 4.0, or even 5.0... 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... |
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i think crackmonster is entirely correct in what hes saying.
crit was a problem in terms of damage scaling way before the accuracy changes too, if people think that was the change that made crit a problem they were living in a cave previously. When they made changes to the ranger in open beta 2013 the entire meta was unwavering, iron reflexes, res tech. if you didnt have those 3 things for melee the people in the forums who 'know' whats best would have told you your build was trash and you were an idiot for thinking otherwise. I tried going crit with 2 daggers and actually leaving out iron reflexes, just to see what it was like, having armour but also evasion on top. with the same sort of shit gear people were getting 5-10k dps rt chars I instantly had about 30k dps and felt way more tanky than an unwavering armour build. Fast forward maybe 6-8 months and AXN had made loath bane, we were in the full low life crit dagger spec throw meta for attacks and RT has been comparatively shit for doing attack damage on most builds ever since. there was a moment with short spam cyclone where a lot of RT marauders were actually doing big boy damage but people bitched about it and got it nerfed. the recent accuracy changes have done almost nothing for crit, it was a tiny dps boost, crit has been insane forever. as has been said, crit should do more damage, that what crit is, its a damage booster. but this was a game where crit was an option, it wasnt like D3 where literally every build that does any damage is crit, and if it wants that to still be a thing then it needs to address crit directly via crit chance and crit multi. Rt itself is fine, and there are still builds that dont go crit and its the right choice for them. personally i think that applies to far too few builds. I think eventually they will remove quantity from the game, I made a post probably over 2 years ago saying they should just remove quantity in terms of it effecting gear drops, even from map mods, just make it give rarity. I still stand by that idea and i think they know its the way to go too. not long after that suggestion they added rarity on maps, i think they just need to take that next step and make that the only booster that effects gear items. currency and maps should be effected by the quant on maps, just ditch quant on gear completely. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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" We're actually on the same page with the general idea that Crit is too powerful, and sure, recent Accuracy AND Crit chance increases simply highlighted how great it is compared to RT or non-RT non-Crit builds. RT was always "underwhelming" regarding damage output (except the low distance Cyclone "era" and DoT scaling), yet it should have always served as the basis for minimal balance - if a proper RT/non-RT non-Crit attack build takes 30 min to kill an end game encounter, and a Crit variation only takes <5 min, TencentGGG devs should acknowledge they missed the mark, and have to buff RT & non-RT non-Crit and/or nerf Crit ASAP... RT as a base keystone was always "fine", and remained one of the few that actually preserved a drawback for adding a noticeable difference in your gameplay. I would still feel they don't need to fully remove IIQ from gear affixes IF they make it adversely affect IIR, while making IIR adversely affect IIQ, and having those both provide an EXP gain penalty (the last part is less mandatory). With a proper rework of loot generation, I think that both IIQ and IIR would have their own place, especially if IIQ actually increases the amount of lesser, but useful for crafting currency and item generation, while rarity moves the drops up the scale, so you have higher chances to drop the rarer relevant items/currency a bit more often. Both applying an EXP gain penalty would be another way to increase the grind, because a MF character would take longer to play, and provide substantial better benefits from a regular one at the same time... Regardless, it's way past the time TencentGGG needed to take a stance regarding DPS checks and it's content, not to mention their need to find proper solution to the "easy fix = slap immunity phase on bosses" conundrum... That simply hurts the attack RT/non-RT non-Crit builds that fail to meet both the timer limits and the increasingly higher DPS checks placed to keep in line Crit or easy scaling DoTs... 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 Jan 14, 2020, 9:48:48 PM
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