Slam skills dps, where is it?

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Baharoth15 wrote:
No, it's not. If I look at harvest the lowest level you can find is 96. How many players who play endgame actually go that high? And how many have done so 3 weeks into the league? I've been playing for 1,5 years now and don't have a single build that high. High level also has very little to do with whether or not those people play endgame. And limiting the screenshot to the top percentage in terms of level significantly skews the picture. If you want to know what the hardcore players go for who value ease and efficiency over everything else, then POE Ninja is the site to go. If you want to have an actual representation of the entire (high level) playerbase then it's not.


Just because you don't have a character that high in lv doesn't mean it's not what other players do.

The stats don't lie. There's 19k players at 96+. If you take into consideration 13% of steam players reaching lv70 and that harvest had a 127k peak player count, thats 16k players. Then as chris alluded to that steam accounts for 60-70% of the playerbase before they added the korean region, that's 16k / .67 = 24k players at lv70+ state. Let's give a VERY generous assumption about korea and say there's 10k koreans at lv70+ which brings that total count to 34k. Poe ninja isn't representing .3% of the players or whatever you're saying, it's representing almost 60% of ENDGAME characters.
If you honestly believe that "math" of yours is correct then I don't even know what to tell you so let's just agree to disagree.
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Draegnarrr wrote:
100% delirious is a pretty bad benchmark realistically though as its far beyond the scope of the rest of the games content, like if 100% delirium is max difficult, a 10, the next contents gonna be like a 4.

2h is feeling in a pretty good spot right now, it can't content with the busted builds but warcries carry the dps well enough that you can round the defences out nicely.

Tbh if anything I think 2h is about where balance should be, it feels good without being too easy or hard in most circumstances.


I mean where balance should be is anothet topic than where balance currently is. To be honest i agree the game should be slowed down from all sides its way too fast players dont interact with monsters they simply move, attack, aoe in a way that is simply faster than the action speed of any monster.

My argument wasnt about speed but about lacking defense that doesnt support slow slam playstyle in endgame content. Melee was never good at clear and never will be. GGG tried to bandaid melee clear with explode on contact chest but all the chest does is giving casters support to be the fastest clearspeed this ge have ever seen aside from old spark before it got nerfed in every way possible several years ago:

This is what i would play when my only concern would be clearspeed:
https://m.youtube.com/watch?v=zjI6cxzpg7A

Forge of the Phoenix from map start to bosskill in 35 seconds with a build that clears 3+ screens by explode on contact. And when i say 3 screens im not talking about some annecdotical forum rambling i literally mean 3 screens.

And T19 100% delirium is the only valid benchmark in my opinion. Sure its not content that most people do every day but normal t16 maps at this point are overshadowed by the gigantic powercreep from patch 3.10 and current 3.11.

The point is you can see and compare builds where mobs (for some builds) have at least a CHANCE to hit the player back. Normal t16 maps are like slap a explode on contact chest on like 90% of builds and they start killing packs with their movement skill doing fine in easy game normal t16 content is not hard at all.

But how many successful melee builds you know from poe.ninja, forum or youtube or really anywhere else doing t19 100% delirium that are not standard legacy gear?

And then the next question is how many non melee builds you see absolutley destroying t19 100% delirious content on low budget in relation to melee builds without having to seriously into defense to even have the slightliest bit of a chance?

If you tell me this is balanced then i simply disagree.


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zzang wrote:


And T19 100% delirium is the only valid benchmark in my opinion. Sure its not content that most people do every day but normal t16 maps at this point are overshadowed by the gigantic powercreep from patch 3.10 and current 3.11.

The point is you can see and compare builds where mobs (for some builds) have at least a CHANCE to hit the player back. Normal t16 maps are like slap a explode on contact chest on like 90% of builds and they start killing packs with their movement skill doing fine in easy game normal t16 content is not hard at all.

But how many successful melee builds you know from poe.ninja, forum or youtube or really anywhere else doing t19 100% delirium that are not standard legacy gear?

And then the next question is how many non melee builds you see absolutley destroying t19 100% delirious content on low budget in relation to melee builds without having to seriously into defense to even have the slightliest bit of a chance?

If you tell me this is balanced then i simply disagree.


Out of Delve, this is pretty much benchmark. It's replicable and hard as hell.
I've finally managed to do t19 with my Pathfinder although I used all 6 portals to finish it once, and while playing I have to work like a horse.
Ranged chars have it much easier, same is for Delve.
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Universalis wrote:
https://youtu.be/dWyoXWmFpWQ

Done on self-crafted gear in a no magic / rare items private league

The build is posted on reddit along with all the others builds who require nerf: almost everything require a nerf now.
First thing coming in my mind is these dual influence amulets with like + 30% total dexterity, 1% dmg per 15 dex etc...


On a side note it's very amusing to see that people just trying the game are completely lost and are getting melted by monsters act 1.


Not sure if true thought
"There's no thing like random one-shots in this game. You only die because you take 353,456,237 hits in 0.2 seconds."

"The best items in the game should not be crafted, they should be TRADED." - Cent, GGG
"
yamface wrote:


This argument doesn't work anymore after poe ninja increased the player tracking, as I said in my first post. Steam has a lv70 achievement that only 13% of players obtained. Half of the players don't even get the brutus achievement. That 19k players that poe ninja is showing is an actual representation of what the endgame playerbase is doing


I distinctly recall Chris stating that most of the player base never makes it out of maps. While some may find that hard to believe, pay attention to the forums for a decent amount of time and you'll see plenty of basic questions asked every league without fail.

The player that has probably invested the most in PoE financially barely touched the mapping side. When I got here he was already voicing his displeasure and it eventually got to be too much.

Poe player totals and Poe endgame player totals are not evenly distributed.
Yep, totally over league play.
"
TorsteinTheFallen wrote:

Out of Delve, this is pretty much benchmark. It's replicable and hard as hell.
I've finally managed to do t19 with my Pathfinder although I used all 6 portals to finish it once, and while playing I have to work like a horse.
Ranged chars have it much easier, same is for Delve.


I disagree. You just cant take for a benchmark something that virtually nobody plays. A8 should be the benchmark because thats the goal of the game, to kill that bastard and its realistic one. Everything above that is just there for sports and epeen measurement, nothing more.
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kuciol wrote:
"
TorsteinTheFallen wrote:

Out of Delve, this is pretty much benchmark. It's replicable and hard as hell.
I've finally managed to do t19 with my Pathfinder although I used all 6 portals to finish it once, and while playing I have to work like a horse.
Ranged chars have it much easier, same is for Delve.


I disagree. You just cant take for a benchmark something that virtually nobody plays. A8 should be the benchmark because thats the goal of the game, to kill that bastard and its realistic one. Everything above that is just there for sports and epeen measurement, nothing more.


It's a benchmark, it's not meant for everyone to be able to do.

Grade would go from T16-19 and 20%-100% delirious.
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TorsteinTheFallen wrote:


It's a benchmark, it's not meant for everyone to be able to do.

Grade would go from T16-19 and 20%-100% delirious.


And therefor not relevant at all. For a benchmark you need something realistic. It doesnt matter if you can run 10km when the finish line is at 100m. If a build can comfortably do all relevant content it doesnt matter if it can delve to 5000 depth, it will still be good enough and perfectly viable.
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SeCKSEgai wrote:
"
yamface wrote:


This argument doesn't work anymore after poe ninja increased the player tracking, as I said in my first post. Steam has a lv70 achievement that only 13% of players obtained. Half of the players don't even get the brutus achievement. That 19k players that poe ninja is showing is an actual representation of what the endgame playerbase is doing


I distinctly recall Chris stating that most of the player base never makes it out of maps. While some may find that hard to believe, pay attention to the forums for a decent amount of time and you'll see plenty of basic questions asked every league without fail.

The player that has probably invested the most in PoE financially barely touched the mapping side. When I got here he was already voicing his displeasure and it eventually got to be too much.

Poe player totals and Poe endgame player totals are not evenly distributed.


Mate you don't need to recall what chris says anymore about that. Check out that block you quoted it's not a lie. There's literally only 13% of steam players that hits lv70. It's official. This is why poe ninja shows a more accurate representation of endgame than most people think. Because most people are comparing poe ninja to the release player peak when in reality most of these players don't even make it to relevance.

At the end of the day, endgame players might be a small group of total players but their value is much higher than anyone else. There's good reason why most of the dev/balancing efforts are targeted to endgame players and not to the random joes that play the game for a couple hours and quit.

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