Resolute Technique & Non-Crit Builds
IMO ideal buff to RT would be "Never deal crit strikes. Your damage is lucky."
Or maybe double lucky (max of 3 rolls instead of 2). But always do max damage is way too strong, lightning damage would be through the roof, and don't even talk about Ryslatha's Coil. Lucky is nice balance i guess. |
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" This is not a buff at all. Supercharge already exist on top of Elemental Overload, for non-lightning damage "luckiness" within typical 35% damage roll range is barely noticeable. "never deal critical strikes" is awesome, it's literally the only existing unique route of character building, too bad there is absolutely no reason to go this way. Problem: impostor syndrome Solution: nerf everything Result: depressing mess Last edited by a_z0_9#4860 on May 27, 2021, 6:38:21 AM
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Maybe you should stop assuming it is designed for damage builds and instead think of it as a way to spread bleeds or charge up your minions without ever bothering with accuracy. I am not sure where the assumption that resolute technique builds must be similar hit damage-wise to crit builds comes from.
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" What I don't understand is people complaining about even slight buff for (mostly) MELEE keystone (crippling already crippled melee because minions might be OP, which is already the case is crazy), which is barely used compared to crit, is obviously inferior to crit and is mostly part of melee game play which is already inferior in general. What do you get out of it staying the way it is? I always look from my point of view caring about balance of set of skill and keystones I'd like to use, or use, an not giving a damn about some elemental stuff that I don't use. Last edited by Raxik#0964 on May 27, 2021, 6:58:51 AM
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If melee was so crippled Cyclone wouldn't be the most used skill.
Now here comes the explanation that most cyclone builds are CoC and real men need to hit enemies in the face with an wooden stick. Last edited by Johny_Snow#4778 on May 27, 2021, 6:59:13 AM
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" Every single one of those statements is wrong. There are a lot of builds that have 80%+ usage on RT and that don't go crit because RT is better for them. Obviously with RT being useless to Spells it's usage isn't large overall but it has a solid niche. " Great perspective. My stuff needs to be as busted as possible, doesn't matter how it influences the rest of the game. That viewpoint pretty much disqualifies you from any balance discussion. Last edited by Baharoth15#0429 on May 27, 2021, 7:05:28 AM
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You didn't really undestood what I wanted to say Baharoth, I am saying I am not here to bash for example CoC on a topic about TR, if I don't use CoC.
CoC should be discussed at CoC threads by people that actually know what they're talking about. My statements are not wrong, melee is underpowered ever since the launch, not even Impale etc brought it in line with casters and zoom builds and you know it. |
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And yet melee builds are a notorious top contender/winner of SSF HC/HC races and at the top of the usage rankings for HC and SSF HC. Not being the fastest zoom zoom glasscannon in town doesn't make something bad or underpowered. Bad for SC trade maybe if all you care about is EX/hour but if you take these kind of people as a benchmark then there are like 2 - 3 skills that aren't utterly worthless so...
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" And still, the damn "flavour" text on RT keystone is "Great tacticians learn that consistency often trumps potential", so adding "lucky" to damage rolls is still subpar. Beside the 2 fringe cases of lightning damage - and even there, having "max damage always" doesn't DOUBLE THE DAMAGE OUTPUT, compared with the current values - and the usage of Ryslatha's Coil (which is at most a 40% mulți that forfeits a lot of "goodies" on a belt), "ALWAYS DEAL MAXIMUM DAMAGE" is the best option IMHO to preserve and amplify RT's identity. Slap on "xx% less effect" for slams, lightning damage and DoTs, if it's actually needed, but with the stacking of double and triple damage multipliers instead of them being EXCLUSIVE FROM THE START, I think that TencentGGG actually could see the discrepancy from the lowest damage output from a RT strike skill and going Crit as maximum damage potential... Heck, they should also state that double/triple damage more are outright NULLIFIED by the RT via a line like "Double/Triple damage don't apply", so you can't scale as good as Crit regarding damage levels, but simply raising the damm bottom damage floor to a more reasonable level... 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 May 27, 2021, 12:14:08 PM
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just forget about it
RT is a bleed keystone (and can be usefull for some support builds). in 2021 not 'going crit' is not a choice. you simply go crit. earlier in this thread ive done the math - going crit is TRIVIAL. there is no reason not to even if you get 25% effective crit and 250% crit multi it is still WAY MORE than what classic scaling can give you - because it is a separate multiplier and it is not yet affected by diminishing returns im fine with that. im not fine with 'this is just leveling keystone, use it and spec out of it'.. cool? nope. not a single other keystone is 'leveling', its has a purpose on its own, not a way to get somewhere else. this notion, design aspect or whatever - this should change. oh and melee winning hc ssf 'races' (aka nolifers festives) is as relevant as steam loco winning in a non-diesel/non-electric train race. it still doesnt make steam loco a viable choice in 2021. |
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