add more defence. better defence. im sick of oneshots
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Reminder to all peeps making these sorts of threads: Getting rid of one-shots from the game would also require nerfing healing. Things kill you under a second because it's possible to heal yourself from 1 to full under a second. I get that you want to be able to see stuff coming, but that also would require you to be able to die to attrition. Otherwise players would just be immortal.
Украина в моём сердце
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This is the biggest difference between old PoE with 3 Acts and current PoE. Old PoE you could get in trouble with just 5 enemies surrounding or two charges back to back. They didn't one-shot you. They beat on you till either you win or they do and mobility was limited. You couldn't zoom because bad positioning would kill you very easily. I feel like a parrot constantly saying that Enemy Density is the primary issue. In order for GGG to combat player power creep, instant healing and even back then 10k ES. They had to move away from Chip damage and just start Bursting players to provoke a response. Problem with that is too many bursts in a row and the response time is not possible by a human. It looks like you're getting one-shot but you're really getting smacked 5-8 times within 0.5 seconds. I stopped playing HC for this reason. Dying is not much more than probability. "Never trust floating women." -Officer Kirac
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" [Removed by Support] If you're not having fun playing the game, either give a proper feedback or just stop playing it. As simple as that. [Removed by Support] Last edited by Kane_GGG#0000 on Dec 4, 2021, 2:49:31 PM
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" I mean I think you are aware that this only works with a aurabot beside them. A -60 resist build would fall over instantly in a juiced t16. " You can get def. one shot in juiced t16+ especially in a fully cleard atlas where those map mods scale to insane levels. Like 500 crit multi is no joke and stuff will kill you instantly. One of the big problems is that a lot of the danger comes from map mods. That means you can never be sure if you can take the damage or get killed by it. Especially because you cant really calculate on the fly how every map mod interacts with all the monster types in the map. The result is that you cant tell from animations and visuals how much damage you will take. If you want PoE be more tactical and less random attacks and skills of monsters in combination with map mods need to be more predictable. Edit: Shotgunning for monsters needs to go its one if not the main reason why people get instakilled by things that looked like they would maybee tickle a bit. Last edited by Zerber#2188 on Dec 4, 2021, 10:12:40 AM
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" I don't understand how you framed both your points as bad things, if reducing the possibility of one shots means lowering healing rates, that sounds reasonable to me. And why is being vulnerable to attrition a bad thing? right now where basically immune to attrition and vulnerable to oneshots, wouldn't you rather have it the other way around? |
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" Well, personally for me. I treat Crit mods like Reflect mods. If you don't have reduced Crit Damage taken or similar effects. Probably should avoid it. That's given the state of the game though and a habit from when I used to play HC until I quit due to beta testing leagues at this point. I was happy to see there's now Reduced Crit Damage taken Masteries. Crit -30%, Armor -30%, Spell Suppression -50%. I somehow doubt many people took them though. Going beyond that with +1 Level mobs or whatever, I feel is just to occupy groups. Still, the concept of putting player death more in the player's own hands is far from where it used to be. I still remember avoiding GMP Chaos rares. A little throw back to how long shotgunning has been a thing but least you could just, not go that way before. The game was in a state you could just leave a potentially bad situation alone. Just like good o'l Spitter Bosses in Diablo 1 =D "Never trust floating women." -Officer Kirac
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Are we seriously whining about defenses in 3.16? The game has never seen better access to defense, and people are actually choosing Grace/Determination over damage auras because of how effective they are.
Sure, large scourge stacks are rippy, but that's the point; know your characters limits and opt out before it's too late. The current balance between defense and offense is the best the game has ever had. Bring me some coffee and I'll bring you a smile.
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" It's all the same at best, realistically it's worse than before. I had first 3 chars reach total death count of 700+ in first 2 weeks of the league. Something that has never happened to me before. 4th one i had to build from ground up to be good for my terms, with a lot of investment. Defense buffs are meaningless when content is buffed too. Even trash hits harder than before. Have you seen posts in 3.16 of happy people that die less? Fortify? Pfff... And about char limits. That's pointless. You could be doing 300 stacks in one map to die from oneshot at 50 in the next one... Last edited by TorsteinTheFallen#1295 on Dec 4, 2021, 8:11:09 PM
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I started in warbands and I can remember physical hits from monsters are the most dangerous but it becomes less scary once I had Lioneye remorse shield but in current poe everything is scary from trash to rares if your build can't afk/tank so kill them faster to lessen the chances of dying.
In my experience of old poe the most dangerous encounters I can remember are, laser octopus boss firestormer cannibal witch boss cole in colonade map tunneltrap boss merveil and her water tornado |
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" I didn't mean to frame it as a bad thing. Some peeps just seem unaware boosting player power in one dimension might need a nerf in another. I'd personally prefer slower incoming damage and slower player healing. Украина в моём сердце
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