[April 12] Initial Development Manifesto Feedback

I'm still relatively new to the game, but I know Piercing Strikes applies a Bleeding effect as a physical attack skill. Would it be difficult to make Bleeding be a critical effect for physical attacks, with a similar increase in further physical damage to bleeding opponents.
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sebbau wrote:
How about an on critical effect for Physical Damage, something like a crushing Blow, which crushes the Armor of Enemy, this could stack like Shocks do and reduce the Mob armor step by step all the way to zero.


Great idea! Not the crit itself, but the next melee hit (within say 1.5 seconds) bypasses all monster defenses, or even makes them at -30% defense against physical damage. GGG could even work out a melee physical combo system like that :)

+1, great idea
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Beregondz wrote:
Nothing regarding accuracy?
At the moment most endgame pure melee builds are ignoring this stat because Resolute Technique feels too mandatory to skip and even stacking this stat with passives/equip/support gems requires huge investment (over 3k accuracy for a mere level 60, I can't even imagine how much effort takes for an 80+ ); still, due to 95% cap hit is not guaranteed leaving the character exposed to the constant risk of missing a blow in a dire situation reducing life gain over time from life leech/life on hit, especially for a 2h and build based on slow hitting skills.
Considering the fact that casters don't bother about miss this is another huge disparity that penalizes melee (choice between no crit or consistent waste of gear stats/passive points/support gems)
There are many ways to address this, for example removing accuracy from the game or allowing characters to reach a solid 100% acc without much effort (considering the fact that on a melee a good part of passives/item stats are inevitably used to further increase defenses, resources that a ranged can invest elsewhere to personalize and tweak the build) but those are definitely not the only ones.


the problem with melee taking resolute technique is only with PURE physical builds because they take so much from reflect end game if they don't have really high armor. It is not mandatory to pick resolute technique, there are many successful melee builds that don't take it. The reason it is so "mandatory" at the moment by the community is because people avoid critics as physical not only because of the lack of accuracy.
I have 2-3 different melee builds on my to-do list, all of which i do not take resolute technique.
PS: i advise you to read the rest of manifesto, as clearly you have missed a lot being said in there, he spoke about accuracy when he was explaining desync issues and stated it as one of the factors which makes this game hardcore. So no, accuracy will never be removed, should not be removed.


anyway my question is this, chris said the following when talking about race events:
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The power level of the Uniques is a bit higher than in Season One. I was asked twice just this evening if we'll please put the unique Majestic Plate as a prize. Not yet :P


i can't find anything about a unique majestic plate, did he mean glorious plate?
Extremely disappointing read from the viewpoint of a soloplayer.

Extremely disappointing.
I have about 60-70 ms for a roundtrip to Amsterdam and 175 ms to Texas. When I played counter-strike betas in the stone-modems time I got an idea about the drunken behaviour and the way that influenced you. For me, anything below 50 ms was acceptable, while above 100 is borderline unplayable. My question is: If you accept a little delay of 40 ms, could it improve the sync issue? In that case, I would rather choose to reduce the desync by increasing delay. Ideally you can even add a slider for delay in the options menu if it can help reduce the desyncs. Otherwise, I like the compromises.

I love the loot ideas and more quality instead of quantity is the right way for party.

Active survivability skills sounds very good, while the rest is ok I guess.

I am not sure that the changes to races are exactly what most people want, but it is ok. Afaik pvp needs a lot of love in terms of increasing survivability to really be fun and nearing something you can truely balance.
I appear to be living in "Romance Standard Time". That has to be good! :)
I believe I have the melee fix that I have suggested before that will buff melee survivability but not benefit ranged classes. Add to the passives (similar to chaos innoculation). Have something that opens up a tankier area that will give +10% MORE HP and +10% MORE armor (or whatever numbers you see fit.) The only catch is that like chaos innoculation can't use health, to access this section you will no longer be allowed to use spells or ranged abilities. Problem solved.

More realistically it would be around 4 nodes that reduce all physical damage taken by 5%. So giant melee attacks like vaals hammer would be reduced by 20% of its initial damage, then your armor would actually have more of an impact on that remaining 80%
I deeply dislike the idea of adding an on-critical effect for physical damage. The reason why so many people think the damage type sucks is because they don't understand how to get the full potential from it. Essentially it already has an on-critical effect: rendering enemies' armor even less powerful.

If you want to introduce physical damage critical effects, I suggest adding multiple as passives on the skill tree. The way to make this particularly interesting is to make each available only to certain weapon-types. For example, a stun-oriented one for maces, accuracy-oriented for swords, et cetera.
same name in-game
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Iao wrote:
I deeply dislike the idea of adding an on-critical effect for physical damage. The reason why so many people think the damage type sucks is because they don't understand how to get the full potential from it. Essentially it already has an on-critical effect: rendering enemies' armor even less powerful.

If you want to introduce physical damage critical effects, I suggest adding multiple as passives on the skill tree. The way to make this particularly interesting is to make each available only to certain weapon-types. For example, a stun-oriented one for maces, accuracy-oriented for swords, et cetera.

I approve, that is a very good idea.
I appear to be living in "Romance Standard Time". That has to be good! :)
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We are 100% happy with how maps work as far as the item system goes (and are amazed by how much even white items from the highest maps are worth


Because only the streamers who get paid to play and the few no lifers can possible get beyond map level 70. This is pretty much a non-negotiable fact -- as a solo player with over a year of PoE experience it's obvious.
I'm the Ps guy: Psomm, Pso, Psong, pso-on and pso-phorth.
I think the main problem with physical damage is also because of how Armor works.

Better with critical strike and worst with attack speed.

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