[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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" 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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" 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: " i can't find anything about a unique majestic plate, did he mean glorious plate? |
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Extremely disappointing read from the viewpoint of a soloplayer.
Extremely disappointing. |
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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! :)
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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% |
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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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" 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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" 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.
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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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