[April 12] Initial Development Manifesto Feedback

I think the best way to get rid of white item cluster is to add a toggle option for players to decided whether they even want white items to show up on their screen or not.

I know there comes a point in the game for a player where they no longed need white items and just filter through everything to get magics, rares, and uniques. Why not make it easier for them to filter by just making it so white items don't appear on their screen at all? To add to this option, making it assignable to a hotkey could make the transition between looking at white items and not seemless. This option could be applicable for any rarity of item.
solo season ladder please
General Racing Guide for Act 1
http://www.pathofexile.com/forum/view-thread/366585
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UnderworldSkull wrote:
I think the best way to get rid of white item cluster is to add a toggle option for players to decided whether they even want white items to show up on their screen or not.

I know there comes a point in the game for a player where they no longed need white items and just filter through everything to get magics, rares, and uniques. Why not make it easier for them to filter by just making it so white items don't appear on their screen at all? To add to this option, making it assignable to a hotkey could make the transition between looking at white items and not seemless. This option could be applicable for any rarity of item.


because in late game maps, you actually need white items, they sell for tons. That's before even counting the lvl 66+ item bases that only drop in maps and can turn to uniques by chancing them, or for crafting reasons. Also, the 5-6L and the 6S items...maybe some other reasons that i've forgotten.
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UnderworldSkull wrote:
I know there comes a point in the game for a player where they no longed need white items and just filter through everything to get magics, rares, and uniques.
White items never become irrelevant. A 6socket can be sold for a Fusing, 5-6link are very valuable/saught after, a good white item can be turned into an amazing Rare using Currency items, and some, in the case of Glorious Plate, can be Chance Orb'd for a chance at a Kaom's...


What if the On-Crit Physical Effect was to reduce the mobs damage dealt? That way you hit 2 birds with but 1 stone?
EA IGN: We_Have_Monk_at_Home

*Burnt out and waiting for either PoE1 League or new PoE2 Classes.*
Last edited by Sheriff_K#3938 on Apr 12, 2013, 2:00:28 PM
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There will probably be an on-critical effect introduced for physical damage (which may be as simple as a guaranteed stun, but the options are still being considered).

please do not do this!
a lot of melee builds rely on Resolute Technique keystone. Adding a on-crit effect on phys dmg would be totally useless in this case.
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Expanding on a previous 'combo' idea, how to make melee damage more interesting and powerful:

A melee physical damage crit starts a sequence, for example, like this:
1- CRIT!
2- 1 second to melee attack again, on hit: knockback
3- 1 second to melee attack again, on hit: stun
4- 1 second to melee attack again, on this final hit in the sequence: monster bleeds and player gets power charge.

During this sequence, the targeted monster defences are 0 or even negative towards melee physical damage.
When the player misses or takes to long to hit again, the sequence is cancelled.

Maybe the effects on each step could be weapon-dependent, like suggested above.

This combo system would open up a whole realm of combat effectiveness and war dynamics unavailable to ranged classes.

The drawback is, to be consistently effective, accuracy has to be invested in. That's why resolute technique for example remains an attractive option.

Oh, and add some gore during the combo sequence :) :) (which not only would look cool, but could be the necessary feedback towards the player that such a sequence is underway)
Last edited by shaokim#6144 on Apr 12, 2013, 2:04:48 PM
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exorzist wrote:
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There will probably be an on-critical effect introduced for physical damage (which may be as simple as a guaranteed stun, but the options are still being considered).

please do not do this!
a lot of melee builds rely on Resolute Technique keystone. Adding a on-crit effect on phys dmg would be totally useless in this case.


Exactly. That's not a bad thing.

Right now in a phys build there is no reason to get crit. RT is best for every phys build ever always. That is not good.
A mention of PvP!!!!!!

Pumped. So pumped. Hopefully the PvP feedback forum will become more than a backwater :)
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exorzist wrote:
"
There will probably be an on-critical effect introduced for physical damage (which may be as simple as a guaranteed stun, but the options are still being considered).

please do not do this!
a lot of melee builds rely on Resolute Technique keystone. Adding a on-crit effect on phys dmg would be totally useless in this case.


How is this bad? Right now RT is almost mandatory for melee thats anywhere near that half the tree. At least losing crit would actually be worth a second thought if this happened.


edit: wording
Last edited by indczn#2602 on Apr 12, 2013, 2:15:17 PM
Thanks, this manifesto was very informative and i understand the mechanics much better now. :)

the way i experience desync problem most often is if i plat on a melee character and are about to attack an enemy in a huge group of other enemies. when the group is first encountered there is not so much problem, but when i attack some and then kite them around to get some time to recover health/es they start to desync. and the enemy from the group that appears to be the one closest to me might actually be in the centre of the groupm wich cause much problems for melee.

so i was woundering about enemiy sync, is it possible to have enemies move in formation instead of moving individually to reduce desync?

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