[April 12] Initial Development Manifesto Feedback

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Loki421 wrote:
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Martinezz123 wrote:
Please. Are we going to see any crafting and RNG changes?


So much this. No mention at all about bad economy, bad RNG, or the bad "crafting" system that so many have issues with.


the game is supposed to last 10 years with all they additional stuff the will be adding...making rng less and in turn getting you your shiney bit of loot the way you want will see players leaving as soon as they have got bored with it rather than giving the something to work to.
they could add an orb that would guarantee links but atm it would have to be player bound and cost about 1k fusing if not more
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
Last edited by lagwin1980#2224 on Apr 12, 2013, 10:27:34 AM
Does this mean you're considering a maelstrom of chaos race event where you start on level 1 in a level 1 maelstrom map, and continue onwards through the maps, leveling the map up by 1 for each consecutive level?
ign:mptyspace
any statement about death penalty ?
Pretty disappointing that nothing about current/future trade system was mentioned
IGN: Kebehsenuf
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Moosifer wrote:
Chris, sticky this for god's sake.

Does melee really need ANOTHER active defense? You see the alpha thread I have up, look how many people have listed (I'm very tired I can't name them all right now). I think one guy listed like 5-6, most melee builds are running around with end cry, granite flasks and enfeeble/warlords. Is the solution really just "fuck it, add another required skill."


Actually, PoE needs more reactive defensive abilities rather than the passive ones we have now. Things like warcry and EC and whatnot are passive, you cast them pre battle and they give you some benefit during the battle

Reactive defensive abilities are things like instant shields. Abilities that give you very quick invulnerability for a short amount of time, things like that. The only things that come close are granits/utility flasks, and they really aren't abilities. Have a look at monk in Diablo 3 for some inspiration. The only thing that PoE has in comparison is molten shield, and with its insane casting time + fact its incredibly weak defensively late game (mainly because the shield basically instant pops due to the sheer amount), its not really used very effectively past cruel as a defensive ability (in fact with MS popping so often, its basically used as an AoE nuke)

I think at the end of the day, what is most likely going to happen is that the different mechanics (apart from life) will get heavy adjustment, particularly armor and evasion. This will also happen to fix the path of life nodes issue
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Dreggon wrote:
Desync request: Have a 'ghost' version of your character which is entirely server-side and is communicated to your client, i.e. if my client says I'm in a hallway but the server says I'm currently being reamed by three rare mobs in the room I just left, I can see my character's ghost being attacked. This would also allow you to have enemies attacking your server location since it would be clear as to what is happening.

I absolutely loved the idea when I saw it. Having only your own "ghost" visible (and not party members' or monsters') would be pretty nice.
Life is tough... but it is tougher if you're stupid.
I really like a lot of these changes but I am suprised that you want to nerf summoners. I play in hardcore and I literally can't find a party at level 62 because everyone so far has kicked me when they realized i was a summoner. I have also heard that clear speed as a summoner in maps is lower than a lot of the other builds. If you do add more aoe enemies into the game, will you compensate by giving summoners more dmg? Or do you think that summoners are actually overpowered right now and the naysayers are actually exaggerating?

Edit: or if you wanted to nerf them, could you please give them a quality of life buff which lets them keep their spectres and zombies when they log out. That way everytime we dc we dont have to reenter the zones to get our minions again?
IGN: timtwins, timtwinz
Last edited by timtwins#2733 on Apr 12, 2013, 10:34:53 AM
Having physical effects on crit is a good idea - I think it could be interesting if the crit effect depended on the type of weapon you are using.

Maybe claws blind, hammers stun, daggers cause bleed/puncture, etc. I think having one type of effect for all melee crits would be a little boring.

Some crit effects could be focused more on disabling/control - stun, blind, confuse, slow, while others could be more damage focused - bleed/puncture, vulnerable so follow up attacks do more damage, etc
Some great reading. Competitive Play plans sound awesome.
another option for on critical effect that would help melee and phy builds ( also makse sense just from thinking about it)

when you deal a phy crit hit the armor will be reduced a small amount

just an idea :)

edit: woops didnt think of ek :/
Last edited by JoOnky#5233 on Apr 12, 2013, 10:51:53 AM

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