[April 12] Initial Development Manifesto Feedback

Just wanted to post that I'm glad you're giving in on the free for all loot system. If it really fixes the problem, then I'll probably give PoE another try. It was a deal breaker.
Nice changes. I think it's a great idea to give soloing/duoing more appeal. I hope this will carry through into high level maps so that playing in alone or in small groups is a viable option. Also happy to see the drop rate of level 66 maps could be increased making it easier to sustain a pool of maps without having to mod them so heavily.
@TheScarecrow | Sporkin | PorkKnoblet | Scatterin
Hi first off all man u guys brought a great game. I am happy ure looking into the loot. Cause mapping with pugs are not a option today. map drops ninja looted away gg happens so often so its insane. and every rare that drops whatever is decided beforehand taxes the group cause everyone thinks its theres.
Ign Cuttaraa/Nuzebel/dohmynamewontfi
Hey guys,

I honestly thought that this melee vs range thing was just my own issue. Of course after reading a few of these posts I see it isn't.

I have created and deleted several characters out of frustration. I prefer to solo or play with friends I actually know. Mostly I solo though. I have noticed a slight improvements in drops. Thanks!

Anyways, I am wondering why this is such a tough topic. There are weapon specific skills on the tree. Mostly they increase speed (which I find to be slow), or damage/crit. I see no reason for these skills to also have added effects.

Blunts: stun, knockback
Axes: cleaves, maim
Swords: bleed, riposte
(2h Blunts, swords, and axes just over greater dmg w/ slower dps)
Staves: disoriente, disarm
Knives: crit, counter

If the existing skills have somehing like this added here and there I think that would be a start. I just see melee as either a batting cage or ballet. Also being able to deflect ranged or magic attacks would be awesome, as well as reflecting off shields.

Anyways, I have allot of playing to do in order to figure this out. Sorry if this is a very simplistic approach but I think the most difficult issues have the simplest answers.

Peace!
I think another factor relating to the lack of desirability of physical damage is that it doesn't seem to scale as well with gear. It seems relatively simple to get large amounts of +elemental damage on rings/amulets/gloves, and +% elemental damage on belt, in values that far exceed that of what's available in non-weapon +physical. Additionally, the +elemental support gem does about double what the +physical gem does. Therefore, when you get a ring that's +1-60 lightning and +2-24 cold, amulet that's something similar, gloves that do the same, then tack on a belt with +% elemental and a support gem that's 60-80% increase, you outstrip the physical damage options and affixes pretty quickly.

Additionally, from my understanding of how armor works, when you start attaching area effect support gems to physical skills (be it LMP/Chain or Multistrike/Splash), the reduced damage/more attacks method hurts physical more than elemental. In other words, three physical attacks at reduced damage are less effective than three elemental attacks at reduced damage.

On top of that, things like Static Blows or chill/frozen don't provide as obvious and tangible a benefit. However, in my mind, this is third in order of concern, behind the other two. The ability to clear a room of enemies quickly is more important than the ability to place status effects on them.

I'd originally started a physical damage archer, and he quickly became a lightning arrow archer. I started a leap slam marauder, and he became a lightning strike marauder. I'd love to have a big, beefy club-wielding powerhouse or dual-rapier melee machine, but the lack of really effective physical roomclearers (especially lategame) are a dealbreaker for me.
"
flippimonkey wrote:
(...)

Blunts: stun, knockback
Axes: cleaves, maim
Swords: bleed, riposte
(2h Blunts, swords, and axes just over greater dmg w/ slower dps)
Staves: disoriente, disarm
Knives: crit, counter
(...)


This could be the way to go with boosting melee builds.
As someone stated before, there's no need for ANOTHER active skill. Melees already have ECry, Warlord's mark, etc. Giving a solid defensive bonuses for taking up nodes related to weapons only used in melee (and semi melee - LS, GS) seems cool.

On the other hand, those defensive bonuses should be really, really impactful, as 95% of pro 'melee' builds nowadays skip the damage boosting nodes related to a chosen weapon.
IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch
Last edited by entropus#2713 on Apr 16, 2013, 8:58:42 AM
All of it sounds good so far. Glad to hear that GGG is actively pursuing the issues that need the most attention in the game.

Also glad to see that GGG is going to look into Armour/Evasion/ES. It really needs some TLC.

Keep up the excellent work, GGG! Thanks for the updates.
Well this is going to get lost in a sea of posts, but here are thoughts on improving item drops without changing basic RNG functionality:

1) Hybrid weapons (staff/wands/daggers/scepters) should decide for "attack" or "spell" mods before rolling mods. If it decides "attack", then remove all "spell" mods from the pool of possible mods, then roll. It doesn't have to be 50/50, "attack" wands should probably be more rare than "spell" wands.

2) Improve weapon rolls by removing "+resistance mods" from mod pool. I have 9 other pieces of gear to roll resists, my weapon doesn't need it.

3) Remove thorns
Last edited by Thalandor#0885 on Apr 16, 2013, 11:11:09 AM
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Laloo1990 wrote:
IMO it would be nice if the life nods where upgrades, since if you play CI for example, you can easily get to 5k or more of shield, but normaly if you play with life and melee, you get around 3k, plus if you play CI you just go away for literaly 3 seconds and you have full shield back up. BTW life regen could use some love.
Life leech also could be upgrade, if you take vaal pact you simple will die from things like viper strike, and the life leech isnt that great with the cap.
Also it would be very nice if staking defense get some interaction with the elemental resist, its seems like with all the elemental damage from monsters and people, that there is no point in staking defense, and for 12k defense you only get like 54% reduce or less, but staking elemental resistances is SO easy you get 75% almost all the time, so this would give IMO melee physicals dude more resist to elementals too. I only say this becouse i have a duelist lvl 77 with 12k armor, 3,2k life and almost 75 all elemental resist (not chaos) and physical moster almost dont hurt me, but if they come like 3 or 4 Voidbearer i almost died in 1 sec. This is just my opinion. I really love the game :) and i really like how you guys update it every week or so.


I support this
Archives, https://www.pathofexile.com/forum/view-thread/2206812
You could add a new gem with that passive perk "increase buffs on you" that would work with any aura. It would give all chatacters a boost to auras that pretty much only have Reduced Mana or Blood Magic linked to them.

Another gem would be an "increase melee physical damage" aura.

You could also add a small "maximum life %" increase to the vatality aura, since the hp regen in itself isn't as benefitial as the other aura's benefits.

Another gem could be a mana reserved to life trade off. When it's linked with a defensive gem (auras) it reserves a % of mana and sends whatever mana is reserved to HP. Or it could be an aura by itself.

Also adding more unique melee class armour and weapons (ilvl 40+) will increase the defence and offence of everyone.

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