[April 12] Initial Development Manifesto Feedback

Hopefully the next Major patch (0.10.9) will add some more improvements to melee in regards to the Ranged VS Melee Disparity.

Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
Cleave + Multistrike + Weapon Elemental Damage is so over powered.
4K armor with 5k life + Kaoms heart Is still powerful
NinjaArmy!


Please just allow /oos to be bound to a key so I can use AutoIt to trigger /oos when I take damage every second or so, or have the client trigger /oos automatically if the character takes damage from a melee source that isnt standing in weapon range.

People often forget the major advantage of summoners is that their attacks have zero latency and are never oos, since minions/totems are on the servers.

B.
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I'm located in switzerland, cable, good pc. Playing at EU peak hours, GS marauder LS templar, HP gear.

I rarely have issues with desync. Yes, sometimes I dont hit a horde of 50 enemys right in front of me, yes sometimes i port into another room, yes sometimes i get damage out of nowhere. but the occurences are rather rare (all few minutes) and easy to handle. I die more often because i charge into room full of ranged skelettons, than because of desync.

My $0.02.

Nevertheless, as a software developer, i can imagine the order of complexity of the game engine and the resulting problem hunting desync bug down. I say it's a bug, because my ping is pretty constant, and desync seem to not occur because of some hard issus like bandwith, latency, server utilisation or action on the screen, but just... randomly.

I also like melee in its current form. And the currencies. Looking forward for updates, and i hope GGG does not consider every dumbasses comment to buff x, nerf y or change z, but stick to their vision.
GGG are so stubborn, how can you be "exploring ways that benefit melee but not ranged" when I already laid the answer in front of your eyes?

Create a melee passive node that converts and adds a % of your armor and/or max life as melee physical damage/melee damage - how hard is that? Or are you all just so proud to accept such a good piece of advice? Tuck in those egos and implement this for god's sake!
Last edited by Wurzel#6766 on May 15, 2013, 2:55:14 AM
A guaranteed stun would be overpowered on physical crits. There are some builds/mobs that can deliver a crit every 300 ms and keep something perma stunned.

There's a few options that would work better:
* A stacking effect which duration is based off the percentage of physical damage done to the target where the mob has it's armor reduced by X%...see 3 stacks of 25% or something like that.
* A self buff (similar to the current orbs) that increases all physical damage done by X%
* A stacking effect that reduces the enemy's resistance to stun by X% where duration is based off the damage done.
* An effect that adds life steal/mana steal on physical damage or life on hit/mana on hit equivalent to a percentage of the physical damage done by your attack

It's important not to have a guaranteed effect like this because it isn't in line with the other damage types. The first 2 options are better because it addresses the lack of damage by the attack type. The 3rd option addresses the stun fairly. The 4th option addresses a major short coming in a predominantly physical damage build (mana) and frees up gear.
Last edited by darkel#5223 on May 15, 2013, 8:53:18 AM
I hope GGG is playing grim dawn.
I know this might sound a little wonky, but at least for the beta version, you could provide an option, enabled by default, to show a 'ghost' character representing where the server thinks everything is. It would allow us as the playerbase to test the latency, test fixes, and determine possible causes for spikes.
Main: King_Weylin, 2h Marauder
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warfighter67 wrote:
I know this might sound a little wonky, but at least for the beta version, you could provide an option, enabled by default, to show a 'ghost' character representing where the server thinks everything is. It would allow us as the playerbase to test the latency, test fixes, and determine possible causes for spikes.


That's impossible. If that were possible then their would not be any desync in the first place, as they would just show the real characters where the server thinks they are.
My suggestion's regarding melee:

Increase the base duration of endurance charges by 2 seconds.

Endurance charges should also increase maximum elemental resistances by 1% each.

Improve the chance for warlord's mark to grant an endurance charge, so that a 20/20 gem has 100%.

Reduce the mana cost of Warlord's Mark by 30%.

Allow Enduring Cry to generate 1 charge, even when no enemies are in range.

Add a keystone that converts Power and Frenzy charges gained to endurance charges, and increase maximum endurance charges by 3. Place this keystone in the shadow area. This will help melee character's who cannot get the normal endurance charge nodes, but will prevent CI melee from being too powerful (no frenzy charges from Blood Rage).

Add an Armour Penetration support gem. This is the best way that I can think of to buff physical damage without also buffing elemental conversion.

Add Mind Drinker passive nodes to the templar and dualist areas. Melee character's need granite and life flasks and cannot really spare slots for mana flasks.

Slightly increase the radius of the Melee Splash support gem.

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