Melee nodes and mitigation. 2 birds 1 stone? (updated)
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I am new but i read in the development manifesto that physical damage nodes are not being taken and melee is lacking damage mitigation.
Ok so a keystone is out of the question so why not add to melee weapon specific nodes a 1-2% damage mitigation from all sources? will bow user go out of there way for a 2% mitigation in the back of a weapon node cluster? I would not think so. An example is Cleaving ( ax ) 15% damage with axes AND 2% damage mitigation from any source or Razor's edge ( sword ) 12% damage to swords 20% accuracy rating AND 2% damage mitigation from any source. both are 4 nodes back and you could easily place these through out the passive tree. what do you think? edit: here is an image of what i mean. it seem like a great idea values can be changed of course but i think the key is to have small bonuses through out the passive tree and that they are not good enough to tempt the range classes ![]() Last edited by Rastand#2808 on Apr 14, 2013, 12:46:47 PM
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It's an idea, but you'd be better putting them at the back of a melee damage, or even better a melee physical damage cluster. Restricting it to certain weapon specializations is a bad idea.
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" you think so....hmmm i just did not want it to be a absolute go to for each build. if you did generic melee all builds would go to it. also since most people would not choose to go with two different weapons and the clusters are spread out you could pick up some any where. Last edited by Rastand#2808 on Apr 14, 2013, 12:52:49 PM
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i dont think is the greatest of ideas but...it has some options. I think so because there are not that many of these types of groups...plus people already have a problem with getting HEALTH over any +damage anything because they need survivability. I think that may cause people to be torn between the two, health vs damage mitigation
"Beta"
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" that is the point to want to pick damage instead of health every chance you get. the numbers could be fiddled with of course maybe 3-4% instead and mitigation from all sources would help versus chaos damage. Last edited by Rastand#2808 on Apr 12, 2013, 1:14:35 PM
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or even 2% from all sources as well as +2% chaos resist.
This seems like a step in the right direction at least. |
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bump for update with image and for feedback
edit: i added some to generic melee and added some possible values like shield block or chaos resists Last edited by Rastand#2808 on Apr 14, 2013, 12:59:32 PM
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![]() this just highlights the sword (and one generic) areas only could not fit in all of them. (Templar area) looks like there are enough for this to work well. edit: you could do more then just two in a cluster but you would have to find that balance for it to not be OP and tempting to range classes (also just realized i highlighted a two hand generic that was suppose to be a one hand) Last edited by Rastand#2808 on Apr 14, 2013, 1:02:21 PM
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OP,
I personally like the ideas that you suggested. After I saw the video GGG posted on youtube about what PoE looked like a year ago, it got me thinking about how much better the system was back than compared to today (Never played with the old tree). It has Attribute points on every node that you touched (2 str, 6 dex, 2 int). Seeing nodes with damage reduction on it is great but it's going to be overpowered for sure. A hard-cap will need to be implemented. |
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" I agree it could be potentially overpowered. and now that i heard from both sides of the spectrum one saying that you would have to forego getting potentially more health to grab the mitigation and you saying the need of a hard cap would have to be implemented..... I will break it down some more. if there was around 18 nodes for each specific weapon type (which is about 2 nodes for each cluster except for the smaller ones) with 2 defensive modifiers on each. and mixed between the 4 possible modifiers i suggested you could get a possible out come (if you picked up every one in the passive tree) of this. 18% more maximum life 9% chance to block while dual wielding or using a shield +18% to chaos resistance 18% damage mitigation from any source that is picking up every single one in a specific weapon type spread throughout 3/4 of the passive tree (it does not seem overpowered) and if you change a few value lets say throw a few 1% nodes in there you could lower that to around 15% or even less but it seems like it would not be needed the only thing you would have to worry about is if some one decided to go through the ax, sword, and mace clusters to grab them all.....so yes you would need to put a cap on it to prevent that though i do not believe it would be possible to grab each one in every cluster. it could come out to 54% (or 45% if you used the before mentioned) Last edited by Rastand#2808 on Apr 14, 2013, 11:41:36 PM
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