Melee nodes and mitigation. 2 birds 1 stone? (updated)
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Personal Item Filter(s): https://www.pathofexile.com/item-filter/Rxpet8 Last edited by Censurri#7561 on Jul 14, 2019, 4:54:30 PM
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" First off the current state of range VS. melee IS UNBALANCED (they have recognized this) " Also there are cases where nodes are stronger then that and they are NOT keystones ![]() These life nodes have a 150% stronger effect then most and are not keystones (so an additional 4% life) " Yes this is slightly stronger if you look at it this way 6% increase in defensive values for a node (again melee vs range and that whole issue....not sure if you understand the point) " The only consistency right now is that people are choosing to go the Lightning arrow or Freezing pulse route. The whole point is to find a way to get slightly more defense to melee builds with out making the ranged classes more powerful. This has to be done by placing values some where in the passive tree where it would not be tempting to ranged builds. (which this idea does exactly that) If you increased defensive nodes this would not work because we all ready know they are easily accessible to those builds and would give them more of a reason to grab them. If you see a one or two nodes that increase weapon damage in front of a node that give 2% more health and mitigation you would be inclined to forego spending 2 or 3 points to grab that and just go for 8%, 8%, 12% more health for the same amount of points! Last edited by Rastand#2808 on Apr 15, 2013, 2:00:20 PM
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terrible balance ideas
im glad you are not a GGG |
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