why give dps builds even more advantages in this league?

dps builds always had advantages over tanky builds you just kill bosses before they do any mechanics so you dont need to try dodge anything the sanctum is literally wet dream for dps builds they are tanky there and dont die so they dont need worry about defences but just go full dmg i am almost level 89 and the furthest i got in sanctum is floor 4 just barely made it and lost all resolve let alone get to boss and kill it but my friend with 3k life literaslly and full dmg casually doing full sanctum runs all the time tanky builds getting punished like why>?
Last edited by Deviant#8289 on Dec 11, 2022, 12:03:08 AM
Last bumped on Dec 12, 2022, 10:22:27 PM
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It's an ARPG. Of course more dps = better.

What do you want them to do, normalize everyone's dps so your build doesn't matter? Or?
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Bleu42 wrote:
It's an ARPG. Of course more dps = better.

What do you want them to do, normalize everyone's dps so your build doesn't matter? Or?


you completely missed my point so reread my post again
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Gopstop22 wrote:
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Bleu42 wrote:
It's an ARPG. Of course more dps = better.

What do you want them to do, normalize everyone's dps so your build doesn't matter? Or?


you completely missed my point so reread my post again


No, I understand it just fine. You're upset that builds with better dps do better.
Tanky build doent mean you dont have to get dps. You should have made a build appropriate for such league. It was obvious from the very begining that will be the case. Thats just the nature of the game and there is nothing you can do about it. Open space > ranged pure dps and minions will do better, end of story. No if's or buts.

Tanky builds are better for leagues without much room to manouver like ultimatum and ritual. So unless we get another "get locked in a circle" kinda league you can forget about being tanky.
How is Sanctum 'open space'? It is enclosed in walls, subdivided by more walls, or a series of tiny platforms.

If, as a melee, I can't whirling blades through or leap slam over the head of my enemy, I have no agency - regardless of what anyone thinks of the space, open/closed or anywhere in between (ajar?).

When the Sentinel Guard tucks himself into a corner (a right angle, 90 degrees of a 360 degree circle) and fires his Ethereal Knives type attack (conveniently a 90 degree arc spell!) you will see that what space there is is not 'open'. This is an unapproachable situation.

If they actually let these fights play out in true 'open space' you'd see a lot less complaining. The moves ARE telegraphed well. The problem is they offscreen, and the arena terrain is an unreasonable burden on melee. Even the tracking lasers which you have to imagine is supposed to be to 'counter' ranged builds counter melee harder as what it really counters is being stationary. While both ranged and melee have channeling spells, melee have a whole archetype around slow, hard hitting attacks.

And all of this would be business as usual save for the fact that GGG publicly said they knew everything and that they took all this into account in design.

:)
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innervation wrote:
How is Sanctum 'open space'? It is enclosed in walls, subdivided by more walls, or a series of tiny platforms.

If, as a melee, I can't whirling blades through or leap slam over the head of my enemy, I have no agency - regardless of what anyone thinks of the space, open/closed or anywhere in between (ajar?).

When the Sentinel Guard tucks himself into a corner (a right angle, 90 degrees of a 360 degree circle) and fires his Ethereal Knives type attack (conveniently a 90 degree arc spell!) you will see that what space there is is not 'open'. This is an unapproachable situation.

If they actually let these fights play out in true 'open space' you'd see a lot less complaining. The moves ARE telegraphed well. The problem is they offscreen, and the arena terrain is an unreasonable burden on melee. Even the tracking lasers which you have to imagine is supposed to be to 'counter' ranged builds counter melee harder as what it really counters is being stationary. While both ranged and melee have channeling spells, melee have a whole archetype around slow, hard hitting attacks.

And all of this would be business as usual save for the fact that GGG publicly said they knew everything and that they took all this into account in design.

:)


Its open space meaning there is a way to offscreen mobs, you can guarante that nothing will hit you. Being tanky is pointless with such mechanics. Ultimatum on the other hand closed you in tiny space, there was no where to run away. 3k life meant you die often, here you can hide behind a corner. Open space > nothing blocks your escape.
who is hindering you from creating a second build just for league mechanic ?



its like crying about lab that movespeed builds are better at lab than other builds .



when i played rf i never reached room 5 in league mechanic and then i created a second char and then i went streight up to room 20.


That's PoE's problem: it's advertised (or at least it was at some point) as a game with countless builds to create. It's misleading, no one tells you that 99% of them will never work.

Welcome to PoE.
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Delamonica wrote:
who is hindering you from creating a second build just for league mechanic ?



its like crying about lab that movespeed builds are better at lab than other builds .



when i played rf i never reached room 5 in league mechanic and then i created a second char and then i went streight up to room 20.




Creating a second build just to be able to DO the mechanic is bad design. It's perfectly reasonable that some builds are better and faster at it than others. Some builds are drastically better at delve BUT ALL BUILDS CAN DO DELVE. Not ALL builds can do this league mechanic. It's just poor design and it's not even rogue-like. IDK wtf it is but it isn't that. If people feel like they need to make a new character just to be able to do the mechanic, then you failed miserably. League mechanics shouldn't be this restrictive, at all.

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