New banner system is too "unnecessary" so it's a bad design

After checking everything I can think of, I thought the system was poorly designed.

1. We set all characters in the bottom left to have Champion of the Cause as well as aura effect mastery, so all of the following examples have 22% aura effect.

2.Anyone who doesn't invest any banner passives, can get 10 seconds 32% more melee phys dmg with war banner when bossing.

3.Only players who use multiple warcries can get a powerful second war banner as soon as the first banner disappears, so they need to invest a minimum of 4-5 points in the Defiant Stand as well as mastery. In this case, they didn't get more damage from banner, but rather 12% more damage from 3 frenzy charges.

4.If you want to maximize banner's advantage, you need to invest at least 11-14 points in Renowned Deed, Bannerman, and Rallying Icon, and they can get 76% more damage, and about 19-26 seconds duration.
However, compared to the previous two, each passive only gets about 3% more damage and banner is a temporary buff, when the banner disappears, there will be a fairly long downturn, and the hypocrisy is that a lot of good melee passives can get you about 3% more damage, so in order not to punish yourself, the best option is not to invest more than 5 point, and investing more than 5 passives instead becomes a stupid option, in punishing players with poor mathematics or lack of computational ability.

5.Dread Banner and Defiance Banner really do good defence buffs, but almost no one need temporary defence buff, for real.

The logic behind the thinking is: Rare monsters are often harder to deal with than bosses, but players don't know which rare monster is deadly, so players are more inclined to set up a stable defence system to cope with sudden big damage at all times, not least the two types of banner matching spell and attack, under the current system, players have no way at all instantly to identify the damage of monsters is spell or attack, so this temporary defense system is bad.

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In conclusion, all the possible circumstances are roughly as follows:
1.Dread Banner and Defiance Banner are unnecessary.
2.only physical-melee-warcry-players can benefit from a little investment.
3.large amount of investment is stupid.(punishing those who don't use pob)
4.physical-melee-players without warcry can use it once per map(only bossing because whynot?).
5.non-physical-melee-warcry-player: they can only use Dread Banner and Defiance Banner but these are almost useless.

Possible suggestions:
1.Make Dread Banner and Defiance Banner useful, not numerically, but functionally. The number is already rediculously big now.
2.The source of valour is too low and narrow, making banner only reusable for warcry or just once-per-map.
3.Investing passives on banner is just a waste of passive, make it more profitable.

Last edited by jojo1225#3785 on Jul 23, 2024, 3:12:20 PM
Last bumped on Jul 23, 2024, 5:47:17 PM
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I see it much simpler. Try to find points to invest in banner passives AFTER investing in the following:

1) Life
2) Resistances and/or armor
3) Max res
4) Accuracy (unless running resolute technique)
5) Jewel sockets
6) Max and/or min charges
7) Reservation nodes
8) Impale and/or bleed and/or crit nodes depending in flavor of melee build
9) Leech and/or cost reduction nodes
10) Generic damage nodes
11) Weapon specific damage wheels
12) Block nodes (if using a shield)
13) Warcry nodes (if running a slam build)

GGG must think that melee builds are running around with a 150 passive point budget.
Last edited by mnieradko#6070 on Jul 23, 2024, 4:07:42 PM
I keep going over the patch notes expecting to find the reason why so many people are excited about the melee changes. Maybe the theoretical power will be higher if you have maxed rage, multiple max power warcries active, max valor banners placed down, but the gameplay around that sounds awful, far far worse than what totems were.
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Paradoxoglanis wrote:
I keep going over the patch notes expecting to find the reason why so many people are excited about the melee changes. Maybe the theoretical power will be higher if you have maxed rage, multiple max power warcries active, max valor banners placed down, but the gameplay around that sounds awful, far far worse than what totems were.


I'm not saying that I want infinite valour, but that it's too few sources, too narrow uses, and lack of induction, and I don't know if you're maliciously distorting my meanings or poor readability.
The point of banners is to have a button you click when you want the extra burst power. I'll be adding War Banner to my Bleed Ground Slam Chieftain 100%
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
Much of the game is poorly designed or deliberately adversarial towards players

However, enough of the core game is so well-designed that it makes up for the banal stuff the game has added since 2.4
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ArtCrusade wrote:
The point of banners is to have a button you click when you want the extra burst power. I'll be adding War Banner to my Bleed Ground Slam Chieftain 100%


Thanks for telling me that's an extra burst power.
But I'm talking about the design of passive cluster and skill rework.
A video just came out and GGG might nerf them actually "more" is in their language so its getting multipliers instead of additive bonuses.

With some of the passives you could extend banners duration and effectiveness pretty easy, War banner giving 144% increased accuracy and 72% more physical damage.

They might change this honestly.
Mash the clean

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