suggested Giants Blood And Titan Changes
" Hey no hate but it's definitely do able. Here is a vid. https://www.youtube.com/watch?v=qRutYdr4Aec Might not be the best thing in the world, but you can do it at least. |
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The stampede setup feels ok until you dont 1 shot a pack and they surround you and destroy you.
You should try it out in hc. |
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" to be fair, stuns are pretty awesome. Bone shatter needs a rework to work off of heavy stunned creatures, since right now its incompatible with high stun builds. i'd also make seismic cry have the same "primed for stun" effect that boneshatter has to improve usability. i also think the stun threshold for players is WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY too low. anything even breathes on my titan and im probably getting stunned lol. |
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" yes, stun is fine. but lets be honest, trash is dead in 1 slam, rares are stunned or dead in 1 or 2 slams. and bosses are stunned within 2 or 3 slams anyway. investing into stun is fully obsolete. instead of 50 useless "increased stun buildup" nodes i would like to have some stun duration nodes. Last edited by Pl4t1numX#4325 on Dec 30, 2024, 12:57:19 PM
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When it comes to Titans Blood I'd rather go one of two different routes as opposed to changing how it functions:
1. Allow Titans Blood to upscale attribute nodes [5->7] OR 2. Change the 3X multiplier to 2.5X Currently if you want to allow yourself to wield any "mace" you have to pump strength to 636+ if memory serves. The gear pressure this causes is a real problem if you're going "all rare" means you need at least 8 of 9 items having STR of the highest tier and you still need to pick up all the "easy & obvious" points from the tree. Compared to other classes / builds in terms of their gearing pressure some relief would be welcome. ********************************************* As for buffing life getting more life from STR is welcome but that might (?) not be the best fix .. maybe 3 points instead of 2 would be as high as I would go?? Any other life buffs should probably come from significantly more life at all existing tiers of rolls. This way life rolls on gear isn't invalidated. ********************************************* As for armour there are a million ways to skin that particular cat. For example allowing passive tree investment to improve armor may be a good way to go [in addition to stacking armor on gear, run auras for armor, etc.] Maybe adding or changing some passive tree nodes: 1. Allow armor to provide some protection vs. all elemental 2. Similar to the above but also protects from Chaos? 3. A node similar to: Your effective armor can not be lessened by 1/3 of the displayed value. So even if armor broke, overwhelm, and a huge hit someone with 75% armor displayed would mitigate at least 50% EDIT: Depending on some of the above buffs, obviously, other potential ways to buff wouldn't be needed or be as much of a concern. Last edited by KingAlamar#4071 on Dec 30, 2024, 2:40:33 PM
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You're making one very big and very wrong assumption: that Titan's Blood is meant only for warriors. Multiple issues with that. First, there's another class that's going to start at that same node, the one that will likely favor axes. We're also going to get an adjacent class that likes swords, and there will also be 2h swords. Third, anyone can choose to use maces, swords, or axes, and path all the way over to Titan's Blood.
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edit: disregard, somehow my reply got posted to a different thread
Last edited by Blackbriar1#1867 on Dec 30, 2024, 3:26:29 PM
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" i assure you, i did not make that assumption. " The assumption i made, is that it completely invalidates pure 2h, and 1h Sword and board builds as pure irrefutably inferior builds. every single, 2h Axe/sword build, will suffer in efficiency from not taking Giants blood due to the INSANE benefits of taking a shield. a shield is a whopping 75% chance to just invalidate damage - not only that, they relax Life, Strength, and even Resistance taxes on gear by giving you another slot where those stats can be present. The only counterbalance to using a 1h+shield was the lower main hand damage tied to that tradeoff. giants blood invalidates that trade off, making it unconscionable to NOT Take giants blood. This necessitates that titansblood HAS to be made incompatible with shields, or the benefits of dual wielding weapons has to be comparable or even outweigh using a shield. the 3x stat requirement is negligible with uniques like astramentis and jewels that can convert stats, and the polymathy cluster. you can easily pump titan up over 700 effective strength through the polymathy cluster. 28% reduced attribute requirements/increased attributes for just 4 skill points? laughably easy. thats effectively +28% Str, at 500 str, you already effectively have well over 6500 str. im using 220 or w/e str base hammers right now. not even sweating it with astramentis - i dont even have the +63 str cluster specced because of that. just chucked the hand full of orbs of chance i had picked up in the course of playing at stat necks and boom. i'm willing to hear a counter argument as to how this wont be the case - but i just cant see any avenue to 99% of warrior/marauder/duelist/merc melee builds NOT being Specifically giants blood shield builds. it was INCREDIBLY short sighted by the devs. |
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Just delete the warrior class and replace with something useful.
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" finally somebody who recognizes the issue! good. many things currently make the devs look quite short-sighted imo; to an extend that makes be really question what these guys were doing the last decade and if they actually have learned something from that time, because this is poe1 closed beta all over again to a certain point and degree (cast on X proccing too often, ES being too strong etc etc). to be short, giants blood needs to go otherwise 2-handed and 1-hander builds will simply never exist. giving it to a (or some) specific ascendency classes could be one solution. adding it to a specific unique 2-handed weapon could be another. Keeping is poses a playstyle diversity problem. and currently, without a shield or lots of evade chance, melee is kinda unplayable later on. unless oyu wanna play pure hit and run like some ultra fast rogue that currently doesnt exist in EA. so the next problem is survivability. if they increase it too much, they souls-like aspect of boss fights will be gone, because you can just face-tank them. with squishier melees, bosses remain a challnge because you have to roll all their attacks, but then trash monsters are too much trouble for you. No freakin idea how they could struck a good functional broad balance between those two. Probably never going to happen. The probably need to make a major decision here where they want to go with their game. but maybe im just short-sighted and all out of ideas. also another prob. that I personally see with warrior is the ulra slow attack time of abilities. in many cases, i cannot get a single attack through because of stun threshold and I have to reposition myself like 5 times until i get an attack through. faster attacks could help with that and at the same time supply a better feeling of combat fluidity. |
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