CI and Low Life -- totally inconsistent, Please rethink this!!!!

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Mark_GGG wrote:
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Pavshaus wrote:
To me it kind of amounts to ....Oh gosh we forgot that players with low life pools will be subject to freezing, burning, stunning, chilling... hmm lets just add some attributes to flasks that will temporarily cure those things..
Except that those flasks (other than the shock one, which you don't mention) existed long before CI, and were in no way implemented specifically to cover it's weaknesses, and CI was and always has been balanced around the fact that you probably* have a low total life pool and thus have the weaknesses of such.

*"probably" because you can technically run CI with a high life pool, as stun/freeze/chill/etc are all based on the life total ignoring CI setting it to 1. People just don't do this much as it requires a lot of investment into life while only getting some of the benefit of that life.


Yeah I understand the flask came first Mark, it just seems to be what it has evolved to.

True enough it is possible to stack the life nodes but to reduce or alleviate the effects but there really are not skill points awarded to do this and hit the es and other nodes you really need to... perhaps this is a late end game option but it really is not a viable option until then it seems.. Alternatives would be abandon damage nodes in favor of life... probably not a good idea... abandon es nodes for life.. umm probably not a good idea either for CI.. abandon dex, str, int... I think the downside gear, skill gem etc wise makes this a no no too.

The result really to me is that game play ends up being too tedious when you are almost completely flask reliant.. I like a challenging game but the routine you seem to have to go through with CI is just so cumbersome and for me sucks the enjoyability out of playing which is disappointing.

I do really want to thank you guys though... you have a great platform and concept in this game ... keep working towards balance for all things and I'll try to keep the faith despite being discouraged about some things!

We can easily forgive a child who is afraid of the dark; the real tragedy of life is when men are afraid of the light.
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Real_Wolf wrote:
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Mark_GGG wrote:
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Pavshaus wrote:
To me it kind of amounts to ....Oh gosh we forgot that players with low life pools will be subject to freezing, burning, stunning, chilling... hmm lets just add some attributes to flasks that will temporarily cure those things..
Except that those flasks (other than the shock one, which you don't mention) existed long before CI, and were in no way implemented specifically to cover it's weaknesses, and CI was and always has been balanced around the fact that you probably* have a low total life pool and thus have the weaknesses of such.

*"probably" because you can technically run CI with a high life pool, as stun/freeze/chill/etc are all based on the life total ignoring CI setting it to 1. People just don't do this much as it requires a lot of investment into life while only getting some of the benefit of that life.


I feel bad that this thread of 'CI AND LOW LIFE SHOULD BE THE SAME' is taking up Marks time.

Can people be more intelligent please. They are quite clearly distinct, and also very consistent with how they work


I'm pretty sure Mark is a good manager of his time and has pretty wide discretion as to where he spends it.

I also think there is a good deal of intelligent discussion going on.. that's how things get better.

This is really a bit of a digression from where the thread started and while conceptually I understand the consistency given Marks explanation (i.e. low life really means low life percentage not low life per se) it would have been more logical to me to base how effects operate based on low life percentage than basing them on total life pool. Why? Because I feel that effects should operate more off vulnerability.. true enough total life pool inherently has an aspect of vulnerability to it but low percentage life would seem to have (or should have?) even a greater aspect of vulnerability in this regards. Other factors of course should come in to play like resistance... but I'm only trying to distinguish between low life and total life pool here and how they apparently affect effects.
We can easily forgive a child who is afraid of the dark; the real tragedy of life is when men are afraid of the light.
here is a little test to whoever think that ci is perfectly balanced , run a CI build , get to a high enough level to run maps , DONT equip eye of chayula , tell me how long did it take before you smash your keyboard from frustration



Freeze/shock/burn is not that bad , yeah its annoying as hell but at least its playable with the appropriate flasks


Stun cant be countered tho, you got to close to a pack with fast hits? 100% stunlocked , mobs have flicker/as or ms aura? 100% stunlocked , , there are archers/ranged mobs? 100% stunlocked
Wind blew next to you? 100% stunlocked , you went to docks and a dog caught up with you? 100% stunlocked, oh you have life leech? too bad you cant attack, you can pop all the granites u want you will just slow down the inevitable

No matter if you are a wander, mellee , caster, totem build you are forced to equip eye of chayula (unweavering stance is way too far to grab with a witch) if not get ready to never level up again


Solution ? Add an another unweavering stance node so the classes that need it the most can actually get it

Why not just wear chayula?
Because maybe just maybe i want to have a choice of what amulet i am gonna wear , because maybe the rest options of chayula are trash and i am wasting an endgame gear slot just to make my character playable
I suggested this for gear and for the sake of progression (it now is a lot harder to get into the game, due to far more "bad" mods rolling on gear).

Trivialize life rolls on gear. I leave the exact number up to balance, but lets say 50% of the possible ilvl life you can roll is taken off rolls and already on the gear as an implicit property. This makes all gear more useful, while not taking away the necessity for more life to roll. Yet with such "tweaking" a good evasion roll 300+ could be as valuable as the other +50 life roll. You open a lot more gear variation, not taking away the optimal gear (will be the same, since the meta is the same).

What this also does is benefiting CI builds. They don't look for life, but still have use for it due to stun, shock etc. This change does give them some free health as their gear stays exactly the same, but they benefit from the implicit life.

Pro's:
Better progression
More variation in gear viable gear options (mod rolls).
Still keeping the same recipe for the best of the best and ultimate gear, perhaps there will be a few more variations to it. Rare gear gains interest, some uniques might also benefit and get more attention (up to balance)?
A buff to CI mechanics.

Con's:
You don't want a freebie buff to CI.
You prefer the new early grind, instead of end game grind (don't know any gamer favoring this).
You want life rolls on items to mean more than other rolls.

It is what you want your game to be, but I feel that if you get a good value on the implicit life and how much life can still roll, it might do a lot of good. Feel free to discuss or point out the flaws if you would try to do this. I think it is quite a matter of taste, hard to discuss objectively. In before the mega hate, that will flame and sell me off as retarded.

I recently went CI on one of my toons and it's pretty lolzy to play with all the stuns/frozen ailments. I don't really see how being chaos immune is in any way equal to what you lose + you lose armor/eva too, if you go pure ES gear so yeh... + can't do bloodmagic stuff, lowlife and idk what else.

I guess if you have uber gear and you 1 shot mobs than ailments don't matter as much, but mediocre gear, no fragments, no chayula = some crazy stuff. Hell, I desynced a bit and died to the crappy crabs...permafrozen, they just nibbled omnomnom, took them like 10 seconds while I could just watch and lol. Or a pack of magic mobs on speed + rare with speed aura...perma stunned. Dispell frozen = lol, if only it gave immunity for idk 10 sec... sigh, back to farming for fragments and chayula.

Also, other ailments aren't as bad as freeze/stunlock (bar shock 1 shot I guess) since you retain the control of your character. That's why stunlocking and similar stuff doesn't fly very well in games (usually) and is shit design imo.
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Ozgwald wrote:
I suggested this for gear and for the sake of progression (it now is a lot harder to get into the game, due to far more "bad" mods rolling on gear).

Trivialize life rolls on gear. I leave the exact number up to balance, but lets say 50% of the possible ilvl life you can roll is taken off rolls and already on the gear as an implicit property. This makes all gear more useful, while not taking away the necessity for more life to roll. Yet with such "tweaking" a good evasion roll 300+ could be as valuable as the other +50 life roll. You open a lot more gear variation, not taking away the optimal gear (will be the same, since the meta is the same).

What this also does is benefiting CI builds. They don't look for life, but still have use for it due to stun, shock etc. This change does give them some free health as their gear stays exactly the same, but they benefit from the implicit life.

Pro's:
Better progression
More variation in gear viable gear options (mod rolls).
Still keeping the same recipe for the best of the best and ultimate gear, perhaps there will be a few more variations to it. Rare gear gains interest, some uniques might also benefit and get more attention (up to balance)?
A buff to CI mechanics.

Con's:
You don't want a freebie buff to CI.
You prefer the new early grind, instead of end game grind (don't know any gamer favoring this).
You want life rolls on items to mean more than other rolls.

It is what you want your game to be, but I feel that if you get a good value on the implicit life and how much life can still roll, it might do a lot of good. Feel free to discuss or point out the flaws if you would try to do this. I think it is quite a matter of taste, hard to discuss objectively. In before the mega hate, that will flame and sell me off as retarded.



I'm not sure it would help CI's as +hp stats are a modifier to your life pool to add to your max life and might be ignored for purposes of determining what your total life pool is for CI builds. Someone feel free to correct me if I am wrong about this as I am not certain on that particular mechanic. On the other hand if it actually does get calculated in to the total life pool and just does not show up as HP it would help. The question I would have though is would such HP modifiers overly benefit HP builds in the process so as to cause some disparity that was not intended? I could see how that might be a sticky point for some folks I guess.
We can easily forgive a child who is afraid of the dark; the real tragedy of life is when men are afraid of the light.
Last edited by Pavshaus#6712 on May 22, 2013, 3:15:13 PM
No the max life calculated in stun and shock is what you would have without CI reducing it to 1. The max life as far as I know is all gear life, level life and passive node life, nothing excluded.

As CI ES is just way too important and as such it is not worth investing in life aswell (you do need to take a fair bit of life on gear and nodes to compensate). The only thing to take into consideration is that as long as you got ES on yoru character and 50% stun reduction is applied to you. Thus the life pool that you have counts double. This stun doesn't work for freeze, burn and shock as far as I know. It is also quite expensive to get stun reduction and chance to avoid status ailments nodes, since these are so spread out. In general people only take the shock ones as those are considered the most dangerous.

Having the ES + stun reduction % roll on gear, combined with +ES and %increased ES is quite valuable. Think the gear requirements are some of the strictest in the game.
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Ozgwald wrote:
No the max life calculated in stun and shock is what you would have without CI reducing it to 1. The max life as far as I know is all gear life, level life and passive node life, nothing excluded.

As CI ES is just way too important and as such it is not worth investing in life aswell (you do need to take a fair bit of life on gear and nodes to compensate). The only thing to take into consideration is that as long as you got ES on yoru character and 50% stun reduction is applied to you. Thus the life pool that you have counts double. This stun doesn't work for freeze, burn and shock as far as I know. It is also quite expensive to get stun reduction and chance to avoid status ailments nodes, since these are so spread out. In general people only take the shock ones as those are considered the most dangerous.

Having the ES + stun reduction % roll on gear, combined with +ES and %increased ES is quite valuable. Think the gear requirements are some of the strictest in the game.


If that is the way it works I can see how it could help for sure!
We can easily forgive a child who is afraid of the dark; the real tragedy of life is when men are afraid of the light.

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