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

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Novalight wrote:
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.

Yeah, stunlock is an example of a passive game mechanic. The player literally can't do anything if he gets stunlocked except watch the character die. There's a reason why things like stunlock have largely gone the way of the dodo in more modern games, and it's not because it's not "hardcore."
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Pavshaus wrote:
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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!


Hmm I do have a big question then... since I did not change anything that would affect my life pool prior to flipping to CI, why immediately after I made that change do I get shocked, chilled etc... so much more than before I made that flip? If it is still using my hidden life pool to calculate the effect it should have stayed the same.
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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EmperorGR wrote:
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

I had such a CI build in mid closed beta and ran HC MoC (endgame that existed before the map system) without major issues. No dream, no chayula, just 100%~ recovery and a set of heat flasks. That character ended its ladder in the top five and very much alive.

There are plentiful stun/block recovery stats available on nodes and gear- use them. Some decently stacked recovery will turn situations that would have resulted in stunlock into minor annoyances where you just dont move or cast/attack quite as quickly/efficiently. We now also have flask suffixes for every baneful status effect that CI builds care about.

I still prefer dream and chayula over their alternatives simply due to the smoothness of play they offer to a close range character, but theyre nonetheless optional items for CI builds, not mandatory.

Btw, CI doesnt give 50% stun reduction or recovery. Having a positive ES total when hit gives a 50% chance to avoid stun, and its checked on every hit, meaning with a CI character youre either avoiding 50% of all stuns or youre dead.
IGN: KoTao
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Pavshaus wrote:
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Pavshaus wrote:
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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!


Hmm I do have a big question then... since I did not change anything that would affect my life pool prior to flipping to CI, why immediately after I made that change do I get shocked, chilled etc... so much more than before I made that flip? If it is still using my hidden life pool to calculate the effect it should have stayed the same.


1. You might have changed your gear (with less life).

2. You are progressing content so your lifepool which only has irrelevant increments as you level will fall behind on the damage mobs do.

If you are saying right after you noticed, I doubt your honesty and thing you are false or were drunk a few days and lost some "time" :P ;)

@ Katao yes thanks for correcting that, I knew that I was typing the wrong thing when I was typing that, But I couldn't put my finger on what I was doing wrong ;)
Last edited by Ozgwald#5068 on May 22, 2013, 5:17:22 PM
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Pavshaus wrote:
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thepmrc wrote:
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Pavshaus wrote:


Again a completely illogical assumption on your part and you are of course, in keeping with your track record, dead wrong. I knew where they were, I opted not to use them in favor of ES and other nodes. I was trying to get the cold resist over 75% solely using armor, ammys and rings which did not seem to work my poor assumption was that because I could not get it over 75% with gear that 75% was a cap. Honestly you really should try the high road some time you might be surprised what you can see from it.


lol. just admit it, you don't know all that much about the game. You were trying to get cold resist over 75% solely using armor, ammys and rings.... this didn't work because its impossible! Again, I feel it is a very safe assumption to say that you don't have a very complete understanding of the game if you did this.

I didn't say anything about you 'not knowing where they were' I specifically stated that you didn't know what the actual cap was, which you prove again with this post. Keeping with my track record I am 100% right. You don't have the basic game knowledge to provide relevant balance suggestions, sorry, but that is the truth.

Im always on the high road, looking down on everyone else, heh


Well you point out only what I already admitted elsewhere... I did not know what the cap was or that getting past 75% depended on node use because I never explored that aspect as I never had a need to before. What is hilarious about all this really is that every time you have an an opportunity to do so you prove exactly who and what you are.


Soooooo, I was right. Thank you. I was only pointing that out because you wondered why I thought you were new to the game, and that is a pretty dead giveaway that you are new to the game.
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Ozgwald wrote:
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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.






1. You might have changed your gear (with less life).

2. You are progressing content so your lifepool which only has irrelevant increments as you level will fall behind on the damage mobs do.

If you are saying right after you noticed, I doubt your honesty and thing you are false or were drunk a few days and lost some "time" :P ;)

@ Katao yes thanks for correcting that, I knew that I was typing the wrong thing when I was typing that, But I couldn't put my finger on what I was doing wrong ;)


1. No significant change of gear prior to noticing the difference.
2. Yes it has gotten worse as I have progressed... duh.
3. Its really okay to say I could have been mistaken or that I may not have perceived things as I thought, nope I don't drink.. and as for doubting my honesty well I will just trust that you jest though the comment is undeserved.
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, 7:25:41 PM
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thepmrc wrote:
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Pavshaus wrote:
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thepmrc wrote:


lol. just admit it, you don't know all that much about the game. You were trying to get cold resist over 75% solely using armor, ammys and rings.... this didn't work because its impossible! Again, I feel it is a very safe assumption to say that you don't have a very complete understanding of the game if you did this.

I didn't say anything about you 'not knowing where they were' I specifically stated that you didn't know what the actual cap was, which you prove again with this post. Keeping with my track record I am 100% right. You don't have the basic game knowledge to provide relevant balance suggestions, sorry, but that is the truth.

Im always on the high road, looking down on everyone else, heh


Well you point out only what I already admitted elsewhere... I did not know what the cap was or that getting past 75% depended on node use because I never explored that aspect as I never had a need to before. What is hilarious about all this really is that every time you have an an opportunity to do so you prove exactly who and what you are.


Soooooo, I was right. Thank you. I was only pointing that out because you wondered why I thought you were new to the game, and that is a pretty dead giveaway that you are new to the game.


There is one good thing about people who are bottom roaders... they are consistent so its good to know we can count on you.
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, 7:29:41 PM
I must say

I feel taht CI is now too similar to life, and making its status ailments etc the same as life would ruin that.

Instead they should diverge it from life, make lifesteal not work with it, nor HP regen, and then once it is a unique type of defense DIFFERENT from life, thats when we could look at maybe changing the way status effects work, perhaps giving it a reduced duration of status effects
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Real_Wolf wrote:
I must say

I feel taht CI is now too similar to life, and making its status ailments etc the same as life would ruin that.

Instead they should diverge it from life, make lifesteal not work with it, nor HP regen, and then once it is a unique type of defense DIFFERENT from life, thats when we could look at maybe changing the way status effects work, perhaps giving it a reduced duration of status effects

I definitely don't think they should remove Ghost Reaver (ES lifesteal), it would ruin almost every caster based CI build as there's no way to combat reflect other than running away. Just about the only thing that wouldn't be effected is dual totems and the game doesn't need even more of them.
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Real_Wolf wrote:
I must say

I feel taht CI is now too similar to life, and making its status ailments etc the same as life would ruin that.

Instead they should diverge it from life, make lifesteal not work with it, nor HP regen, and then once it is a unique type of defense DIFFERENT from life, thats when we could look at maybe changing the way status effects work, perhaps giving it a reduced duration of status effects

So basically what you're saying is that CI's should only be for dual totems, and they should get a buff.

Ok.

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