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

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ebrl wrote:
Yes because everyone gets a free Shavronne's when they sign up

(it is still a stupid item, of course)

everyone and their dad has a shavronne's

and it's a unique item. it's going to become so common it's not even funny.

and how the hell do you beat RF+AP Shavs build? you can't.
"Now I am become Death, the destroyer of worlds."
Last edited by _wuv_#1477 on May 20, 2013, 12:32:59 AM
With amazing gear and 75% chaos resist.

Also, new ladders on the way. Best of luck finding them plentiful there. At least for awhile.
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SL4Y3R wrote:
With amazing gear and 75% chaos resist.

Also, new ladders on the way. Best of luck finding them plentiful there. At least for awhile.

i'm not making a new character so how would those new ladders affect me?
"Now I am become Death, the destroyer of worlds."
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Adultery wrote:
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SL4Y3R wrote:
With amazing gear and 75% chaos resist.

Also, new ladders on the way. Best of luck finding them plentiful there. At least for awhile.

i'm not making a new character so how would those new ladders affect me?


Well, there will be a lot less players in both default leagues that's for sure. Less players = less items.
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Mark_GGG wrote:
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UnderOmerta wrote:
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Mark_GGG wrote:
Full life is not inherently risky, it's just challenging to maintain in most cases. So it gets less bonuses.

I don't follow this logic. If something is extremely challenging to maintain, why does it get less bonuses?
Something which is merely somewhat challenging, but not at all dangerous, should have less bonuses than something that is somewhat challenging, but also inherently very dangerous.

This *WAS* true. It's not true anymore. Thanks to Shavronne's, lowlife is relatively trivial to maintain AND gets the benefit of running more auras (including the very powerful percentage auras) than CI builds. Even powerful CI builds (e.g. Dominion's spork build) are going lowlife Shavronne's because of how impressively the damage scales with lowlife.

The counter to this should naturally be an improvement to full-life mechanics. Or some kind of admission of a royal fuckup when designing Shavronne's.
i can confirm all this.

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Low life bonuses are about rewarding that risk, and thus have big benefits for the big risk.

Thats not how i designed lowlifers, "and thus get nothing in return" or atleast "not much", would fit it more accurately.
I still can understand the "need" to implement a shavronnemechanics for the QQ-Hardcoreleague faction. This armor has its downsides, agreed, but it will take some time till its powers get redundant.
The sad part about "immunities" is that the monsters will get "chaos cant penetrate shield" as a mod soon too. Natural order. Soon == 1-2Years

Also please keep in mind that you kill your RNG-Gods with your Risk:Reward thinking.
+VLFBERHT+
https://www.youtube.com/watch?v=e80qhyovOnA&list=RD_euDhMDDRq4&index=10
i have 9.8k ES and can facetank pretty much anything /enough said

i tried low life build with 300% IR and i couldnt see shit lol so hastily gave that up
Last edited by zoocubes#3568 on May 20, 2013, 4:23:07 AM
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Mark_GGG wrote:
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UnderOmerta wrote:
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Mark_GGG wrote:
Full life is not inherently risky, it's just challenging to maintain in most cases. So it gets less bonuses.

I don't follow this logic. If something is extremely challenging to maintain, why does it get less bonuses?
Something which is merely somewhat challenging, but not at all dangerous, should have less bonuses than something that is somewhat challenging, but also inherently very dangerous.


Sorry for the thread derail, but Mark could this thought process please be applied to solo vs party rewards in regards to maps?
Luke: Sorry we have to leave you here, but it just ain't right to eat your wife's and daughter's brains. Plus you're really disgusting and I don't want to spend anymore time with you.
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Mark_GGG wrote:
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Pavshaus wrote:
Please help me understand why it makes any sense at all for CI builds to get all the disadvantages of low life (i.e. 1hp) such as being stunned and frozen so easily and none of the advantages such as monsters being unlucky on Lori's Lantern or 100% increased rarity on Wonder Traps. This is very inconsistent
There is no inconsistency there. CI means you have only a small life pool, and thus comes with the drawbacks of a small life pool (easier to freeze, shock and stun) in exchange for it's benefits (immune to chaos damage). In addition, you're always on full life (or dead) so get the benefits of being on full life (sucha s the melee damage on full life support gem).

It does not put you on low life, and you do not get the benefits, or drawbacks of being on low life, because you aren't.

Being easier to stun and freeze have nothing to do with being on low life. You current life is completely irrelevant to these things. Having a small life pool is a very different thing from being on low life, and the two are not related.


Mark I appreciate the reply but I think this is the reality of it--

"Such as the melee damage on full life support gem" -- true enough this is a good gem for gem stacking with the regular melee physical damage-- but to really take advantage I have found that you need a 5L or 6L item. Dual wielding or wielding a 1H weapon literally means you are stuck trying to find a ridiculously priced 5L armor piece with high ES. For many builds this advantage is nullified as there are prohibitive costs or item availability. The one I can think of that I would agree is an instant advantage is using Blood Rage so I will conceded that one. Maybe the difficulty and cost associated with this build is part of the pain I am feeling. Should it really be so difficult to do in order to be a competitive build or is there room for a bit more node, item, etc advantage if you choose a CI build? That's what I am really asking I guess.

"CI means you have only a small life pool, and thus comes with the drawbacks of a small life pool (easier to freeze, shock and stun) in exchange for it's benefits (immune to chaos damage)." --- isn't having a small life pool exchange enough????? It already very hard to counterbalance the loss of life with the gain in ES... if even 50% of your life was changed to ES when you chose CI... then your argument might seem more credulous to me. The stacking of stun and freeze on top of these seem a bit lop sided imho.

"...you do not get the benefits, or drawbacks of being on low life, because you aren't." ---you certainly do not get the benefits... what draw backs are there other than the ones (such freeze and stun which) parallel low life pool? Seems to me the truth is you do not get the benefits but you get all the drawbacks. By the way why does Blood Rage cause lower light radius?

Thanks for the clarification. Viewing the other posts I see that I am not the only one concerned with the future of CI and it's viability as a really competitive build. I hope the Dev team will at least consider looking at it and see if there is not room for better balance.
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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Pavshaus wrote:
"...you do not get the benefits, or drawbacks of being on low life, because you aren't." ---you certainly do not get the benefits... what draw backs are there other than the ones (such freeze and stun which) parallel low life pool? Seems to me the truth is you do not get the benefits but you get all the drawbacks.
Those are not drawbacks of being on low life. They have absolutely nothing to do with being on low life.

They are drawbacks of having a small total life pool, which is a completely separate concept to being on low life. Being on low life has literally no effect on how easy you are you stun or freeze.
Last edited by Mark_GGG#0000 on May 20, 2013, 11:01:24 PM

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