Game is too Critical Strike/Damage while applying status ailments Heavy. Solution Inside
" This is wrong. In theory they don't rely on hit but they need to hit the hitbox with the projectile. Bows with arrows hit automaticaly because these are ranged meleeattacks. So with hit you have the possibility to allways hit regardles of how fast or small the hitbox is. To say that a melee is in disadvantage because he needs to stay in melee to be a melee and deal melee damage is not an argument. " Thats the intention of criticals, to deal insane damage to your opponent. *throws some whetstones just for fun out of the window* English is my third language, there will be bugs. Last edited by LadyDevimon#2706 on Aug 13, 2012, 6:10:30 AM
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" " I've played 0Hrs 0Mins 0secs of this game. " What i'm saying is EXACTLY what you guys are proposing. you're just too set in your mind to think otherwise. you want a whole re-work of a damage system, basically, take x from a and add x to b, because a is less than b. But you COMPLETLEY ignore classes and what they obtain from just being that class. " Let's be serious here, to say any class has access to the same type of damage as any other class and vise-versa is just silly. Sure they can reach those spots for the damage, but they would have to sacrifice damage to get there. That's not considered access. " Sure they can, and others passively do this by lvling DEX/Dodge and STR/Health, as they look for their damage multipliers. And Witches go for Energy Shield and chaos Innoculation, because STR is too rare to come by without sacrificing the damage that's there in their face. Also, everyone has access to energy shield so that whole comment is pretty false in comparison to the other classes. And i haven't even gotten started on armour. " Good thing you're just a forum moderator. " Doesn't change the fact that it made me laugh. As goofy as I am, I have equal respect for everyone so i read it. But, funny post is funny. (Clarification: I have respect for People, not necessarily their ideas.) " I see from your history here, you feel it's okay to bring up the irrelevant in a topic that doesn't call for it, to try to make yourself more dominant. Is that how it should work? Is that how it does work? At least here? " HAHA! So do I! " Thanks for the Advice but "GTFO & GKYS" was my genuine response of the matter in question. And was directed towards the thread as a whole and not any person. That opinion still stands. But hey maybe you're right, maybe I have no idea what I'm talking about here, since I use sarcasm and have never actually played the game. Just maybe. /EndThread |
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I've been very busy lately. So it might take a while to respond quickly, but i'm here now so time to tackle the comments :)
" I love mayhem, but I also want balance. I don't like looking at the tree and seeing a lot of things go to waste cause I see a lot of potential. Taking away status ailments from crits would still render physical damage and Chance to useless. People would still stack elemental and crit. Even without the ailments stacking elemental and critting would still yield more damage than physical and crit. "Chance to" would still be useless cause people would still be dealing as much damage as they are dealing now, because of critting with stacked elemental damage, and still killing everything quickly. The status ailments while critting, right now, is an added bonus which further makes critting with elemental damage better. Removing it would just remove the "bonus", but would still give people no reason to invest in physical or "Chance to", assuming "chance to"/"increased duration" nodes where in all sections of the tree. Why invest in chance to, when you can use those points to stack more elemental, more crit chance, more crit damage multiplier and kill things faster? " Hmm, now i think about it Freeze mine would become better. Add points to "Increase freeze duration", and that would improve it. Freezing from cold crits is one of, if not the main reason, why there are soooo many ice crit witch builds. Not only are they dealing big damage in the process, nothing can move so it's safe. Also, Ice witches don't kite, they stand still and freeze everything in place with freezing pulse/ice spear totems while critting until it dies. In all my group play I've never seen an ice witch kite, regardless of whether we're surrounded by 1000 enemies. Testing would have to be done, and how much "Chance to freeze" a starter ice witch would need is something you can only know by testing. If she has access to too much "chance to" in the beginning, considering how low the enemies resistances are a that point, they might freeze everything in place even with a low "chance to freeze" percentage. |
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" Every support gem you use doesn't have to give you damage. This depends on several things: 1. How many gems are linked to the skill you want improved 2. Accuracy, chance to hit, and mana cost. The more gems with mana cost multiplier that you link to a skill will increase the skills mana cost. Once you start to get 5-6 links, or even 4 depending on the cost of the main skill used, linking more gems to increase the damage could, if anything, be a detriment. The mana cost will skyrocket through the roof, and if you're melee, which has to worry about accuracy and missing, you start to waste mana. As you're wasting mana from missing, assuming you aren't using blood magic(no mana) with crazy life regen/resolute technique(can't miss), you have to use mana flask. You're going to be clearing through a lot of monsters, so unless you have a lot mana/mana regen you're going to be drinking mana excessively and eventually have to tp back to town constantly to refill. This is a case of simple mana cost management and where mana leech comes in. It improves your mana usage by giving you "extra" mana you wouldn't have had, without increasing the cost of the skill it's linked to. Life leech is very important for builds that don't rely on life regen, and even some life regen builds. Its a mechanic that improves your hp flask consumption by making you use your hp flask less when you're in battle and getting hit a lot. Rather than stack a million potions, you can stack a couple, leech life, use a flask, leech, leech, leech, use a flask. If it didn't exist, life regen would be too important for all melee builds. Damage isn't everything. " "% of physical damage leeched back as ___" is not as good as elemental damage linked to life/mana leech and here is why. You would have to buff your physical damage, and then buff your percentage of physical damage leeched back. Buffing physical damage is hard enough and you can't get anywhere close to buffed elemental damage, but now you also have to worry about the % leeched back. Why make those 2 investments, which in the end still won't be good as stacked elemental and crit with life/mana leech gem? The reason why i didn't put physical and crit, is because that is a third investment, which would further improve my point. Not only are you dealing more damage with elemental damage, cause it's easier to stack, when you crit, you'll leech back more life, and apply ailments. The only investment you'd have to make is stack elemental, stack crit chance, and stack crit damage multiplier. As you crit you'll leech back more life/mana. You don't have to go out of your way. You would have to stack physical (which still won't compare with elemental), increase your % of mana/life leeched back (gear/passives), and probably still have to use warlord's mark. Btw, you can stack more elemental damage than you can physical. It's a lot easier. |
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" Elemental damage, would become just like how physical damage is. By itself, it's just raw damage with a very small chance to, and no increased duration buff. Fire and lightning might not need anything. 1. Elemental damage would be more of a "Okay I want to deal good consistent damage without having to make much of an investment and use my passive points for other things. There's a little chance to ___, but I'm more worried about damage/kill speed". 2.Physical damage would be "Okay, I know i'm gonna have to make an investment and my base damage will not be as high as those with elemental, but due to burst damage, I could have the highest damage in the game". Chance to builds Frost witch - crowd control with slow kill speed Lightning witch - unpredictable damage range (cause of the lightning damage ranges 6-400 damage) with potential "burst" damage, so to speak, due to shock stacking. Fire - Perfect example of DoT. More damage than frost witch and unstacked lightning damage witch. Melee with elemental would be able to freeze/burn/shock as Chance to/increased duration nodes would need to be put around the tree. |
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I'd be interested in this change, especially in the movement to delink criticals and auto-status ailments. That, and perhaps a physical damage ailment would widen the range of builds available. I've personally tried a few pure-physical damage characters; I managed to drag one into Ruthless before finally giving up.
I think it's a mistake to assume that all physical damage builds are huge life-regening tanks that fear nothing. I've tried building pure physical damage shadows and duelists, and I usually either give up or dump elemental damage into the mix because otherwise they're going to die constantly. I don't have much to actually add to this conversation, just that I support it. I like the sound of the puncture-ish ailment, though we have to consider this in light of stunning. Would stunning be elevated to an ailment, or a step in an ailment like chill? |
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Maybe the game just needs more and stronger pure physical or physical-related skills. Most of the builds that do well with physical damage and without ailments have a hard-hitting, bread-and-butter skill to work with, i.e. Ground Slam.
Ancient and unwise, SSF only since 2012 Last edited by Caiada#0297 on Aug 14, 2012, 1:59:27 AM
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Physical could apply bleeding on crit. Something like a stacking DoT.
1st crit = 100 damage in 10 seconds. by 3 seconds you crit again for 100 more damage in 10 seconds. for 7 seconds you would have DoT from both strikes dealing damage, then the first dot fades and the second persists for 3 more seconds. That way Elemental damage would be all about burst damage while physical would be about steady high damage that takes some crits to build up. | |
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My bad. Was so exhausted and fell asleep last night while replying to the comments.
" The game must be fun? That's vague. What is fun for you is not fun for another. This thread isn't about me, it's about balance and diversity in the damage metagame. " I don't mean to sound rude, but have you played melee by any chance cause what you said in your post, which i'm assuming is in reference to melee builds, is wrong? Last edited by SoujiroSeta#2390 on Aug 14, 2012, 4:45:00 PM
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" 1. I would say buff physical damage nodes in the skill tree, and buff physical damage mods. That's the only way I can see it being done right now without too much problem. 2. Yeah chaos critting would do nothing, just like elemental. Critting would only affect physical damage. Do you mean reducing chaos damage dealt from monsters or players? Yeah currently act 2, and some maps, are chaos damage heavy. Reducing it or giving us resistance, which iirc they devs said they will address, will certainly help. Right now you have to stack too much life or have CI to be safe against it. 3. The reason for this is because many melee characters also stack elemental and crit, or simply stack elemental. Which is the problem i'm trying to address. How elemental has become the "go to" damage. Which in turn makes physical ineffective. There are people who want to use purely physical, but when they see how good elemental is they start equipping auras, getting elemental mods on gear, etc. Hmm, i personally don't think so. It's impossible to forsee how things will play out especially when you're creating a game like PoE, which is trying to achieve a lot of things. The more freedom you have and the more options you give people, like in PoE, the more problems you will encounter. |
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