Dexterity, fixing Ranged vs Melee, fixing totems...etc Solutions. QARL & GGG PLZ READ

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Necrogue wrote:
I like the totem idea but not thepoint blank too much. Bows are mostly op bc of attack speed with elemental scaling. Then theres the LA Chain thing that hits like 36 times with 1 shot. Weapon elemental should be melee elemental and la should hit 0-3 extra targets. It would go along with the whole lightning spike damage theme. The distance thing can apply to leeching. If you are tanking things, you leech more.

Why not put single totems on a timer like with traps. Ancestral Bond can summon 2 totems with no timer but you take a % of the damage because you are bonded with those totems.

Edit: also acrobatics should roll a 1-100% crit extra damage reducer when crit. Same with phase. That would make it viable.


Melee can also have crazy attack speeds and stack elemental just like bow. The problem is "the best defense is not getting hit at all". Melee having to come close or offscreen things ranged. Ranged will always win as long as they can attack safely from a distance.

I don't really want to make totems a cooldown based support, but rather just general balance in totems overall.

Acro doesn't need to have crit reduction per say, it's just the amount of passive points you need, 5, to the get it, vs the gain, 30% rng, is laughable. Easily the worst cluster in the entire game.
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Necrogue wrote:
I like the totem idea but not thepoint blank too much. Bows are mostly op bc of attack speed with elemental scaling. Then theres the LA Chain thing that hits like 36 times with 1 shot. Weapon elemental should be melee elemental and la should hit 0-3 extra targets. It would go along with the whole lightning spike damage theme. The distance thing can apply to leeching. If you are tanking things, you leech more.

Why not put single totems on a timer like with traps. Ancestral Bond can summon 2 totems with no timer but you take a % of the damage because you are bonded with those totems.

Edit: also acrobatics should roll a 1-100% crit extra damage reducer when crit. Same with phase. That would make it viable.


Melee can also have crazy attack speeds and stack elemental just like bow. The problem is "the best defense is not getting hit at all". Melee having to come close or offscreen things with ranged. Ranged will always win as long as they can attack safely from a distance.

I don't really want to make totems a cooldown based support, but rather just general balance in totems overall.

Acro doesn't need to have crit reduction per say, it's just the amount of passive points you need, 5, to the get it, vs the gain, 30% rng, is laughable. Easily the worst cluster in the entire game.
Last edited by SoujiroSeta#2390 on Aug 16, 2013, 12:10:26 PM
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SoujiroSeta wrote:
Lol Wait what?!?!?!

Casters/archers can build have access to the exact same tree melee has access to.

Casters/archers have access to the exact same gear melee has access to.


Are you being daft on purpose? This is a serious question, btw.

I don't see how it's hard to understand. Have you looked at caster skill trees? Go and look at your typical ice spear build, or your typical fire witch.

Do you understand about opportunity cost? Again, serious question.

When you have to spend WAY more points than melee characters do to achieve similar damage and clear speed (crit chance, crit multiplier, cast speed, etc.), what are you going to be giving up?

Your expectation is that melee and caster characters can build the "exact same way" is clearly not based in reality. There are very few casters that don't grab the cluster of crit nodes in the shadow area of the tree. There are very few melee builds that do. How many points do you think grabbing crit/stacking fcr is compared to grabbing RT and getting some attack speed nodes. Where are the cast speed nodes that compare to the accelerate or berserking nodes?

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SoujiroSeta wrote:
My assumption? What assumption?

Everytime people talk about armor vs evasion they always pull up the "50% evasion = 50% armor" thingy. That's what I said that. That doesn't mean I assume 1 pt evasion = 1 pt armor. Heck even if you were to look at it as 1pt evasion vs 1pt armor, armor would flat out wisn as armor characters can get their % physical reduction to much higher values than evasion characters with ease.


That's exactly your problem. You think Evasion characters NEED to get their physical reduction to the same values.

Again, take a look at the formulas. In high level maps, you need FEWER points of evasion to achieve the same level mitigation as armour.

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SoujiroSeta wrote:
Lol, if you've used evasion, you'll know that white/blue/rare mobs are you're biggest threat. People always talk about those 1-1 situations, which are too few and in between, and also not realizing that you have to get there first. You worry about the boss when you get to the boss, but first you have to deal with the waves of enemies that approach first. Sorry, but I'd rather have something that is good 99% of the time, and not so good 1% of the time (boss fight with armor), than have something that can help 1% of the time, and be terrible 99% of the time. People also seem to forget that the boss will still hit you even with evasion. 1-1 scenarios with evasion are not freebies like people seem to think.

I do use evasion, thank you very much. My anarchy character actually has about 300 total armor but runs grace with evasion % nodes and block. It's actually noticeably better than when I played with iron reflexes. Not that I'd expect you to believe me because you apparently are all about you.

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SoujiroSeta wrote:
Unless you're spamming totems or specced into block chance or attacking from a distance. I guess then you can say evasion is working.

Like how MOST dex characters are ranged based? So you're saying that evasion is fine for the class of character that evasion was meant for? What a concept...

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SoujiroSeta wrote:
Most? What does "Most" mean? That's vague. For all I know you could use totems 100% of the time and you'll still tell me "Most". For all I know you could use totems 95% of the time, and you'll still consider that as most.

"Most" means the majority. Let's use our brains here. If you want to outright call me a liar, do so in fewer words. I would then have no hesitation in outright calling you stupid.

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SoujiroSeta wrote:
I don't use totems at all. When in a multiple projectiles map and I enter a room and see a rare alchemist surrounded by blue alchemists and blue poison arrow archers I don't put a totem down when I need it "most". No. I have to be a bit more creative in disbanding the room. Especially considering the fact that I'm also melee and have to be point blank to deal dmg. I don't have an easy button like you.

Yes, because you don't have access to the same tree I do. I thought you were making a big fuss out of this point?

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SoujiroSeta wrote:
Wait what?! you don't pull 100% and take 100% of the accompanying dmg from hits that land when you play totemless? Lol, it's clear you have never played withou totems.

You kite you say? Ahh, kiting is great. Every learns to do it. That won't save you when you're totemless though. If you think kiting and throwing traps is the answer to playing totemless then you've never experienced the game without totems.

Yeah actually, I have. I played a melee ground slam with stacked stun threshold reduction that never used totems, a LS with rain of arrows on swap that never used totems, a dual phys cleaver (prior to the patch that buffed them) that ran ABYSSUS without totems and didn't use iron reflexes (instead he had a little bit of armor -- 6k -- and ran with hybrid gear that gave him 10k evasion and dodge chance). It's called knowing when to immortal call and leap slam to close the distance and out of danger.

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SoujiroSeta wrote:
I also have a feeling you play ranged. So not only do you spam totems, you're off-screening waves of mobs before you even see them. Heck you don't even care what you're attacking. You just put a totem down and fire 4 screens away.

You know what they say about assuming...

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SoujiroSeta wrote:
Can you give me 1, and I only need 1, reason why you wouldn't want to spam totems (be it skellie/zombie/decoy) 24/7? What is the downside to not wanting to use totems? What makes someone say, "No I don't want to use totems"?

"What's the downside to using a skill that anybody can use and was designed for defense and utility?"

Okay? That's like me asking, "What's the downside to using Enduring Cry/immortal call?" There is none. There's positively no downside whatsoever to having endurance charges and being immune to physical damage. Doesn't mean there's something wrong with it.

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SoujiroSeta wrote:
Lol, funny you say this considering the amount of builds I had in closed beta. That's okay though, you're allowed to think freely. However that may be.

Like how you think I've never played melee and only use totems, lol.

Meanwhile, you completely ignored the point, which is the FACT that the only point blank characters (see RoA builds for example) stack so much defense that they might as well be melee characters, and you want this to be universal so that every caster and ranged character has to be build the exact same way (never mind the fact that casters need far more offensive nodes to achieve similar DPS in the first place), and you don't think this promotes homogeneity. Well, okay... Good for you to show your true colors with regards to your ability to think logically.
Last edited by UnderOmerta#1203 on Aug 16, 2013, 4:29:04 PM

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