Exactly why Facebreaker needs tweaking - An analysis.

@Budget, 3k life with massive life leech? Not if your leech is capped to only 600 hp a second + life regen. Moar HP, MOAR. This is why you are struggling.

Facebreaker on a budget (5 ex) will obviously bring crap results. At a BiS gear level, we've seen Facebreaker damage go far and beyond what any two handed build can accomplish. With a shield to boot, what's not to like.

It almost seems... too easy.
Anyway, the simplest 'do the least harm' path would be buffing weapon damage slightly which would bring it on par with FB in the sense of not requiring many points to match its damage. That would make a large percentage of the tree pretty much unnecessary but it wouldn't matter anyway because currently we have to sink so many points into defense we can only look at most damage nodes with power-hungry eyes.
Really, what's up with passive tree having more offense nodes than defense while the game pretty much forces us to invest more points into defense?

I had an idea like this in other thread

"
Well, this is all besides the fairly obscure point of my post. And that is, to keep diversity and build freedom while fixing balance we need more playstyle-related mechanics. For example penalties to defense while casting a spell or using a ranged weapon, and it would actually make sense, how can you dodge or block effectively while concentrating on casting a spell. That would, of course, require another rebalance of monster damage and that would make melees naturally tougher than a mashed banana they resemble now and actually worth the bother while keeping ranged roughly as vulnerable as now.
Also, wearing heavy armor could penalize attack speed and cast speed aside from movement, but should be able to give you good protection even without much points spent and additional auras. Attack speed penalty could be offset by adding more attack speed to melee damage nodes and points in heavy armor really should just reduce penalties from wearing it instead of dumbly increasing armor value, and it would, again, make sense. I mean, you could learn to evade better while wearing light armor but learning to wear plate armor properly doesn't make it thicker (heh) but makes you less encumbered by it. Just common sense.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
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Last edited by raics#7540 on Aug 7, 2013, 5:14:07 AM
Weapon damage is in weapon damage nodes? I would not believe they would do this at all because that would remove all usage of increased melee damage nodes near starter areas (besides Facebreaker users obviously), and would ruin the already fairly streamlined increased across all weapon nodes, bows and wands included.

And if you mean weapon damage on items (damage range or what items can roll up to), that is even more unlikely.

However, they did do something similar in the melee patch, however this was accompanied by overall increases to attack speed and increased melee physical damage nodes as well as weapon nodes.

What I am afraid of is either melee skill damage increases or increasing everything, as these are the most likely scenarios, and both will result in vastly increased Facebreaker damage (again).
Last edited by Acrosis#6154 on Aug 7, 2013, 5:17:06 AM
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Acrosis wrote:

And if you mean weapon damage on items (damage range or what items can roll up to), that is even more unlikely.


Yeah, just that. It's pretty much the only sensible way to buff melee damage without ruining FB completely. Also, it would make +physical jewelry less gamebreaking for fast-attacking builds, if the amount of base damage an amulet adds is less significant compared to your weapon damage the less likely are you gonna bother with it. Another thing is, they probably could reduce the value of melee physical nodes, weapon elemental ones are currently useful only for Elemental Hit. Weapon type nodes should probably stay as they are, 'marrying' to a weapon was restrictive but rewarding in most games. While on other games, it's traditional for ranged weapons to have either vastly inferior damage or attack speed compared to melee, here the damage difference is at best minor.

Just look at, for example, Skyrim. You can attack 3 times with a melee weapon while you draw a bow once, you can't defend yourself and damage is also lower. GGG designers watched too much lord of the rings, ranged combat should NEVER be on par damage-wise to melee, it should just be safer allowing you to skimp on defense, Gimli should win every time.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Aug 7, 2013, 5:33:10 AM
Except GGG is unable to change even the mods on gear without you re-divining it to change the values to the new changed values. It would be highly unlikely for them to change it in that manner. At least that's how it works for uniques. I'm not even sure if they can do that with rares or just base items already dropped in general.

Regardless, if it takes 12 hours to change a single unique, changing all melee weapons would take an astronomical amount of time.
Last edited by Acrosis#6154 on Aug 7, 2013, 5:28:53 AM
"
Acrosis wrote:
Except GGG is unable to change even the mods on gear without you re-divining it to change the values to the new changed values. It would be highly unlikely for them to change it in that manner. At least that's how it works for uniques. I'm not even sure if they can do that with rares or just base items already dropped in general.

Regardless, if it takes 12 hours to change a single unique, changing all melee weapons would take an astronomical amount of time.


If that is the case, it's a shining example of idiotic game design. However, I doubt it is so, they raised the values on hybrid armors no problem.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Really? When was that? Was that between CB and OB, because that would make it a moot point.
"
Acrosis wrote:
Really? When was that? Was that between CB and OB, because that would make it a moot point.


Can't really remember, either it was on CB-OB transition or shortly after. Hybrid gear of the same level used to have same total armor value as pure STR or pure DEX gear, now they got about 10% more. Yeah, they nerfed ES gear too when they revamped CI.

I mean it's common practice to keep base stats of gear separate, any other system would be ludicrous.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Aug 7, 2013, 5:36:37 AM
If it was right between the CB and OB wipe, I doubt a change of that nature can be replicated.
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Acrosis wrote:
If it was right between the CB and OB wipe, I doubt a change of that nature can be replicated.


Who knows, changing base gear stats in Diablo 2 was a matter of minutes, dunno how GGG stores their data so I can't really guess but it would be plain idiotic to make it difficult.

Actually, i just looked in and hybrid armors have been boosted in a minor patch 0.9.13i prior to open beta, seems like it isn't such a chore after all.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Aug 7, 2013, 6:12:03 AM

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