Path of life nodes
" It removes depth from the system; right now the resists system is "find a way to get 75% all resist," rather than "how much resist can I get away with having and how can I get it?" IGN: SplitEpimorphism
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Numbers, numbers and again numbers + (ofc) D2, D3 ...
DMG>all conception in other games is normal because they copy this from real life. So you want to escape from reality ? Hummm interesting :) But to back to the threat :) Why path of the life nodes ? I do not know - you say it. I can see one stupid think here in the nodes tree. Which one ? Soooo many nodes and people are forced to use prefer this for life... All other are not bad but they cannot catch them - because they need life. One suggestion - just remove them or remake the skill tree ;) Hardcore with all on life nodes ? And to skip half from the game because you are scare to not die ? Aaxaxaxaxax I can wish you just a GL & HF. I am on 1-3 hits with my char - my play style is far hardcore than your and I am not scare to die and I can do all parts from the game. I can say only this, GGG you offer nice ideas with unlocked skill tree for all classes. But most of skills there are unusable so you offer - nothing but life. This make your game broken to offer only few viable builds. |
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MoM is something I'm currently experimenting with. Should be better than pure hp nodes
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" Do it faster :3 Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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Yes, necroed - because OP's point is still valid. I complained about this since beta. There is just too much life on the tree which forces devs to dish out ridiculous amounts of damage so that even the tankiest marauder cannot face-roll everything. Regeneration scales too well as well. GGG basically needs to balance late-game difficulty around the guy with 12.5%(cap) or lets say 10% life regen - full life in 10 seconds. You can make a similar point about life leech. And then those two can be combined. Simply stupid.
I maintain the stance that life nodes should be far and few between. It needs to be way harder to come by. Life regen nodes should only increase the amount of regen you already got from items so that you actually have to gear for it. This would also make flat regen items useful as a nice side-effect. I don't get how and why so many people don't get that increasing returns (as opposed to diminishing returns) with an ultimate cap is not a good idea. This does not only apply to resistances but to block and spell block as well. Block is therefore almost just as mandatory as capped resistances when you play HC. Bad design is bad design. Last edited by dyneol#3245 on Jun 17, 2014, 2:36:39 PM
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" this |
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" this... My firts char was a 2h Marauder... and then i switched to a unique claw/shield for incinerate. And i facetanked Carnage for the firts time... Unique Claw:
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What i think its broken?
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Block blocks ALL THE FUCKING damage of the blocked attack, it's ridiculous know that you can ignore 75% of the damage of a mob before reductions!
And i think this too!
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2H Weapons(not staf) dont having a block chance is a really really bad thing. The extra damage you get... NOT WORTH!
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without life, you're dead anyway :-)
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Want to rant here as well. PoE messed up by making evasion/armor with diminishing return, but not doing something about life and of course block.
M&M series (25 year ols RPG game) knew better than modern PoE. In M&M each class has a base life and flat life gain per lvl. After that you can increase your life by increasing endurance stat which makes %increase to your base life. Also endurance gain has very significant diminishing return. First 40~ endurance makes a big difference, but an additional 50 over your 150 wont move total hp much. Also there were item mods with +flat life which was not effected by endurance bonus. It was a well done balanced system. You could focus on life for extra survival. But you could not double your base life even if you focused life like a mofo. In PoE I can tenfold increase my base life at lvl80.. Just seriously WTF?! Of course they can not balance the game like that. |
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" The true inmbalance is not life itself, but how it is increased by passives. Base life is gained via gear (generally), while life modifier is gained through passives. To get enough life, you should have both = path of life nodes is mandatory in skill tree, as you just cant get enough life modifier from gear. Fixing "path of life nodes" is quite easy - just add life multiplier on gear. On RARE gear, i mean. When it would be possible to get 200-300% increased life from gear alone, another exatra 200-300% life from nodes wont be so attractive. If they still do, then other passives should be buffed. IGN: MortalKombat Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power Last edited by MortalKombat3#6961 on Jun 18, 2014, 10:12:07 AM
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