Block and spell block OP
"Apparently your and my ideas of completely neutering differ. I actually don't like the Blood Magic map affix, because it completely neuters CI. Acrobatics, however, would not completely neuter CI; it would be a challenging mod for them, since their ES would be halved, but it would still be possible. So I'd be okay with that. Block-based builds could still run no-block maps. It would just more difficult. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Mar 24, 2014, 9:08:37 PM
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" To be fair Blood Magic builds get raped on certain maps so I don't see a big difference. |
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" The point is "players cannot block" would be more akin to the blood magic mod, which almost everyone hates for being a poorly designed mod and rolls past, than pretty much any other mod. We need less mods of this variety rather than more. Also, "players have acrobatics" would also be autoskip for any CI build, especially in a hardcore league. PS: Scrotie, why are you talking about map mods when you probably barely play maps? |
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At least you didn't misspell 'barely' ^-^
Devolving Wilds
Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” |
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Cannot block is abit too harsh,but something like "monsters have 50% block penetration" is quite sensible and i really don't understand why they have not put it in game.
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" Some kind of range of values, but yes, I agree. I hate absolutes on monster & map mods. They are boring. Cannot be cursed is boring. Cannot be stunned is boring. There's no decision; the decision is already made. It is much more interesting when you don't know for sure (and thus have to decide) if it's worth attempting to cure, or keeping stun/ecostun on your links. The same would be true (albeit not as drastically, decision-wise) for "cannot be blocked" versus "[n-m] block penetration." Edit: @UnderOmerta: It was barley a passable joke, eh? Devolving Wilds Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” Last edited by CanHasPants#3515 on Mar 24, 2014, 9:43:24 PM
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" Bearly. |
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I agree that block is OP. It's also the only reason I'm still alive on invasion, albeit at low level, so don't nerf it pls, k thanks.
Last edited by MonstaMunch#6519 on Mar 24, 2014, 10:15:07 PM
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" It depends on the definition of "counter". It also depends on what you're comparing it to. But a map mod "Player's block chance is halved" would be fine, when we take a look at already present ones. |
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" Dunno, map mods strike me as a really poor way to balance the game, yeah, and blood magic mod is crap by an almost universal verdict. We have a crapload of mods that do nothing for one build and slap the other hard, elemental equilibrium is really felt by elemental builds and does nothing for physical, same for either kind of reflect, no curses really hurts most builds and does nothing for those that don't use them or just throw a warlord's mark down occasionally... But the only two mods that can 100% prevent you you from doing the map are blood magic... and half regen for some very specific builds. It's the same as rolling a mod 'player cannot enter the map' therefore, bad design. ... Ok, if they're too lazy to do it any other way - fine, something is better than nothing (debatable in PoE). Even 'no blocking' wouldn't really prevent blockers from completing the map, but 'half blocking' would probably be better, it would leave some char identity instead of turning your sword&boarder into a lower damage 2Hander. " Fortunately, that one is fairly precise Soft counter is a mechanic that voids another mechanic to an extent. Hard counter is a mechanic that voids another mechanic completely. Heavy attacks are a soft counter for armor Non-physical attacks are a hard counter for armor 'Accurate' monsters are a soft counter for evasion Physical spells are a hard counter for evasion We could say damage over time is a hard counter for block but that's kinda moot as damage over time is a hard counter for everything, we can only resist it. If there was an aura that does physical over time we wouldn't be able to do anything against it. 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 Mar 25, 2014, 4:06:01 AM
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