Contradictory Mentality with build permanence
What is all the crying about really? You don't want changes to the passive tree or?
I would love to see them more frequent as a very casual player. There will always be people that don't like changes because they can only think about what it means in the short term... |
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" [Removed by Support] The last change GGG made to the Skill Tree was the exact opposite of what you claim. GGG blindsided everyone with their arbitrary changes to the Marauder area which gratuitously broke every Mara build. There was no compelling reason to muck around with the Marauder area in the first place. No one was bitching about the Marauder area before the change, but there was a shitload of complaints afterwards. The end result was NOT "greatly improved", it forced many to take inefficient passive nodes to recoup the HP lost from previously well-optimized builds. In short, it was a complete waste of time and effort on everyone's part. Last edited by Dan_GGG#0000 on Aug 4, 2014, 3:03:43 AM
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" I disagree. Will list the changes here: - path of life at start now a hybrid 6% armor+life path - life regen notable buffed to 2% regen - another thread of 8% life nodes added - parallel 4x 16%+ armor nodes thread added - Diamond skin give all max res, nodes after have specialized max res - no 1h/2h/melee phys dmg nodes were buffed, but another +20% phys/+20 str notable was added - cranium crusher 2h+stun cluster removed, replaced by stun mastery hybrid stun/life/recovery cluster near 3x aura cluster. - 2x new hybrid weapon clusters (6x passives each) appeared in the general area of where 3x armour and life and 5x mace clusters used to be. One of them is axe/sword, another one is mace/staff. Each notable provides the same value increase to both weapon types. Both clusters' notables provide a really big bonus to their respective stats plus some good extras. The maur tree now has far more armor, about the same HP(tiny bit more), now has completely new max res options while elemental adaptation was moved, that means you can get +2 to all max res that did not exist before, it has better melee options due to the new melee notable and it has great hybrid weapon options(new hybrid circle). The overall effect is that the maur area is no longer as linear as it used to be(multiple paths have been used to escape the starting area). It has more focused stats but as a consequence takes 4 more points to reach the outer highway. That can be improved by 1 point but it is an overall buff and an improvement optionwise. |
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" All of this was gratuitous and uncalled for. Life nodes were degraded into crappy 6% hybrid nodes which you're forced to take whether you use armor or not. The Mara area is now splayed out and inefficient, requiring more skill points to restore the stats that you had before. This change also monkey wrenched many Duelist builds, making access to useful Mara nodes much more cumbersome and burying Elemental Adaption far out of reach in the Templar area. No one was clamoring for this, it took everyone by surprise that GGG would muck around with Maras when Witches and Shadows were in such pathetic shape. It's a prime example of GGG ignoring players' concerns and indulging in their own whims just for the sake of "improving" something that didn't need fixing. GGG have shown over and over that they have little respect for the integrity of builds that players have invested huge time and effort into crafting. Last edited by RogueMage#7621 on Aug 5, 2014, 4:33:26 PM
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It was done to move mara into a final form. The most important point is that it presented more options and routes.
The overall goal is not just outright buffing, it's about working towards a a better skilltree. Also it does not require more points to acquire stats, some are actually completely new or improved. It really depends on which stats exactly. Efficiency wise things can still change but it was an improvement over the previous linear form. It's more of a longterm goal. Last edited by kasub#2910 on Aug 4, 2014, 6:19:44 PM
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