PATCH 1.2.0 --Life Nerf-- Explained with math
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As previously noted, life on gear took a hit because of the % change.
I did the calculations for my friend with a Kaom heart, he will need to grab 8 more HP nodes to keep his current hp after the change, because the flat life on gear is harder to scale now. But those 8 nodes are now waaaay too distant from each other. On the other hand people using Belly of the Beast + around 200% life from tree will now have about the same hp as 500 life Kaom users now. [2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662 Last edited by Mannoth#4185 on Aug 15, 2014, 8:38:15 AM
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That's pretty sad considering most people won't bother trying the grueling and punishing task of getting to 100. And even more are never going to see that kind of life roll on most of their gear unless they go market cowboy. But still they nerf it. The content must be getting slow if they're already trying to stagnate the progression of characters within the current content when they're about to release something new.
Isn't it nice how you can work hard to build and gear a character, only to have them 'rebalance' everything so that you can't use it anymore without putting in even more hard work to rebuild and regear them under a new system that is even more punishing and difficult to work with with less reward? |
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The back and fourth between life and es each league shows that GGG doesn't have the slightest fucking idea on how to balance anything.
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THe math is right in this post, but you failed to account for the average player.
Lower geared characters who don't take every life node possible will GAIN life from this patch They pretty much normalized HP (to a degree) It is fairly easy to get 140%-160% life on this new tree. Anything above this is signifigantly harder to obtain. This translates roughly to 225% life in the old tree. If you had more than 225% life nodes in the old tree you are not going to be able to make up the difference. Those of us who had less than 225% life nodes can now easily get the equivalent of 225% life which is a buff for us. So yea, the OP's post is very biased because he looked at the EXTREME of max HP which is what GGG is trying to eliminate IGN: OldManBalls (Warbands) Last edited by demivion#2965 on Aug 15, 2014, 9:27:51 AM
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" Again, wait for patch notes, then complain about the "content stagnating". |
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" 225% is not that viable at all. Melee builds had to have at least 250%, especially if using 2h. I didn't even go under 220% on most of my casters which are ranged. Gonna quote myself from my thread about this: " And when importing my mara and using the new tree with about 205% life increase im sitting at 5.6-5.8k life (5.8k without ming heart, 5.6k with it, with a life ring around 6k). Which isn't that viable for a 2 handed marauder. [2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662 Last edited by Mannoth#4185 on Aug 15, 2014, 9:34:58 AM
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" True, 225% is not viable if you run without defenses. I think the developers are asking players to think outside the realm of "must stack moar life" Currently running melee with 200% life (3.4k hp) succesfully up to lvl 74 maps. My gear is terrible. If I had better gear i'd be up to 4.5k life and if I had better map drop RNG i'd be able to easily do lvl 78 maps IGN: OldManBalls (Warbands)
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Well basically all my characters gain life (except for the CI one, but he doesn't lose life either^^).
My ranger right now has 3.500 Life and about 15.000 Armor and 75% Resistances. After the patch he might lose a bit of Armor, but he gains 200 Life just with the tree, with his gear he might gain about 500 to 600 Life from the Patch, which is mainly because it is far easier to get damage leaving more Points open for Life. I can't see any negative impact of these changes for Standard-Leagues, since there was never a reason to get +200% Increased HP there. Traits like Freeze or Stun-Immunity are worth far more than a few HP more. Hardcore will most likely become more hardcore, since the insane amounts of life are most likely not possible anymore. My caster will have about 190% Increased Life from the Tree, my Summoner only about 50% (well + 40 from Belly) and my Ranger about 140% (well thats with lvl65 or so, with 90 he reaches 200% again, without Belly, which I don't think is necessary for him). The summoner will mainly do Piety/Dominus-Runs and there is no way to die there with 3k HP. My Caster might kill himself with Reflect, I'm a bit uncertain here if Arctic Armor is enough to protect him, but then again I might just give him a Phönix if that is a problem. But I can't really see him die with about 5k HP, even more so if I get a good Dagger and am able to use Whirling Blades. Although I was hoping for a few more Life-Nodes hidden inside Melee-Weaponclusters the current design is fairly nice for most players. If you have a less efficient tree or want to focus more on other things this is a huge buff, even though it might finally put some of the 8k+ HP-Chars at the risk of dying now, although I'm not sure if that is a bad thing. |
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" If that's the case they would remove shitty one hit mechanics, no stat other than life helps against that. If other options were better then people wouldn't stack life lol.. |
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" 4.5k life for a lvl 78 map with hard mods is less than viable. Unless you stack MoM there or Lightning Coil + purities you will get trashed in any 78 map with some of the tougher mods (vulnerability / more damage / added X damage). I had a situation where a rare devourer 1 shot my CI char with 6k ES once. If they don't want the game to be about stacking as much life as you can the insane SPIKE damage must go. God forbid you meed GMP croaking chimeras in a hard map, those thing will RIP faster than you can pop a flask because of their habit of shotgunning you. [2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
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