PATCH 1.2.0 --Life Nerf-- Explained with math

"
Peenk wrote:

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..


I never ever got one-hitted. Well maybe from the triple-shock stacked Vaal Laser or Touch of God. But really... I would hope that they improve the visualization of these attacks and actually make them Deal Percentage HP-Damage (like 90%), which would result in instant death with any form of damage-amplification, although Vaal should draw a redline shortly before firing so you can avoid it better if he doesn't aim at you.

But those attacks are meant to one-hit people. I don't really understand why GGG makes them so easy to avoid via Block or Topaz-Flasks. The same goes for the Vaal-Smash. Maybe they could do better in telegraphing this attacks, but they should never make them tankable. It's already sad that people just tank Atziris Flameblasts.
Some builds can get more life and some can get less, but as I think of every other game I've ever played I can't think of a single one where you could expect to build each class the same way and have it work. The way I see it there are more es nodes on one part of the tree and more life on another for a reason. Maybe they want people to have to put more thought into where they start on the tree.

Last edited by kordesh45#2783 on Aug 15, 2014, 10:15:54 AM
"
Emphasy wrote:
"
Peenk wrote:

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..


I never ever got one-hitted. Well maybe from the triple-shock stacked Vaal Laser or Touch of God. But really... I would hope that they improve the visualization of these attacks and actually make them Deal Percentage HP-Damage (like 90%), which would result in instant death with any form of damage-amplification, although Vaal should draw a redline shortly before firing so you can avoid it better if he doesn't aim at you.

But those attacks are meant to one-hit people. I don't really understand why GGG makes them so easy to avoid via Block or Topaz-Flasks. The same goes for the Vaal-Smash. Maybe they could do better in telegraphing this attacks, but they should never make them tankable. It's already sad that people just tank Atziris Flameblasts.


Vaal smash is easy to avoid yeah. But try to avoid touch of god when using multistrike with any map mods that increase the boss speed (frenzy charges mod or turbo mod or turbo boss mod). It gets extremely hard to avoid (touch of god animation is already faster than vaal smash and it does all around aoe rather than just aoe in front of the boss). Depending on situation it can be impossible to avoid it when depending on the multistrike timing. All you can do is some hit and run tactic which are still risky because sometimes he uses touch of god even if you just began to attack him a split second ago. Topaz flask can't even save you from touch of god. You need topaz + granite and even with that i managed to get one shot.

But let's say i choose to just avoid these mods for the palace maps. But now with the max res passives nerf i will also want to avoid minus max mods, any of the +ele damage mod, temporal chain mod. How much will it cost to craft a decent IQ on a doable palace map? Like 20 chaos? Solo players needs 90+ IQ on every maps or 70 IQ + pack size mod to have a hope of maintaining a map pool. Of course group play can maintain a map pool easily without needing to craft such high IQ map and they can benefit from much more (and now stronger due to new generosity gems) auras/curses.

I know im derailing the point of this thread i just hope GGG nerf the elemental damage from mobs now that they nerfed max res passives. But if they do any party with a generosity support char will just roflstomp the content (which partys already do at the moment). I really don't get the point of that generosity gem. It is so unnecessary.
Last edited by Krayken#1299 on Aug 15, 2014, 11:24:46 AM
The only real reason I would agree with life being nerfed is not because life got nerfed so much as ES got a mega buff.

Like planning out my ele wander on the new tree I can get up to like 300% es without going out of the way for es nodes. I think the witch es nodes are just a bit too strong currently. I mean it's great if your making a witch and just staying in the witch area but if you combine that es with the es you can get in shadow and templar you'll end up with a ton of es.

I currently can't justify making a life based build for the new leagues.
"
Emphasy wrote:



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.


What game have you been playing??? 250% inreased life is the minimum of what you need on ANY league. Walking around as a melee with 200% life is like running at a wall face-first and hoping to destroy it, because you have infinite respawns.
I'm talking about solo play here. In parties you can always get carried by others, but I don't have that luxury to begin with.
and when I remember that about month ago this game was called Path of life nodes

"
Boksa wrote:
and when I remember that about month ago this game was called Path of life nodes



It's gonna be path of widely spread life nodes now :)
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
"
Mannoth wrote:
"
Boksa wrote:
and when I remember that about month ago this game was called Path of life nodes



It's gonna be path of widely spread life nodes now :)


or path of lack of life nodes.
Hey look they toned down the overall hp with about 1k , sky is falling .

"
Emphasy wrote:
"
Peenk wrote:

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..


I never ever got one-hitted. Well maybe from the triple-shock stacked Vaal Laser or Touch of God. But really... I would hope that they improve the visualization of these attacks and actually make them Deal Percentage HP-Damage (like 90%), which would result in instant death with any form of damage-amplification, although Vaal should draw a redline shortly before firing so you can avoid it better if he doesn't aim at you.

But those attacks are meant to one-hit people. I don't really understand why GGG makes them so easy to avoid via Block or Topaz-Flasks. The same goes for the Vaal-Smash. Maybe they could do better in telegraphing this attacks, but they should never make them tankable. It's already sad that people just tank Atziris Flameblasts.


I honestly do not think there is anything wrong with Doms attacks. But beyond desync, the game has an issue, especially with mobile attack skills, where the server keeps thinking you stop whenever you go near a doorway or environment object. You keep moving to dodge his attack but then the server resyncs you back to a rock or the edge of the wall, right back in the effect of his attack. All while maintaining a 50-60 ping. It's true of anywhere in the game but can get you 1 shot by Dom pretty often if you can't either burn him very quickly or play so carefully that the time it takes to kill him makes it not even worth it.

One good thing they've done over time is allow resync to favor the player more often. But they still haven't addressed that issue of pathing and the fact the server is constantly predicting really bad resolutions for player movement. I can't stress how bad it is and how often the server keeps thinking I've stopped moving or attacking because of a doorway or object on the ground. In the Forsaken Masters trailer they are directly stating how important it is to stay alive. All it takes is a half a second in some cases for a leech or loh build to die because of something like this. They keep making it harder and harder without fixing the thing that is getting us killed more than anything else.

Report Forum Post

Report Account:

Report Type

Additional Info