Deadly Infusion should be halved or something

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ScrotieMcB escreveu:
Shadow/Assassin "notable" on Ascendancy tree
10% increased Critical Strike Multiplier per Power Charge
+0.5% Base Critical Strike Chance per Power Charge

I normally don't advocate the nerf of anything which hasn't even seen the light of play yet; however, in this case I feel I must make an exception. This is the single most OP Ascendancy feature, period; it stands over everything else every released Ascendancy class can do, and by a lot.

So what we're talking about here, with just the Shadow area power charge and the Merciless Bandit reward, is 20-50% more critical strike chance, depending on the weapon/skill used, and 50% increased critical strike multiplier. And that's just a mild example; with some builds, Deadly Infusion can mean doubled critical strike chance and 100% increased critical strike multiplier.

That's just insane.

The core concept of Deadly Infusion is already a very attractive, potentially build-defining thing. It gives the Assassin the ability to crit reliably with spells and weapons which normally do not crit reliably, such as Terminus Est, Cold Snap... there's a lot of cool build space there. But it doesn't need nearly as much raw power in order to accomplish this, assuming these builds commit to Power Charges sufficiently.

My suggestion: halve it, before it has a chance to turn every crit build into a shadow. 5% increased critical strike multiplier and 0.25% base critical chance per power charge is plenty, because even with a very modest 4 charges that's about 25% more critical strike chance and 20% increased critical multiplier for those spells and weapon with a low base critical chance. With high commitment, more like 50% more critical chance and 40% increased critical multiplier -- which is still huge.

Edit: Alternatively, the power of the notable could be spread out between two different types of charges, such as...
  • Unstable Infusion
    5% chance to gain a Frenzy Charge on Critical Strike
    5% chance to gain a Power Charge on non-Critical Strike
  • Deadly Infusion
    10% increased Critical Strike Multiplier per Frenzy Charge
    +0.5% base Critical Strike Chance per Power Charge
  • Basic nodes on the way to Deadly Infusion changed to 12% Power charge duration, 12% Frenzy charge duration (instead of 10% Power charge duration, 15% critical strike chance).
This would allow the player to decide what aspect of Deadly Infusion they wanted to focus on, rather than just granting players the whole thing.

I don't like being on a nerf wagon but I think it would be a shame if Ascendancy came out and everyone just kept on playing Shadow, especially since that's just what they did this patch.


I agree with what you're saying in the context of the game today scrotie, but like you said "it hasn't seen the light of day yet". It sounds OP, but when you see what they're doing with the game when it's released it might actually not be. If they release this into the game as it currently is then yes that'd be broken in some ways.
Permanent fortify is pretty OP too, so maybe they are planning to balance the game around these new mechanics?

The main thing I think people are missing here is that by limiting and specifying the number of "OP" things each class can get, the game becomes much easier to balance. Shadow will be the "crit class", so if crit is op you nerf shadow. I guess duelist would be the "fortify class", so if some broken interaction comes out where fortify lets you facetank everything in the game completely carefree and still do tons of damage, then they'll probably nerf duelist (or fortify), in the related ascendancy.

This is much easier to do than what we have today where every class can do everything. GGG cannot balance a game properly where evasion blockers are taking acrobatics for no loss, and now they have to decide whether to nerf block or nerf evasion. Either option hurts builds that aren't using both mechanics together in an abusive way (like people were before the acro nerf), but one of them has to be nerfed. They chose to nerf acro, and now acro is a very limited node that many people might have taken before without using block, but they can't use it now.

TLDR the last problem that this game has to fix now that desync is gone is the ever-rampant terrible balance issues, and I think ascendancy is going to, or at least has the potential to get us there.
my evasion is so high i only insta rip sometimes
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Última edição por Legatus1982#1658 em 3 de jan. de 2016 02:29:14
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Legatus1982 escreveu:
TLDR the last problem that this game has to fix now that desync is gone is the ever-rampant terrible balance issues, and I think ascendancy is going to, or at least has the potential to get us there.


Not happening. Crits are utterly broken and GGG has shown no intention to fix them. As long as they don't hard cap all crit chance to 25% or do something similarly drastic, it's completely pointless to even begin insinuating that this game has balance to speak of.
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okay nevermind labyrinth, fix dx9 blackscreen instead...
Última edição por RogueMage#7621 em 3 de jan. de 2016 18:41:53
Little bit of necromancy.

So I was thinking about this, and I realized a huge issue here is that you can get Deadly Infusion and Ambush. And Ambush is really, really strong. 100% more critical strike chance against every enemy, at least once (the first hit).

So... why not switch the locations of Ambush and Assassination? It's not like Assassination is write-home-about-it powerful or anything, because it's mostly just good against rare and uniques (not to say it's crap, it's not - against low life, virtually guaranteed crit + culling strike + 30% increased damage). Then Assassins would have to choose between Ambush and Deadly Infusion... which would probably be okay. Either Ambush plus either Unstable Infusion or Toxic Delivery, or Deadly Infusion plus either Assassination or Toxic Delivery.

If necessary, the "Critical Strikes have Culling Strike" line could move from the now-easy-to-grab Assassination to the now-difficult-to-grab Ambush.

Seems pretty fair to me, and probably wouldn't need to nerf Deadly Infusion at all.
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.
Última edição por ScrotieMcB#2697 em 16 de jan. de 2016 15:58:58
That was just hype... everything OP about it will be changed. People need to understand that NOTHING about this game is set in stone.
GGG listens to its fans!!! Thank you!
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Patch Notes 2.2 Acendancy:

- Critical strike chance of all skills has been hard capped at 50% now.
- Critical strike multiplier values have been hard capped at 250%


Calling it now - so no need to nerf Assasin class that hard right? :^)
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Wiesl_1404 escreveu:
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Patch Notes 2.2 Acendancy:

- Critical strike chance of all skills has been hard capped at 50% now.
- Critical strike multiplier values have been hard capped at 250%
Calling it now - so no need to nerf Assasin class that hard right? :^)

As if the devs would neuter their most beloved of mechanics.
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.
"
ScrotieMcB escreveu:
"
Wiesl_1404 escreveu:
"
Patch Notes 2.2 Acendancy:

- Critical strike chance of all skills has been hard capped at 50% now.
- Critical strike multiplier values have been hard capped at 250%
Calling it now - so no need to nerf Assasin class that hard right? :^)

As if the devs would neuter their most beloved of mechanics.


Well said!

Funny how some "experts" trying to troll with Duelist and Marauder being OP classes they would be, when we have Ranger and Shadow, even Templar more OP than Mara+Duelist combined together with all points, not talking about Shadow as it's pentakilled all classes.
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If I understand correctly, deadly infusion would add to the base crit of your weapon/spell that then get multiplied? OP
Inquisitor is waay more powerful than assassin.

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