Comprehensive feedback

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coli escreveu:
Upgrading maps == pay to play.


what?
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thepmrc escreveu:
"
coli escreveu:
Upgrading maps == pay to play.


what?


If you don't use currency items (money) to upgrade the maps, you'll fall off and run out. That is the same feeling as pay to play.

Actually, even if you do, you still run out of map and have to either start grinding endlessly, or pay 1 alch for a lvl 66 map.

No other ARPG requires you to pay to be able to "maybe" level your character!
Última edição por coli#0236 em 20 de mar. de 2013 13:08:54
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VictorDoom escreveu:
yup, eitehr global damage reduction that is only applied to melee or just lower mob damage, that is the only way to save melee, back in CB no one said melee is shit because melee could take damage, now it cant.


I want to touch on your point of incoming damage dealt by monsters. I wholeheartedly agree that it is currently too much and forces the life paradigm but I digress on the point that the damage itself is "too much".

I feel that the true problem lies in the fact that players have very few options in which to reduce incoming damage. To me a good mechanic would be akin to the vulnerability crabs in Coves. This forces the smart usage of Warding flasks (or an Atziri Mirror if you want) to stop a potentially 'deadly' blow but has acceptable damage levels without it.


If damage was to be toned down, we have to compensate for it by letting monsters have interesting ways of amplifying it back up to its /current/ values such that it makes you think twice about what you want to bring into an area.

Assume we have Skeleton Mages dealing 3000 cold damage post-mitigation right now in an end-game map. Too much right? Tone it down to 1500 but give these skeletons ways to push that damage back up to 3000; give these skeletons the ability to reduce your maximum cold resist by x% when they hit you.

Now you either need to pick up a Sapphire Flask to push your resists back up or get a Saffel's Frame. Options. I can think of more scenarios that would make this interesting and would make use of some of the cooler and less used uniques in-game.
i don't know if anyone has suggested this, but auras could cost more and more as you stack more auras.

let's say wrath and anger costs 10 mana. if u reserve only 1, it costs u 10 mana. but if u reserve wrath, costing ten, then reserve anger, it'll cost you 11 mana. or some percentage. i think percentage based reserves should be exempt from both ends of this method.
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scrtwpnx escreveu:
i don't know if anyone has suggested this, but auras could cost more and more as you stack more auras.

let's say wrath and anger costs 10 mana. if u reserve only 1, it costs u 10 mana. but if u reserve wrath, costing ten, then reserve anger, it'll cost you 11 mana. or some percentage. i think percentage based reserves should be exempt from both ends of this method.



All the aura haters comes from blood magic users :) How about we nerf blood magic to require more life as input? eg: 300% to match the larger life regen vs mana regen?
I generally agree with all your points. I personally had to reroll my marauder for the very reason of really being melee.

my biggest frustration short-term is with maps and drop rates on them. easily spent over 4 exalts in currency trying to keep in the 70s and just not happening for me. im 85 so low level maps are worth nothing. I just mf now to collect wealth and play alts, I have 2 85s now and I would love to be able to level then more

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coli escreveu:
"
thepmrc escreveu:
"
coli escreveu:
Upgrading maps == pay to play.


what?


If you don't use currency items (money) to upgrade the maps, you'll fall off and run out. That is the same feeling as pay to play.

Actually, even if you do, you still run out of map and have to either start grinding endlessly, or pay 1 alch for a lvl 66 map.

No other ARPG requires you to pay to be able to "maybe" level your character!


lol, ok. If you use currency wisely and full clear the maps you will be just fine in the long run. Using currency items in the game is not pay to play, that is just stupid. You need to invest currency into the endgame to sustain the endgame. Considering this is where you gain access to the best items in the game, I don't see a problem with that.
This is a great post Moosifer, all these changes would make me really happy and keep me playing for a long time, here's to seeing them implemented sometime.
IGNs: WuTangSlammer / PacBlood / VirtuousVice / TheGravelPit

GMT-7/UTC-8
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Lyralei escreveu:
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VictorDoom escreveu:
yup, eitehr global damage reduction that is only applied to melee or just lower mob damage, that is the only way to save melee, back in CB no one said melee is shit because melee could take damage, now it cant.


I want to touch on your point of incoming damage dealt by monsters. I wholeheartedly agree that it is currently too much and forces the life paradigm but I digress on the point that the damage itself is "too much".

I feel that the true problem lies in the fact that players have very few options in which to reduce incoming damage. To me a good mechanic would be akin to the vulnerability crabs in Coves. This forces the smart usage of Warding flasks (or an Atziri Mirror if you want) to stop a potentially 'deadly' blow but has acceptable damage levels without it.


If damage was to be toned down, we have to compensate for it by letting monsters have interesting ways of amplifying it back up to its /current/ values such that it makes you think twice about what you want to bring into an area.

Assume we have Skeleton Mages dealing 3000 cold damage post-mitigation right now in an end-game map. Too much right? Tone it down to 1500 but give these skeletons ways to push that damage back up to 3000; give these skeletons the ability to reduce your maximum cold resist by x% when they hit you.

Now you either need to pick up a Sapphire Flask to push your resists back up or get a Saffel's Frame. Options. I can think of more scenarios that would make this interesting and would make use of some of the cooler and less used uniques in-game.


Yup that could work too, if monsters curse you, if they just lower your resistances on hit well were back at square one, 1 hit and 3 more=melee dead, ranger didnt get hit in the first place and still alive.

We either need to just tone down the general damage of mobs, keeping it balanced of course but also viable for a melee to deal with them, for example how about setting the task of a melee being able to kill a level 77 boss without having to run constantly and taking 10-15 minutes to do so, that is the problem.

The damage scaling is absurd, after you pass 73 maps the bosses start doing more and more damage until your only chance is to go ranged or struggle as a melee like i do, its possible, but its also fucking torture, when you look at a ranged char that just does not get hit the same way you do and has the same amount of life, res and DR as you do.
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Highest level char in Closed Beta, Wytchfindergeneral


Although it was alluded to you didn't go in to detail about Static Blows. My biggest complaint with it is how static blows feels like a must have for any elemental build. And not only is it a must have, given how for away it is from most of the classes that use it, it really limits the options you have along the way and afterwards.

IGN: Obi_Shoots_Arrows

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