Comprehensive feedback

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I've said it before, and I'll say it again: Evasion is designated for a portion of the tree that has FAR less access to HP passives, and yet the core mechanics of evasion require MORE HP than armor in order to be viable.

How is this not a blatant design flaw?

Not to mention D2 had acrobatics as movement and projectile/melee while standing still which was far higher and it was purely based on evasion.
Mobs always did the same damage you got reduce from uniques.
Defense was nothing more than hit chance.

If GGG thinks there should be natural reduce like resists they should use Armorclass systems for Evasion so damage get seperated in many rolls like max frenzy charges so smaller hits have a vary from 0% 33% 66% 100% on 3 frenzy charges.




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Give both Lunaris and Solaris temples one linear level, One of the sewer linear. Add another level to catacomb, level one would be linear and smaller, but keep level two mazed and bigger.


Lunaris level 1 is linear but it contains only 2 rooms with around 70 monsters all the time.

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Personally I liked the fight for loot in D2. Gathering around baal and whoever had the best internet got to steal up the loot.

What who needed good internet for grabbing? You had no chance vs pickit users anyway.
That's 1.10+ talk anyway since nobody did baals when D2 was still good.
In 1.10+ all you needed was a necro with bonewalls or those boneprison boots.
Then you blocked the baal exit had approx 30 sec to kill vaal which was no problem on 8 players as javazon for example, or you made him teleport and imprisoned him so others don't get the items.

Basically the same strategy how grabbers block your path with frostwall.



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There is a risk in making powerful skills that have cooldowns.

And that would at last balance this totally broken mana system a bit unless GGG invents something like skills costing 50%+ of your mana, without any support gem.


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Never have I so deeply hoped that one of my suggestions go through.

...Of course, purely because I think keystones still require some rebalancing.


GGG should remove the Blood Magic keystone for 1 week and you will see the outrage.

Maybe then those players would realize that those nodes should be options and not a must which it seems to be now.








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Hilbert escreveu:
GGG should remove the Blood Magic keystone for 1 week and you will see the outrage.
Are you talking about the blood magic gem or something? The blood magic keystone is quite balanced.
Please pardon my bad english
Like to add some things about build diversity:

Today ever build is the same:
Pick one AoE
Pick one Single Target (or one skill for aoe and single)
Pick as many auras as possible
Pick a curse (maybe two or three)
Pick a totem (if not dual totem)

No real diversity here.


Aura stacking
Auras being so damn mandatory is something i dont like at all and one of the reasons why party play is so faceroll easy (kind of amused about all that "hardcore players" that run parties all day - there is nothing hardcore about party play in this game).

In another thread someone suggested that the cost of auras should rise if you run more of them. That would solve aura stacking in single player but not in partying.
(somthing like (1,5 * number of auras/2) for any number bigger than 1 - e.g. Haste aura 40% mana, Purity 40% mana; running both : (40%+40%)*(1,5*2/2) = 120% and so on).

Better solution would be a dimsihing return on auras the more you have (solving the aura stacking in multiplayer too). Like: 1 Aura = 100% effect, 2 Auras = 85% effect, 3 Auras = 70% effect. So auras would be in fact a choice: less but powerfull? many but weak? Hence in multiplayer the party will have to make a decesision what auras they really need and not mindless be getting all of them!

Must have totem
Making totems more powerfull but add a massive downside for using a totem (outside of dual totem keystone) - using a totem = getting your damage done reduced by 20% for 30 seconds. So their is a real choice: takte that totem and do 80% damage or dont take a totem and do 100%?
Today using a totem is a no brainer.

Same goes for curses.
I actually really like the diminishing return on auras idea, though to then better manage parties people will need the option to toggle whether allied auras affect them somehow. It'll otherwise be needlessly sabotage-tastic to go into a party where everyone wants to primarily benefit from just one different aura.

A change to totems would be good but I don't feel it's as necessary with curses.
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return33 escreveu:
Like to add some things about build diversity:

Today ever build is the same:
Pick one AoE
Pick one Single Target (or one skill for aoe and single)
Pick as many auras as possible
Pick a curse (maybe two or three)
Pick a totem (if not dual totem)

No real diversity here.


This really won't change. I mean what other options could you possibly have? You can add different skills similar to end cry and arctic armor but generally those won't be used in every build like what you listed. But with those 5 things you picked out if there's many options than there's a ton of variety to be had.

"
Aura stacking
Auras being so damn mandatory is something i dont like at all and one of the reasons why party play is so faceroll easy (kind of amused about all that "hardcore players" that run parties all day - there is nothing hardcore about party play in this game).

In another thread someone suggested that the cost of auras should rise if you run more of them. That would solve aura stacking in single player but not in partying.
(somthing like (1,5 * number of auras/2) for any number bigger than 1 - e.g. Haste aura 40% mana, Purity 40% mana; running both : (40%+40%)*(1,5*2/2) = 120% and so on).

Better solution would be a dimsihing return on auras the more you have (solving the aura stacking in multiplayer too). Like: 1 Aura = 100% effect, 2 Auras = 85% effect, 3 Auras = 70% effect. So auras would be in fact a choice: less but powerfull? many but weak? Hence in multiplayer the party will have to make a decesision what auras they really need and not mindless be getting all of them!


I'm not sure how clear I made myself on the aura issue so let me flush it out. Back when I started you didn't need massive mana pools to use skills. People struggled to get 2-3 auras up at one time, I remember a build I had where I used 7 auras putting all the flat auras on BM gems and reserving all my mana with % ones. I did it in a week race and people laughed because they just hadn't seen it that often before.

Now because skills require such a large mana pool to be spammable people have 3/4s or more of their mana pool just going unused so they just started throwing auras on. They used RMC with regen gear and mana leech so they only need 5-10% of their mana pool to actually use their skills and the other 90% can go to auras. If you raise regen people wouldn't feel the need to have such large mana pools so stacking auras would be a EB only type thing again, unless someone went out of their way to do it without, which would just be a waste of passives.

The aura stacking problem is caused by the mana problem. It's grown over time and now everyone just runs every aura and GGG has taken steps to trying to prevent this by raising the cost, nerfing their power and raising stat requirements, people are still finding a way around it because they still have too much extra mana.

I'm not really a fan of diminishing returns either because the auras are taking alot of your mana, those builds with 7 up are heavily invested in mana also they get up alot of sockets. Running that many auras should come at a large benefit, just shouldn't be so easy. Again, if regen was easier to achieve people wouldn't have the excess mana pools.

"
Must have totem
Making totems more powerfull but add a massive downside for using a totem (outside of dual totem keystone) - using a totem = getting your damage done reduced by 20% for 30 seconds. So their is a real choice: takte that totem and do 80% damage or dont take a totem and do 100%?
Today using a totem is a no brainer.

Same goes for curses.


With totems I said it in another thread, they add EHP and sometimes DPS. I thought the solution was making them reflect damage back to the user but I think the best is have them reserve life (or ES, I'll give in there as I think dual totem should work with CI). You get a good amount of EHP from a totem so why not have it so you sacrifice some of your's to achieve this.

Curses I dunno. Personally I find it a pain to cast a non-damage skill over and over again. That's the drawback for me. I know some people don't mind but for my personal playing experience, they are pretty balanced lol.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
Última edição por Moosifer#0314 em 21 de mar. de 2013 05:42:34
i wanted to comment on reddit but i just cant be fucked to argue with those arrogant smartasses.

i hope GGG reads this thing, and the point i made about melee being bad cause of mob damage though.
I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/
https://www.facebook.com/victorseicheart/
World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950
Highest level char in Closed Beta, Wytchfindergeneral
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VictorDoom escreveu:
i wanted to comment on reddit but i just cant be fucked to argue with those arrogant smartasses.

i hope GGG reads this thing, and the point i made about melee being bad cause of mob damage though.


I put it in the OP just for you sweet heart. Maybe that suggestion will be so good you'll get alpha off it (not). (please don't feed me to your dog!)
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
"
Moosifer escreveu:
"
VictorDoom escreveu:
i wanted to comment on reddit but i just cant be fucked to argue with those arrogant smartasses.

i hope GGG reads this thing, and the point i made about melee being bad cause of mob damage though.


I put it in the OP just for you sweet heart. Maybe that suggestion will be so good you'll get alpha off it (not). (please don't feed me to your dog!)

also i love you and i want your babies


steady on there moosi, but thanks for putting that in the OP, maybe they will take a look at how much damage a melee char takes and balance it a bit

(i wouldn't mind alpha access though)

I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/
https://www.facebook.com/victorseicheart/
World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950
Highest level char in Closed Beta, Wytchfindergeneral
Última edição por VictorDoom#6290 em 21 de mar. de 2013 06:41:42
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VictorDoom escreveu:
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Moosifer escreveu:
"
VictorDoom escreveu:
i wanted to comment on reddit but i just cant be fucked to argue with those arrogant smartasses.

i hope GGG reads this thing, and the point i made about melee being bad cause of mob damage though.


I put it in the OP just for you sweet heart. Maybe that suggestion will be so good you'll get alpha off it (not). (please don't feed me to your dog!)

also i love you and i want your babies


steady on there moosi, but thanks for putting that in the OP, maybe they will take a look at how much damage a melee char takes and balance it a bit

(i wouldn't mind alpha access though)

I love you to and I will feed those babies to my dog.


Ya, you never know
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
Moos, you are to constructive feedback what Rngeesus is to rng.
Now presenting! Venom ink; malice in the pen, poison on the paper, anger in the mind.

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