Comprehensive feedback
" i dont see what bad things a beta manifesto would bring though, why did they remove it? I dont think ive seen the beta manifesto since the site changed 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 22 de mar. de 2013 07:02:05
|
![]() |
![]() | |
" chris has planned to answer to a "community thread" which is more or less the same as a manifesto as all possible questions were asked. age and treachery will triumph over youth and skill!
|
![]() |
" The melee ranger is just a crappy version of a Shadow or Duelist with fewer effective skill points. The ranged ranger is just a crappy version of a Two-handed Lightning Strike Marauder. There isn't a single number in the damage formula's multiplicative arguments higher on the archer. Add Resolute Technique on top of that and it isn't even close to being close. |
![]() |
I've been thinking, and am curious to hear what Moos et al think of this. Also: Disclaimer: As usual I just woke up. Am never really awake enough to post a coherent thesis and supporting points when I just wake up, yet this is the only time I really have to post. Add on top of that I am sick as a dog atm.. So please bare with my ramblings, I may not adequately express what I mean and am thinking :)
We all know the core issues of melee, so I won't reiterate, but the main problem I'll discuss is (imo) creating incentive to play in melee over range. However, given the current state of the game, most all defenses either work or they don't, and most attacks are specced to 1-2 hit most mobs. What room is there to improve melee without make them too good (nigh invulnerable) that isn't also equally beneficial for ranged, and how do you adress kill speed when you can't kill any faster than 1-hitting, mobility and threat reach being part of issue..? It seems to me that the real issue here is the entire concept of building a "classless" game where any starting point / skin / voice actor can spec into any play style, with passives, gear, and skill gems being openly available to any class. Compare to a game that has specific class skill trees, those classes are inherently restricted in their options, which mechanically allows melee to achieve things ranged cannot, and vice versa. The freedom of movement we have here, ironically, has revealed and made extreme the inherent strengths of ranged and weaknesses of melee; because any "class" can do anything any other can do, ranged will inevitably be better than anything melee can do. Restricted class skill trees overcome this by imposing superficial restrictions to one style to allow the other room to flourish. This (lack of play style disparity in a free form skill environment) is in large part due to power creep, where the current numbers are so large that they're situationally boolean, leaving little room to provide benefit according to the risk melee takes, when ranged already has full access to those benefits, with the added benefit of distance between they and packs (defense) and significantly extended threat reach (kill speed without such emphasis on mobility). At risk of sounding like a broken record, nothing can be truly changed for the better without reducing the numbers across the board (nip power creep in the ass), such that fights take longer and allow room for melee to flourish. Furthermore, it seems that there is something missing fundamentally from the core mechanics, that should distinguish melee from ranged. Something that, even though both melee and ranged can have access to both on the skilldrasil and through gear and skills, inherently provides greater benefit to a melee play style. Only thing I can really think of is the suggested keystone that makes armour function like point blank, except made a core mechanic of armour* rather than being optional. In this way AR ranged toons will not gain both benefits of being at ranged (safety and reach) and benefit from the full DR that melee would, meanwhile melee will definitely benefit from its tendency to close the gap. *Perhaps that should be both AR and EV, there can be EV melee too :) Any who, enough rambling. Time to get ready for work. Bleggh... Devolving Wilds Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” Última edição por CanHasPants#3515 em 22 de mar. de 2013 14:49:50
|
![]() |
Good point on the class issue, and I want to add that with the ''U'' shaped kind of build I have posted earlier the choice of classe is near worthless or uninteresting, because it changes only the allocation of the first 5-6 skill points and what keystones or attributes you get first (and appearance ofc). A bow templar by endgame is exactly the same as a bow marauder or bow ranger.
TBH I never understood why GGG removed the specific bonuses of each class when leveling, ie witch who had increased max mana but lesser max life than a marauder. But I guess that in the state of the game it would have mean that everybody would roll marauder because ''more life and less useless mana sacrified to BM lol !'' :s |
![]() |
Very good post by the OP, and I'd have to agree with most of it (I'm not knee deep into maps yet, so I have no basis to compare/comment). I agree that armor, evasion and ES really need to be looked. I'd also like to see base HP get bumped up, while HP nodes take a hit. I also like your ideas on making the melee AoE abilities into supports.
I do have a reply on auras though, and it probably won't be very liked. :) I find it odd that you have to make a good investment into using two curses, or in making a summoner, etc., but you can stack as many auras as you want. I'd limit characters to using one aura and then scatter a few +1 Aura nodes across the tree. You could even add a unique(s) that adds +1 max aura. |
![]() |
Spoiler
" Well said. Definitely underlined the major melee problem and I think the suggested change deserves some investigation. |
![]() |
Some of the topics mentioned here are fundamental to the game's systems; to "fix" some of them, you'd have to screw people over or convert mods that already exist on items. Examples:
The "crazy damage" issue. We're using the insane Diablo 2 resistance system here for some reason. It's a busted system. As you know, resistance is better the more you have, maxing out at 4 times as much effective life. The only way to make elemental damage not a joke, is to then assume everyone has 50 to 80% resist all and jack up the damage 2 or 5 times. The accelerating returns above 80% are crazy... End of the day, a rating system would have been better. Hailrake would be slightly gentler on the newbs, and you'd always able to build up moar resistance without breaking the game in half. The life% is vestigial to Diablo 2, too. You give the choice between defense and offense, everyone takes offense. Unless they die all the time. Then they take the Vitality. One choice has to be better than the other. Magic find. So you want to feel like your time isn't wasted if you're not geared out and gemmed up with the stuff? We've talked about having charm slots exclusively for luck, not combat power. This would do quite a number on the affix pool, which isn't too solid right now to begin with. (My hatred of the poopiness of suffixes is also well documented.) The Materia system. The only function of the socket system is to turn items without 4, 5, or 6 sockets into total crap. It'd... be nice to use the strongest gear (and therefore, +life and +resist) I find while leveling for a change. The socket system is so integrated to the game, I don't see it ever being made less masochistic. Rng in the rng while I rng. It's odd because they have streamlined away a lot of the crap features popular in the genre: you don't fiddle with picking up potions every three seconds. You don't fiddle with repairing your gear every two minutes. The only easy fixes here are mana costs. Última edição por LimitedRooster#5890 em 22 de mar. de 2013 19:16:01
|
![]() |
Increase the god damn map drop already...
|
![]() |