Comprehensive feedback

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Nagisawa escreveu:
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scrtwpnx escreveu:
i play a melee templar. i use zombies and skeletons combined with a rejuv totem. it works great. build and play around difficulties. dont' ask the game developers to babysit you.


Ah, the truth is, you don't want them to make your special snowflake build obsolete is?

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scrtwpnx escreveu:
edit: i'm not a melee summoner. i use sweep and glacial hammer as aoe and single target
But you use a totem and skeletons and zombies.

Which pretty much negates your statement. No, you ARE a melee summoner. DEAL WITH IT.

So everyone who uses zombies, skeles, and rejuv totems are melee summoners?
Wow I didn't know nearly the entire population of PoE were summoners.
You really can't be considered a "summoner" unless the majority of your dps comes from summons.
IGN: TsuruyaNyro
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You really can't be considered a "summoner" unless the majority of your dps comes from summons.


There is a pure summoner and there are hybrids.

You are a hybrid.


Even if you use them as meatshield you are a hybrid.

Same goes for rangers with a bow, shadows with freezing pulse etc.


If you use a bow and leap slam to move forward you are a hybrid too.

Agreed.

You're a melee summoner. Embrace it!!
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c2games escreveu:
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Tomorrow escreveu:
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c2games escreveu:
They don't want face tanking and yet, they give us arctic armor so we can face tank.


Please provide video evidence of you face tank maps.

Do you not understand what the message means? You don't take it literally. It means the direction of adding arctic armor is towards face tanking. So easy to forget there are people who don't read between the lines on the internet.


Lmao @ the direction is toward face tanking.

You cant tank shit with or without this skill. Btw, I dont live in your brain, when you skip 20 imaginary lines, no one else can fucking see them.
IGN QTCRZ
Arctic Armour? Face tanking? Load of bullshit. Unless you want to go OOM, you have to turn it on/off it every 2 second and even then you'd have to invest significantly in mp regen to keep up something that's like 2 endurance charge at best. These new upcoming melee skills arent all that glorious either, survivability remains the same.

Here, a visual demonstration of meleeing in POE:

Please pardon my bad english
Última edição por rephikul#3337 em 23 de mar. de 2013 18:55:07
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rephikul escreveu:
Arctic Armour? Face tanking? Load of bullshit. Unless you want to go OOM, you have to turn it on/off it every 2 second and even then you'd have to invest significantly in mp regen to keep up something that's like 2 endurance charge at best. These new upcoming melee skills arent all that glorious either, survivability remains the same.

Here, a visual demonstration of meleeing in POE:



I have no idea what that guy is smoking when he put face tank and PoE in the same sentence.
Every week, we have top of ladder 90+ players die.
IGN QTCRZ
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CanHasPants escreveu:
@Moos: Was it in your op I read the idea about a PB Armour keystone? Lol, been 20 pages, I can't remember :P At any rate, what I proposed was to make this a fundamental mechanic of armour, and not an "option." Why? Partially because such a thing would essentially "bandaid fix" armour, and like IR/WS, would not really be an option at all. It would also skew the Str tree's primary defense into melee range for it to be useful. This would give something mechanically unique to melee, as the heart of the issue is to find something that makes melee stronger without also making ranged stronger.

Add on top of that your suggestion to reduce the life nodes available to the Str tree, increase the armour nodes available, and my suggestion to add a (small) flat % DR to armour while slightly reducing the returns on its scalar formula. The flat % DR will be necessary against spike damage given the relatively smaller life pool, and decreasing the scalar portion will also be necessary to prevent AR builds from being nigh immortal to swarm packs like monkeys and tentacle rape monsters.

When its all said and done, I think melee would be in a much better place. Inherently weaker versus ranged mobs, and so would want to close the gap fast, where they have adequate defenses to actually absorb hits without immediately melting (or requiring 9million life nodes). Melee improves, build diversity flourishes, everybody wins.


Yes, that was in my OP and you are right. I'm bitching about keystones being compulsive pick ups and asking for a keystone that every melee would be stuck with, ya doesn't make much sense...fuck.

Well the idea exactly was remove life from STR and make it armor instead. Either flat, % on the # or even someone suggested it giving more DR% (like 500 str gives 100% DR so if you have 5% DR it would give 10%. At how DR scales, bring 50% to 95% wouldn't be game breaking because it would be adjusted to incoming damage, you'd only see it OP against low damage mobs which armor is already pretty effective against them as it is) but STR should benefit the classes designed to use it rather than everyone, same as INT/DEX (all classes can benefit from all 3 then but won't be tempted to stack without being a class that normally uses it).

I just woke up and I get the sense I'm rambling. I guess I'll just hit submit and you can ask any further questions.
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
Only question at this point is, what is a reasonable amount (total) of armour for a balanced character to posess around levels 70-80? Just so I can quantify my idle thoughts :)

And I didn't mean to remove life from Str per say, but along the lines of your op; fewer life nodes in the Str tree, more in the Dex tree, and more armour nodes to compensate.

Also, interesting possibilities abound for focusing Str on more DR and less life: A keystone that makes life regen, leech, stun, status effects, etc, a function of armour rather than life (obviously, not all of those, just listed a few possibilities).
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
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CanHasPants escreveu:
Only question at this point is, what is a reasonable amount (total) of armour for a balanced character to posess around levels 70-80? Just so I can quantify my idle thoughts :)

And I didn't mean to remove life from Str per say, but along the lines of your op; fewer life nodes in the Str tree, more in the Dex tree, and more armour nodes to compensate.

Also, interesting possibilities abound for focusing Str on more DR and less life: A keystone that makes life regen, leech, stun, status effects, etc, a function of armour rather than life (obviously, not all of those, just listed a few possibilities).


Uh, exact number stuff isn't exactly my territory as I'm not sure the numbers now so giving anything would be a completely random guess.

Also removing the life and just adding armor in it's current state will make STR classes lose their fucking minds. You gotta first flatten the armor curve out so less is more useful. Doing so would take some of the pressure off needing so much life.

I personally like that stuff working off life as it's universal so everyone has a shot of making use of it. Linking it to a certain defense (there's a thread asking for it with ES/CI and you suggest armor) limits who can take advantage of it, or makes that defense much stronger than the other 2.
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
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Moosifer escreveu:
You gotta first flatten the armor curve


Nitpicking: It's god damned flat. You take 1 less damage from every 20-15 armour against monsters around your level, depending on the strength of the initial hits so if you have 20k armour almost everything hit for 1k-1.3k less. What you are asking for is making armour working with percentage as advertised (and lied) by the character screen. And that's percentage scaling, not flat. Flat means direct trade, like 20 armour for 1 damage reduction.
Please pardon my bad english
Última edição por rephikul#3337 em 23 de mar. de 2013 21:23:11

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