Crit Multiplier + Diamond Flask (still) too powerful

I wasn't criticising your build specifically Slayer, I have a 5Diamond build myself. I have used it with Ice & Lightning casters & I can say from experience that yes they are fun but in the interest of the game I don't believe we should be in a state where the flasks can be used as a form of constant dps.

I think that increasing the flask charges is just pushing the problem along and not really dealing with it. Even if you doubled the charges needed people will use Perpetual, Belt mods & Alchemist to still be able to keep a fairly good up time. If you take away Perpetual aswell then again it is just pushing it down the line slightly more. For your 1st flask to not be up by the time your 5th flask is used we would probably need to be at 300 charges+ (guestimate).

The core of the problem IMO though is not the recovery time but the chaining of flasks. Having 5 means you can clear at least 5 packs before your out & by that time you are ready to go again. That means you go into every map with 5 charges which is essentially an insane amount of potential DPS & alot of mobs dead before you are dry.

IMO (& what I can gather from the game in general) is that Diamonds are intended to be spikes of damage for "oh shit" moments. I personally like that intended use the best as I feel having it as a finite resource makes it more special when used & makes people actually think about their use in a "tactical" (lol) sense rather than it just being a WIN button. That is why I feel locking your bar to 1 Diamond would achieve this. Next in line would be a simple cooldown but I know people spit the dummy whenever that word is mentioned.
Another possibility would be to add the mechanic so that the next attack or spell cancels out the remainder of the diamond flask's duration. So each flask gives you one and only one guaranteed critical attack per use.
i feel like being limited to one flask would just feeel strange to new players as well. why cant i fit 2 flasks in my belt does it make the world explode? i understand like not wearing 2 helmets or not having pants but like do the flasks like fight with eachother if they are both in your belt? i think all you gotta do is add a buncha charges so it takes forever to recharge them. that plus the addition of new game changing flasks that would open up all sorts of new builds. i mean you could just take them out of the game i guess i feel pve would still be balanced. i just think pvp with a bow would be really dumb given the current system.

rangers are supposed to hunt. one shot one kill. mess up the shot then you messed up the shot. you could say give bows a 10% base chance or 15% but then its like i can whirling blades everywhere take one shot whirling blades everywhere take one shot. i dont know man just add a enemies cant do damge flask. oh wait they have one of those.

they need to increase the charges not even by a lot just make the downtime 50% which is like double charges and add some new cool flasks so people have other options. i also think a buncha new but not better flask prefixes and suffixes should be added at some point.

i liked the 1 shot diamond flask idea of omnivore but then i thought about shield blocking in pvp and i dont want to see it become a coin flip game.

the more i try to come up with more options the more it kinda throws the game off a lot and makes a need for a ton of other balance changes believe me id rathur not get my dps from in game drug usage but i dont see a simpler way to make bows viable for pvp.

pvp is really my concern here as taking 4 shots and clearing the screen and then having to run to the next group is kindof the same as taking 1 shot to clear the screen as most of your farm time is actually spent running to the next group.

i think maybe fork should be removed from the game, chain should only work for spells, and diamond flask should only work for bows.
IGN- Isiander
Última edição por myr#4744 em 4 de jan. de 2013 22:19:59
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Omnivore61 escreveu:
Another possibility would be to add the mechanic so that the next attack or spell cancels out the remainder of the diamond flask's duration. So each flask gives you one and only one guaranteed critical attack per use.


This would work for spells only. Imagine hitting your diamond in an "oh shit" moment, and missing, because you've got only 85% chance to hit via accuracy.
IGN: Iski
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Balguez escreveu:
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Omnivore61 escreveu:
Another possibility would be to add the mechanic so that the next attack or spell cancels out the remainder of the diamond flask's duration. So each flask gives you one and only one guaranteed critical attack per use.


This would work for spells only. Imagine hitting your diamond in an "oh shit" moment, and missing, because you've got only 85% chance to hit via accuracy.


Good catch, I missed that. Modify the suggested mechanic to add the word successful before attack, or perhaps even 'damage inflicting'.
That potently excludes ias builds from using Diamonds as an emergency flask, as they traditionally rely on weaker hits in rapid succession. Meanwhile it favors builds with slow powerful attacks. Though it is worth mentioning that currently ias / fc is one of the few things to build crit multi around, as it maximizes damage threshold during flask duration.
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Última edição por CanHasPants#3515 em 5 de jan. de 2013 02:03:47
Only thing I can think of would be to add a new affix along with the 'one hit only' mechanic that would disable the mechanic but drop the guarantee part of the contract, in effect just boosting the crit chance. Maybe use some algorithm like they use with evasion to ensure you can't have too many missed crits in a row during the flask duration.

But now its getting complicated and not sure its any better than some of the other proposals.
i was looking at the passive tree and i dont see how spell casters can even stack crit multi without getting a good amount of crit chance nodes as well
IGN- Isiander
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myr escreveu:
i was looking at the passive tree and i dont see how spell casters can even stack crit multi without getting a good amount of crit chance nodes as well


Nice big wheel around the Throatseeker Keystone for one.
other way it would work, besides just making them for crit builds (which would nerf my build) would be to ADD 50% more crit chance as Zakaluka suggested.
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Última edição por VictorDoom#6290 em 5 de jan. de 2013 05:00:30

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