Crit Multiplier + Diamond Flask (still) too powerful

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lethal_papercut escreveu:
Dare I say it but how about a cooldown? For granites & diamonds, instead of the refilling mechanic they simply have a set cooldown? I personally like the idea of diamonds giving you a berserk mode for a few seconds for those oh shit moments where you pulled a few too many mobs. Essentially a get out of jail free card which is cool, the problem is with the current system it ins't a get out of jail card but more like a set of keys to the cells.
If there were a way, be it cooldowns or w/e to make the use of the flasks as a last resort or an occasional burst rather than a way to skip points on the skilltree & skyrocket your avg damage, then I think Diamonds & Granites could keep their current stat boosts.

I despise cooldowns, but at the same time, Diamonds and granites to a lesser extent, may deserve it. However on another note, granites aren't THAT bad, you must realize that armor is nearly fucking useless past 6k, different topic however.

I prefer that diamonds add 25% and then double your crit chance. This gives builds that don't invest, 50% crit and those that DID invest in crit, 100% potentially, while at the same time, introducing varying hard and soft caps for crit. However, if I were to choose from your original options, I would choose the +50% idea.
Bump. I like the above suggestion. Very reasonable. I also agree that Granite isn't as bad.
IGN : Jovial
Isn't it kind of pointless combining diamond flasks with AOE abilities? I mean, basically all trash already dies in one, MAYBE two hits.
*trash* mobs.

Not ES mobs, resist mobs, unique bosses, bosses, map bosses, rares, etc....

And maybe your trash mobs would die a little slower if more HP were invested into your build. I do know that you say you die very, very frequently. To 1 shot at that.

Not trying to be offensive, just saying.

BTW:

Still think it's OP, but it's a hard thing to fix. It's there to be a build enabler for non-crit (read str) builds.

EDIT: Epsi, 25% added and double it is a great idea. Although I still feel RT might be a little to "pulling".
Última edição por SL4Y3R#7487 em 21 de dez. de 2012 00:59:35
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SL4Y3R escreveu:
*trash* mobs.

Not ES mobs, resist mobs, unique bosses, bosses, map bosses, rares, etc....

And maybe your trash mobs would die a little slower if more HP were invested into your build. I do know that you say you die very, very frequently. To 1 shot at that.

Not trying to be offensive, just saying.


ES Mobs? Those skeletal casters in the temple die faster than most things without ES. I can understand unique bosses and the like not dying instantly, but surely you single target those rather than AOE them?

As for dying a lot, I just don't really build proper characters. From my experience, and watching some Kripparian (uhoh), your damage output has very little to do with the passives you put into it, and a whole lot to do with the weapon that you find. "Kripps Sweet Templar Build" has basically no damage increasing abilities, and just flies across the tree to all the utility keystones. However he still one shots absolutely everything with sweep because his weapon is beast.

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Imbalanxd escreveu:
ES Mobs? Those skeletal casters in the temple die faster than most things without ES. I can understand unique bosses and the like not dying instantly, but surely you single target those rather than AOE them?

As for dying a lot, I just don't really build proper characters. From my experience, and watching some Kripparian (uhoh), your damage output has very little to do with the passives you put into it, and a whole lot to do with the weapon that you find. "Kripps Sweet Templar Build" has basically no damage increasing abilities, and just flies across the tree to all the utility keystones. However he still one shots absolutely everything with sweep because his weapon is beast.


There can't be any doubt that using AoE abilities to clear entire screens blue mobs, white mobs, yellow mobs, pretty much anything that stands in your way is more effective than using single target. This is the problem with Diamond Flasks. It enables this. By enabling you to ignore crit chance in the tree and on your gear, and focus exclusively on crit multiplier, your crit damage will be ungodly.

Any need for considering your build when it comes to crit, pros and cons, is just thrown out the window with Diamond Flasks.

I see their function as build enablers, and I can think of many builds where I'd welcome them myself. All they need is a nerf along the lines of previous suggestions, like EpsiIon's.
IGN : Jovial
Última edição por yhateful#2635 em 21 de dez. de 2012 02:13:16
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yhateful escreveu:

There can't be any doubt that using AoE abilities to clear entire screens blue mobs, white mobs, yellow mobs, pretty much anything that stands in your way is more effective than using single target.


There can't be any doubt that having all your passive skill points in health and armour increasing nodes is far safer than spending any on abilities which increase damage or provide utility.

However focusing on the small picture is a good way to acquire a useless high level character.
I think this issue is even more important than the CI issue. Diamond Flasks are so great that they endanger build diversity by making people feel like they need to use them or else they are seriously missing out. Just my 2 cents at the moment.
Standard Forever
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ratfacekick escreveu:
I completely agree. The only thing that could possibly stop this game from being hugely successfull is the proliferation of cookie cutter uber builds. It takes away all the fun. Please guys don't funnel me into builds I don't want to make.



Cookie Cutter builds are going to happen no matter what.
doubeling or maybe trippeling the amount of crit sounds like a very good solution to me! so u would basically need to get both stats!

i play a such build myself and sometimes think these flasks are too op!
ign: ALLRAUDER

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