Crit Multiplier + Diamond Flask (still) too powerful

remove diamond and granite flasks from the game imo.
ign = ultrahiangle
I've made a thread on the suggestion forum about flasks that could use some answers if you feel generous
link
in their current state I'd rather have granite/diamond removed from the game until fixed
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ultrahiangle escreveu:
remove diamond and granite flasks from the game imo.

Agree.

There's already more than enough Crit Chance nodes in the tree for those who want to follow a crit build.

I'd even suggest that there's far too many Crit Multi nodes as well. A single keystone with a fixed amount of Crit Multi, (that can be stacked with Multi on items worn), would be more than enough.

Disclaimer: Act3 may well mean that 1000% Crit Multi and 30% Crit Chance is needed for character progression. :p
OB: BazzVone - 83 Dual Spork Totem Templar /w CI and minions
CB: BazzVfourteen - 80 Dual Spork Totem Templar /w CI
CB: BazzVtwo - 73 Dual Spork Totem/LS Templar
CB: BazzVseven - 76 Lightning Strike Mara
CB: BazzVfive - 78 Lightning Strike Mara
i dont have much experience with granite flasks, so i will keep this about diamond only.

i totally agree that they need to be changed, cos they just render crit chance useless.
i would like a change, that the flask boosts ur own crit chance value by a fixed percentage, so that ppl, that stack crit chance, can profit more than ppl who just stack mass crit multi.
IGN: JASICHA
Removing Granite and Diamond Flasks wouldnt be that smart - Would make the whole Flaskbar useless for some Builds (speccing CI - 1-2 Manaflask and the other 3? awesome Ruby-Flasks? haha.)

I Think Graniteflasks aren't too bad - against normal low hitting mobs you dont need a granite anyways and against brutus with 30% extra dmg it wont help you at all.
*edit* Ye sure it would help a bit but you still should try to avoid his smash instead of facetanking it - so its still not OP in my eyes*

And for Diamonds the Critmultiplier instead of 100% Critchance idea sounds good.
Dear Math, please grow up and solve your own problems, I'm tired of solving them for you.
Última edição por Leivi#3333 em 25 de dez. de 2012 00:40:00
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Leivi escreveu:
Removing Granite and Diamond Flasks wouldnt be that smart - Would make the whole Flaskbar useless for some Builds (speccing CI - 1-2 Manaflask and the other 3? awesome Ruby-Flasks? haha.)

I Think Graniteflasks aren't too bad - against normal low hitting mobs you dont need a granite anyways and against brutus with 30% extra dmg it wont help you at all.

And for Diamonds the Critmultiplier instead of 100% Critchance idea sounds good.


The statement about granites against brutus with 30% extra dmg not helping at all is just not true, a single granite flask can get you over 40k armour with very little passive investment in armour and against extra dmg you need as much as you can get. It's almost the same to say enfeebling that very same brutus wouldn't make any difference, demonstrably false.
alrighty im going to come on here because this thread seems like a response to dps mechanics on builds similar to mine, that have only crit multi but no crit chance.

I say just dont nerf crit flasks, they are not as easy to use as OP says it is, what he says is basically old timey bullshit from MoC days, they acutaly require inteligent use now, not use on every mob or every rare, use them when they are perfect to use and when you are closer to get more charges from what you kill.

Also vialbe crit flasks builds are not easy to mentain nor are they cheap.

crit flasks are NOT insta win friends.
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Highest level char in Closed Beta, Wytchfindergeneral
Última edição por VictorDoom#6290 em 25 de dez. de 2012 01:10:26
I don't think anyone can argue that it requires specialized/skillful usage (just like granites at times), it's about the applicability/flexibility and the way it scales ultimately.

Granites at least fall off in relative strength and are fairly general (everybody can benefit), the diamond flasks are imo just too specific/inflexible and ultimately powerful.

I do believe there needs to be some more variety and options with flasks regarding defense and offense and because of that, diamond flasks would most likely need some sort of nerf to be able to work with other flasks. At the moment offensive flask usage is super narrow (and imo ultimately too powerful) while defense just has some holes.
I'm pretty sure the biggest reason diamond flasks haven't been nerfed yet is tied strongly to existing skill diversity. Specifically, any "balanced" implementation of diamond flasks will be carefully tuned against reasonable crit ceilings in various builds. Those crit ceilings are due to change a great deal more, and in the not-too-distant future.

Simple reason: Power charges. We need the set of mechanics and skills that award power charges to be nearly complete. Some options for the diamond flask and how it could be worded:

- 150% more critical strike chance for 1.5 seconds (2.5 times crit chance when you drink it)
- 600% increased critical strike chance for 1.5 seconds (+30% crit for a 5% spell or weapon, more for a high-crit weapon)
- 50% additional critical strike chance for 1.5 seconds (add a flat +50% crit for 1.5 sec, very straightforward)

Now pick any one of those, it doesn't matter which. They all have pros and cons.
Next give everyone as much access to 4+ power charges as we currently have access to endurance charges. All that work you went through to fix diamond flasks just got upset. Start over, do it again.

Power charge mechanics have to come before we get real serious about a final implementation of the diamond flask.

--
I don't have alpha access, that was a LONG time ago.
Última edição por Zakaluka#1191 em 25 de dez. de 2012 01:04:12
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Zakaluka escreveu:
I'm pretty sure the biggest reason diamond flasks haven't been nerfed yet is tied strongly to existing skill diversity. Specifically, any "balanced" implementation of diamond flasks will be carefully tuned against reasonable crit ceilings in various builds. Those crit ceilings are due to change a great deal more, and in the not-too-distant future.

Simple reason: Power charges. We need the set of mechanics and skills that award power charges to be nearly complete. Some options for the diamond flask and how it could be worded:

- 150% more critical strike chance for 1.5 seconds (2.5 times crit chance when you drink it)
- 600% increased critical strike chance for 1.5 seconds (+30% crit for a 5% spell or weapon, more for a high-crit weapon)
- 50% additional critical strike chance for 1.5 seconds (add a flat +50% crit for 1.5 sec, very straightforward)

Now pick any one of those, it doesn't matter which. They all have pros and cons.
Next give everyone as much access to 4+ power charges as we currently have access to endurance charges. All that work you went through to fix diamond flasks just got upset. Start over, do it again.

Power charge mechanics have to come before we get real serious about a final implementation of the diamond flask.



you know zaka for crit flasks to be actually SLIGHTLY usable the 3rd option is only viable (50% added crit chance). but still dont agree with it, 1.8 seconds is low enough for 100% crit chance in my opinion, how many attacks can one stack in that period anyway without godly gear?

Plus its not like every char can get more than 30k on crit flask, in my opnion they are good as they are, they do NOT need a change.
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 25 de dez. de 2012 02:20:21

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