Crit Multiplier + Diamond Flask (still) too powerful

i reaally like the idea of beoing able to prep a really deadly shot i think the abuse is when you can constantly keep a rotation going and have even a half of the time uptime. it should only be able to be used in special occasion but it still needs to be viable for pvp meaning you need to have at least one prepped shot per round
IGN- Isiander
I also love the idea behind diamond flasks. Being able to choose a specific time to crit is a lot of fun. However, using these potions in a constant rotation gets ridiculous fast. Especially when your character has no crit chance investment at all.

Standard Forever
We could try making Diamond Flasks simply increase all damage after initial damage calculation, but not revolve around crits? Crit-heavy builds could still get a lot out of them but they'd still need the ICC and ICD investment to really make them shine, and they'd still work for the rest of us.

For those concerned about losing status effects, throw in something like this:
Opal Flask
Charges: 60/60
Consumes 60 Charges
Duration: 2 Seconds
100% chance to shock on hit with lightning damage
100% chance to freeze on hit with cold damage
100% chance to ignite on hit with fire damage

Numbers are just an example, but still. It could also then add an extra layer of decision-making in what flasks a character takes, if it works out well.
I still prefer my idea of adding 25% to the total, then doubling the chance. That makes it so, with no crit chance investment, you have a total of 60% chance to crit with 5% crit chance. Also it means you need about 25% crit chance to achieve 100% chance to crit with diamonds. Not too hard of a number to shoot at.

While I agree that diamonds are much too powerful, I do believe, that they are based on a solid premise, which gives Crit-Multi based builds (Deaths harp comes to mind) a "Safety net" in cases of the rng basically loling at you, and causing unfair deaths. However, at the same time, you do see stuff like victors 160?k dps builds, in melee, or harpers like mine, sitting and straddling the 100k dps mark; and due to "Death is the ultimate debuff" 5 diamonds are exceedingly viable. (Though overkill, I can juggle 2 diamonds with almost 100% uptime on all major/needed encounters, 3 is 100% uptime on all mobs)
What if when you used one diamond flask in your belt, they were all used at once? The durations could be added to give some purpose to having more than one.

In fact, the same approach could be applied to granites.
Última edição por ptt_frmr#5341 em 3 de jan. de 2013 04:42:28
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ptt_frmr escreveu:
What if when you used one diamond flask in your belt, they were all used at once? The durations could be added to give some purpose to having more than one.

In fact, the same approach could be applied to granites.


Issue being, that diamonds are meant to be build enablers. Personally, I think there should be a limit of two of the same special flask on the same belt, and that be that as far as restrictions go. While I am a very good micro-intensive person, I have to stay extremely on the ball to keep up 2 with a good uptime, for many/most, 2 would be tough, without breaking multi-based builds completely.

Coupled with a change to how diamonds work specifically, I think a restriction could very well be a good idea, but a restriction alone simply won't do anything.
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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?


One could add some sort of cooldown that doesn't look like a cooldown.
For example Diamond flasks beeing refilled only by enemys killed by noncritical hits. I however have no idea if they can implent something like that right now.
Does anyone here believe the Diamond Flasks are too powerful because they lack an alternative? If you look to improve your damage, flasks are a dead end aside from Diamonds. Yes, mana flasks are offensive too in theory (they allow you to skip mana nodes - whether they increase your max pool, regen or reduced cost - in favor of damage ones) but has there any build so far that requires heavy mana flask usage? Auras do not really allow for that due to reservation, it means you are better off going for really high constant regen.

In short, Diamonds are the only working way to put the flask slots to use for damage purposes. Maybe we need some more variation and tiers? Like making Diamonds increase your crit chance to a specific percentage (so they become build enablers for dex and str based characters who naturally have low crit %), while adding crit mult flasks for those who already invested in crit chance nodes/equipment. You can also add "berserking" flasks that lower defenses but increase damage (lowers armor -> increase phys/projectile dmg, lower resists -> increase chance of elemental effects to appear, etc).
+1

My biggest issue is how heavily passive crit chance is devalued by diamond flasks. Chance to crit becomes practically irrelevant when you can crit 1-shot everything and get most of your flask charges back instantly. Using around 3 diamonds makes crits essentially sustainable without any passive crit chance.

I like the idea of changing diamond flasks to "+ X% global critical strike chance during flask effect" and perhaps extending the flask duration slightly. Maybe something like an additional 50% global crit chance would be more balanced. (by this I mean it multiplies your base weapon or spell crit chance and multiplicatively stacks with other "+crit chance" passives, making it somewhat weak by itself but powerful when paired with passive crit chance bonuses)
I was actually thinking of them raising your crit chance with all attacks to a certain % for the duration. Like increase it to 50% regardless of what actual crit chance you have (except for people with Resolute Technique ofc). You can then make different tiers for them like you have for life/mana flasks (so a low level Small Diamond Flask would increase your crit chance to say 30%, while a Hallowed Diamond Flask would go to 60-70%, whatever number is balanced). The current effect is not only too strong, but also leaves little room for variation.

Yet even the proposed iteration has flaws. It doesnt really stop people from going overboard on crit damage and blowing stuff up while the flask is up. Critical hits have huge benefits: huge damage, elemental efects and mod synergy. In a way massively increasing critical chance is like a keystone or an unique as a concept, not a commonly found flask. This is why I believe Diamond Flasks should go and be replaced with flasks that are not such a nightmare to balance. You can have flasks that increase physical damage, others for projectile damage and yet another type for elemental effects. Or simply give them downsides (no, using up flask slots is NOT a real downside when you have so many) like reduced defenses so they are more like a keystone.

I feel more variation in terms of flasks is needed. It is the only slot where you don't really have an alternative. Defenses can always be compensated by playing better to some extent (careful engaging, baiting mobs, not running in the middle of 5 rares and a bunch of magic mobs for a GCP while playing solo like I did once).

Still, similar tiering (is there an equivalent word for this?) adjustments can be done to Granite and Resistance Flasks. For example low level Resistance Flasks should only grant a boost to resistances (because they can be hard to acquire while still having decent links, ar/eva/es and damage) while high level ones can also have the current effect of increasing your maximum resistance.
Última edição por WinterSphinx#3680 em 4 de jan. de 2013 06:26:06

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