Nerf Voidbearer

They are very strong but if handled correctly they can be dealt with. I don't want ggg to nerf this game into the ground, challenge is welcome.
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occisor wrote:
They are very strong but if handled correctly they can be dealt with. I don't want ggg to nerf this game into the ground, challenge is welcome.


Best post in the thread.

GGG... nerf VoidBears, so I can farm Docks.
GGG... nerf FlickerStrike, so I don't get gimped.
GGG... nerf Reflect Damager, so I don't kill myself.
GGG... nerf Puncture, so I don't kill myself when I run.
GGG... nerf Nercos, so that don't spam lightning skellies at me.
GGG... nerf Rock Spitters, so they don't pew pew me down.


PoE still uses basic gameplay elements:

- dont stand it stuff that hurts you.
- move.
- hit and run.
- take cover when you have to.
- deal the carnage when the opportunity presents itself.

Just because you're "melee" doesn't mean you have the right to stand toe to toe with every mob in the game. Just because you're "ranged" doesn't mean you have the right to stand safely at distance in one spot.

I know currently melee have it "tougher" than ranged, but ranged players don't stand in one spot during fights... they constantly move. Melee characters should be doing the same.

Chris Wilson: "Today was the proudest day of my life."
The first time i came across them i died, like many... but once you get use to when they attack and the range you are "safe" they are not that bad. I was in a group of 5 when we came across a rare spawn with Regenerate health and Allies regenerate health... that is one of my best memories of this game (so far). I personally would hate to see them nerfed but that's just my opinion.
I don't think things like this should be nerfed at all.


But things like Kripps build should be nerfed ASAP, not because its exploiting because its not. I think builds like his should be nerfed because the game is a cakewalk and hes going to be feeding excess loot in to the economy without having to do anything.

His build isnt new, apparently full stunlock builds were in CB as well. All the more reason to fix them now, because when all the copycats reach the point where they can also stunlock, that excess loot flooding the economy is going to increase 10 fold.

I dont advocate dumbing down in any way, but if something has the game as its bitch to the point where not even Merci act bosses can talk back then it should be fixed :D.
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Hakusan wrote:

This is my nightmare.


I like Voidbearers. They make Ruby Flasks very, very attractive, and they can be baited into using their attack and then you move back and shoot at them to kite them. For melee, the best option is to get another form of max resist (Elemental Adaptation and/or Purity) and Ruby Flask then try to stun kill them with Heavy Strike or others.
I just met one in crel with my lvl 55 ranger, I have ~70% fire resist I think, and more than 1K ES, and I just suddenly melted ....
I really don't think that getting destroyed that fast should be normal, having bigger monsters at some places is normal, but those hurt really A LOT.
And btw, since the beginning of the game, I have 2 lightning res flask, 1 cold res flask, 2 granite and one speed, so in other words, I don't have a ruby flask to use, and since you can't buy it ( or I missed it ... ) from merchant ... I don't have this solution. GREAT.

Next time I'll just kite them with the bow, I oftenly do that to slain rare monsters and bosses even though I'm more a melee ranger. But I don't find it normal to get killed so fast that I can't actually react to it, and it wasn't even a rare one, just a normal.

I had some lag, but I don't think I would have survived without it anyway.

lowering the dmg a bit would be nice, but with keeping them strong still.

"
This is completely true, and that guy doesn't know what he's talking about. Not to mention that they generally cap your fire resist, the benefit of these is the temporary increase to your maximum fire resist, thus allowing you to go from +75% to +85%, and if you have the + resists from passive tree, +90 or +95

how the hell do you get to 95%res ??? -__-
I have Diamond skin and one Nullification node ( so 16+10% ) plus the resistances from the normal bandits quests rewards ( +8% ) and res on my stuff, and I don't see anything that could allow me to go over the cap ( not speaking about ruby flask still here ), I've never seen my res going over 75% ( or 85% with cold res flask ie ).
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Feb 9, 2013, 1:34:18 PM
Multiple projectile arc mages in the barracks are way worse, 2 screen range that hits for 1500 and can shock you.

Seriously who's the guy that did the numbers on act 3?
well its nice to have those mobs that you need some thinking to kill but their damage is a bit of "surprise".

Normal one are cool nothing to worry about with resists but champs and elites seem to have (always?) additional projectiles mod. However rather then creating split effect like other ranged do the additioanl "breathes" are at top of each other easily making the damage 3x? . Now since those are champs they hit 2x harder? so that makes 6 normal mobs per one or so i would estimate. Now if you geather 4 elites that makes 24 regular mobs ...... now imagine 24 caster mashing spells on you ... hell no you dont want to tank that.
And I read somewhere on this thread someone who though that the global fire dmg was too high, this is completely wrong, I farmed in the crematorium yesterday to get a level, and it wasn't really difficult, all the monster over tere are fire type.

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Multiple projectile arc mages in the barracks are way worse, 2 screen range that hits for 1500 and can shock you.

Seriously who's the guy that did the numbers on act 3?

I don't remember those ones from act3 normal, at least I don't remember prolbems like that.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Feb 9, 2013, 1:45:03 PM
The problem with these guys (and other G/LMP spell users, including players) is the shotgun effect.

It is less pronounced on the spells that have relatively small projectiles Freezing spear, fireball and things like that.
However, on spells that have large projectiles (Freezing pulse for example) the geometry is such that in more cases than not the projectiles will overlap and shotgun. So, in effect, your LMP'd Freezing Pulse (or voidbearer flame) takes up the same room on the screen as a single Freezing Pulse does, but you are hitting the enemies with three of them at once.

This makes the LMP voidbearers deceptively powerful, you can see the same thing with the Merveil's daughters in Act1, though they have much lower attack speed so are less likely to insta-gib you.
Closed beta member since: March 19, 2012

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