On the subject of Charges (Endurance, Power, and Frenzy)

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ness wrote:
Crappy feat of charges mechanic is that they are forcing a player to rush when there's no enemies around - after he killed last mob.
Mobs tend to be spawned in groups, they are not roaming around so after he kills a group of mobs he has to rush to find another pack and do/take some damage/crits/kills to get some charges and keep charge counter in max value.

While in fight if a player has adequate build to trigger charges om good rate (kill mobs faster then in 10 sec while blood raged etc) keeping them alive is not a problem in most situations. Player's gameplay does not differ from gameplay of a player who doesn't use charges at all.

The problem here is that after a player kills a pack of mobs he is interested in loot.
Since in PoE players are after many type of things he's not just picking up certain type or color rather he needs to check them carefully. What class what type what rarity what quality what socket arrangement. It takes some time to do this.
Meanwhile charges are gone.
I guess that it wasn't an intention behind that mechanic..

So all in all I don't feel that charges force or rather 'provokes' a player to stay in fight, because if your char is not in danger you will be in attack mode anyway and if he is in danger you will retreat because letting charges go is better then respawn in town after all.


Comparing that to D3 I guess that they developed system without such flaw.
Player starts a fight with a group of mobs, he has 0 or low amount of secondary resource (fury and so on) he attacks mobs and gains it while killing some of them then he unleashes some kind of powerful attack that demands that resource be used and finish them off.
Mobs are killed, resource is on low so there's no point in rushing to find next group and keep it 'alive', player has some time to check loot, decide what to do next.

Imho instead of making more skills that allow to charge yourself you should add large portion of skills that use charges and provide some bonus effects comparing to 'standard' skills.
Not just lone discharge.
Can't see any other way honestly.

I love this post. It described how I feel about the current way charges work to a word, especially in 0.9.3.
The whole system never forced my to stay in fights but only to stay frustrated. It also needlessly created stress where it wasn't needed. And in 0.9.2 I played two melee chars, one a staff templar and one a dual weapon dualist. And having frenzy charges made all the difference in killing speed and fun between two classes.

I can only imagine how 0.9.3 charge system works with getting charges being a bigger chore then before while other passive skills are not made better.

I would suggest to let players get and use charges much easier (as in you collect them and they don't go away until you use them) but nerf their bonuses. Also using them for other active skills would be a way to go. So, if you collect max of them you get minor bonuses (like 3% attack speed bonus per frenzy) but you can expend them with some other skill and get a big boost. Passive skills for charge effects would be about making the expend bonus bigger (you could even leave them as they are now but start the 10s when they are expanded and in that 10s they provide all the bonuses of their passive skills). This would force players to collect them but would not create stress for players as they would be in control on when to use them for a bonus.

I really like this idea.
My understanding of the devs' intent with charges is that they're supposed to keep you looking for a fight to some degree. If you don't want to be fighting all the time, make a character that doesn't use charges - they're not supposed to be necessary, after all.

That said, I agree that having more skills that use up (or grant) charges somehow would be good.
I have wandered through insanity;
I have walked the spiral out.
Heard its twisted dreamed inanity
In a whisper, in a shout.
In the babbling cacophony
The refrains are all the same:
"[permutations of humanity]
are unworthy of the name!"
This is similar to an early post i had regarding the Frenzy charges and Flicker strike on the last patch.

I thought Flicker strike was a very cool skill and great way to expend a "finishing move" on a mob of bad guys, however the power of the skill was not enough to function this way.
I got roasted several times by other beta and alpha testers for this suggestion.

I understand the developers desire to keep the player engaged in battle as much as possible, but the mechanics of loot and loot crafting alone will impede this style of "MOB JUMPING". Instead they should consider several skills that build these charges quickly and another set of skills that expend them in one final "finishing move" to allow for the player then to pick through the loot before moving to the next mob. This still makes charges viable but adds another possible build type to the fold.

ok im done, now you all can Roast me again.
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Skivverus wrote:
My understanding of the devs' intent with charges is that they're supposed to keep you looking for a fight to some degree. If you don't want to be fighting all the time, make a character that doesn't use charges - they're not supposed to be necessary, after all.

That said, I agree that having more skills that use up (or grant) charges somehow would be good.


This, 100%.

The only problem with this at the moment is that fact that most of your viable builds(that do not involve witches) utilize charges to be effective. Those who tend not to use charges whether endurance/frenzy(occasionally power) usually end up weaker/slower than their peers who do utilize them. This begins to create a mentality that everyone has to incorporate charges in order to be effective. When people begin to feel they are forced into something, that's when you have all the issues and the QQ'ing about how much things suck. People need to have useful, practical, viable alternatives in order to get around the 'don't use it if it's not your style'.

Pesonally, I enjoy the the feeling of having to KILL KILL KILL. If I leave some loot behind, then so be it. That's my playstyle. Other's like to take their time. They should have an effective means to do so.
Might not be totally on topic but can we get the graphics for these changed?

It fits for Power charges but the others just feels like too much when you have many up at once. I suppose its better than the 12 I used to have spinning around me constantly at least.

And I'd like to echo the comments that you've really done a number on Power charges, crits and by proxy Melee Templars.

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Mark_GGG wrote:
Charges are intended to be entirely optional.

If that is true then why is melee defence tied so heavily too them?
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Mark_GGG wrote:
Charges are intended to be entirely optional. Not everyone likes the kind of play they encourage, and we take care to make sure no-one is forced to take them to get to certain parts of the tree for their build. That's unlikely to change.


i say u practicaly forced into charges with a ranger in the lategame if u want to compete damage wise. that dps increase of frenzy charges is to juicy even if u just prebuff them for another skill. and once realising that u have to go for the passives. u miss a lot of damage if u dont prebuff charges so everybody will go for it..
I must admit I'm not a big fan of the current mechanic with regards to gaining charges. I can't speak for endurance or power charges in 9.3 as I've not been able to test them but for a ranger you have two options;

Blood rage - very short buff, hurts you over time with leech to compensate and a small ias buff at low life. Now if I'm totally honest this has to be most retarded way possible to force a squishly class like a ranger to gain frenzy charges. You don't want to be on low health ever as a ranger and keeping it up between mobs can be a real pain even with increase duration support. It just doesn't make sense.

Frenzy - A much better skill but its single target so your basically forced to couple it with multi or just rock it on single targets. Both of which are fine but still not great.

I prefered it in 9.2 when you could simply gain charges by critting for example. That made sense and essentially allowed a ranger to focus on other abilities.

I can understand GGG wanting to making charges a little less dominating in PoE and forcing people to work for them but simply placing them on abilities may not be the best answer.
I'm at an odds with the way GGG wants charges, I feel like the charges should be useful but not prevalent. The previous implementation made them necessary, The current one makes them suck except for endurance charges, but I hate the idea of endurance charges because it's the only way melee survives which is essentially a pain in the behind.

With that point, I feel like if charges become worthwile and they come on skills that they will become a hinderance to class identity. It'll create another situation where to play a class effectively you must have X skill, which I think becomes harmful to the idea of class identity. What then do hybrids do? It could make all of the passive grid tweaking useless if not done properly, but I'd have to see the actual implementation of it before I could say for sure.
-Meteoric Destiny!
like said before ranger seems to have no choice other than using frenzy charges no matter what skill i use...

my solution would be something like this:
frenzy skill gives only 1 charge by default. and players have to make a decision on the passiv tree. like 2 ways on the tree wich take so much points that u cant do them both. one way grants u all the extra charges and charge passives while the other way gives u massiv amount of phys dmg/attack speed/accuracy to made up for it..

both ways should give u roughly the same amount of dps in the end. i see no other solution to get away from that 'must have' frenzy charges.
i hope u'll give players a choice in the future and dont force them into charge system..

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