New Skill Development - Vigilant Strike
" Yes, I can imagine a 300 pound marauder with 100 pounds of armor moving like that. Why? Because the game is a fantasy power trip simulation. It is meant to break beyond our notions of physics and reality in multiple ways so that we can feel the rush of something we'd never actually be able to experience even if it is only through the limits of a game. And it's not a logic thing. It's a physics thing. Logic is the study and use of valid reasoning. Is it reasonable for a hulking brute in heavy armor to be so agile and evade a lot of blows? In the world of Wraeclast, yes, because that's how the physics and reality of that world can and might indeed work. Is it logical for that tiny little witch to do a huge hulk stomp and jump 20 feet away from a standing position? Considering it exists in the game it certainly seems logical to conclude it is possible. Perhaps you're more worried about immersion? If so, I'm curious why you're playing an isometric ARPG (or at least seem so passionate about it) instead of a first person RPG like Skyrim. Or perhaps a first person shooter would be more to your liking if you care so much about more realistic physics simulation? The mechanics of armor are meant to be intuitive enough that someone can immediately pick up that it reduces physical damage taken. The move speed penalty for heavier armor is mostly just a sacred cow or trope of role-playing games at this point than an actual balance consideration as far as PoE and many, many others go. At first it was included in games because "people in heavy armor can't move as fast like in real life" but many players and developers over the years have found it's often just an annoyance that detracts more from the game than the flavor or familiarity could add to it. The fact that one is playing this game ought to show they've tossed various preconceived notions of how "reality" works out the window. The game is a different reality than the one we're living in and it's meant to tell interesting stories while also letting us as players feel powerful and awesome in the end. Sure, some sort of feeling like that could be achieved by sticking much closer to the physics we're familiar with, but because the game tosses that aside in many ways it can give a very different experience not otherwise possible if it had been so grounded and held back in our own reality. It has enough for us to identify with and feel secure in (like we can run around on the ground and smack things dead with big sticks) but there are plenty of differences that make the world unique and give similarly unique ways to have fun. So instead of "fuck logic" as you put it with the comment, it's more about "fuck the hindrances of the real world, this character is going to be powerful and overcome the monsters of Wraeclast." I am of the opinion that evasion builds and armor builds ought to benefit as equally as they can from Fortify because it will hopefully open up more play options and thus be more fun to play. Having fun is one of the primary points of the game after all. Last edited by Jackinthegreen#3344 on Apr 2, 2015, 1:58:12 AM
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Sorry, but this skill sounds sick. I'm pretty sure it'll be way too powerful.
I strongly suggest that you should focus on balancing the existing ones, some need serious attention, instead of introducing tons of new skills (which even render some old skills redundant, so I'm not really sure what's the gain here...). |
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On the one hand I can understand the worries that Vigilant Strike might be overpowered:
- Build in Resolute Technique - grants Fortify Effect (base duration will probably be something like 3 seconds) - High Damage (165%) which will be spammable with Endurance Charge on Melee Stun + some passive tree investments On the other hand: - Heavy Strike has 150% damage effectiveness + build in Knock Back + Build in Stun threshold reduction + it has no cooldown. 150% is not a lot less than 165%, so there has always been a very high damage melee skill which did not turn out to be overpowered (although there have been some nice stun builds using it). So with the new patch you could either use Vigilant Strike + Endurance Charges to keep up Fortify or you just add the Fortify support gem to Heavy Strike or any other powerful Melee skill. Both versions use up one gem slot to make "things" work. However I definitely agree that some old skills need to be reworked/rebalanced. |
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How about "Skill Effect Duration"?
Fortify, Warcrys, Immortal Call, Molten Shell, Vaal Molten Shell and Vaal Immortal Call. There are already builds out there using 20sec Vaal Immortal Call. Could lead to some nice OP melee builds. |
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yeah, will be too powerful :( i could just take some enormous 2h weapon and have 100% accuracy with zero dex investment, while grabbing a bunch of crit nodes. i mean thats something other melee builds wont be able to do! maybe remove the endurance charge bypassing? or you will see quite a lot of vigilant strike builds in the new leagues :p
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Should really make the buff of this skill a passive. Right now you are now forcing every melee build to use this skill.
If you make it a passive it will allow for more build diversity. i don't understand why GGG is so focused on skill buffs and not passive buffs. Your first though should have been for this Buff to be a passive. Get ready for every melee build to be 100% the same. |
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people underestimate just how bad having knock-back on a skill like heavy strike is. its effective damage is far less than what its tool tip says it is. as for this skill.... its fine, you could link it with charge on stun... but then you just wasted a damage gem slot for what? at that point just go back to static strike or molten strike or indeed any other melee skill if you are willing to shoot your dps in the foot that readily. the buff side is a non issue as well, just stick a fortify gem on vengeance. by the very definition of buff, it will have a duration so it is not like you would need to proc it all the time like this new gem would. And since when have we had an attack skill that wasn't better with crit anyway? |
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" You're actually saying "fuck logic". You have some problem against Evasion and are venting it in the WRONG place. If Evasion is better than Armour, you're not going to fix it with a freaking skill... Furthermore, an evasion character gets hit less often. But when he does get hit, he gets hit for a lot. So a 2000 hit against 30% Armour mitigation = 1400 damage. That 2000 hit against 30% Evasion = hitting 70% of the time but dealing the full 2000 damage, which assuming you survive the hit means an average of 1400 damage. Fortify reduces 25% damage and affects both equally. It will affect the 1400 damage that Armour mitigated, reducing it to 1050. It will affect the 2000 hit against Evasion, reducing it to 1500, which then will hit 70% of the time, dealing on average 1050 damage. As for "realism", Vigilant Strike is a buff. It's not your skin that suddenly became rock. It's not your dick that wraps around your torso like a Pelvic Coil. It's a freaking buff. Forum Warrior - Why are you creating a thread about this subject? Use Search! Also Forum Warrior - Nice necro. Last edited by Nurvus#6072 on Apr 2, 2015, 11:45:59 AM
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" quoting myself from 2013. I don't think making this a special skill is the right way to go. Just put the effect on every melee skill. |
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