Nerf life nodes... while boosting base life so life itself isn't nerfed

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Verb wrote:
reducing the amount of % you get from life nodes will not help this problem at all but in fact hurt it more.
Maybe not for default players but hardcore player will suffer immensely from this because they still need a shitload of hp and would need the same amount of nodes if not more with this change to get as high hp as they need.

It would be less life nodes or the same number, unless your view of "required hardcore life" is "absolute maximum possible no exceptions, Kaom's is the only chest allowed."

The truth is, getting that level of life in your build isn't required, and hardcore would still fall easily on the neutral-to-positive side of the line.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
When coming back to this, I honestly think the better and more correct solution is to actually change the other defensive mechanics (such as armor, evasion and status ailments) so that they don't penalize so much when you don't have a lot of life

One of the reasons why life is valued so much in this game compared to other aRPG's is specifically because there are so many anti "low life" mechanics in this game. Armor reduces less the more damage you take, status ailments last longer the more damage you take (compared to your health) etc etc etc. This is the only aRPG that does this

Its actually not a bad idea, because it fixes the being able to face tank problem quite nicely, but at the same token, the mechanics were taken into way too much of an extreme

The problem with this suggestion is that it gives the potential of STR based builds being way too strong in general due to how much health you are getting out of that

The other alternative is to just nef monster damage, which in fact, is what caused this whole mess in the first place when going from CB -> OB

Another thing that needs to be done is that damage nodes in general need to be improved greatly. If I invest almost all of my skill tree into offense, I expect to be one shitting anything that isn't a rare/unique
Last edited by deteego on Apr 12, 2013, 1:11:02 AM
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deteego wrote:
The problem with this suggestion is that it gives the potential of STR based builds being way too strong in general due to how much health you are getting out of that
Percentagewise, it would be roughly equivalent to what Strength is getting now. Take 400 Strength; estimated base life now would be 700 (without Kaom's), after suggestion 1250. Adding 400 to the latter (32% increase) isn't that big of a buff compared to adding 200 to the former (29% increase); on the other hand, only adding 200 to 1250 is much worse (16% increase). This is why I doubled it; failing to keep the Strength bonus proportional would have been a stealth nerf, not even treatment.

Dexterity has its issues; those issues are beyond the scope of this suggestion. You can't expect this to fix everything.
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deteego wrote:
The other alternative is to just nef monster damage, which in fact, is what caused this whole mess in the first place when going from CB -> OB
I've been told this is virtually impossible. Otherwise, I'd just suggest nerfing life nodes down to 4% and readjusting monster damage.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB on Apr 12, 2013, 2:36:10 AM
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ScrotieMcB wrote:

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deteego wrote:
The other alternative is to just nef monster damage, which in fact, is what caused this whole mess in the first place when going from CB -> OB
I've been told this is virtually impossible. Otherwise, I'd just suggest nerfing life nodes down to 4% and readjusting monster damage.


Uh that doesn't make sense?

The monsters damage got buffed, i don't see how its "impossible" to nerf them

The whole reason the mobs damage got buffed is because everyone was whining about glass cannons (when in fact it was just a few select skills). All that change did is flip the game to another extreme, now only tanks are viable (specifically the HP based ones)

I would really like to know the reasoning why this is impossible?
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deteego wrote:
I would really like to know the reasoning why this is impossible?
There's no exact formula for it, the only way they can properly set new values is through comprehensive alpha testing, which is too much effort at the moment. "Impossible" may have been the wrong word, but the point is, it's not happening.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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ScrotieMcB wrote:
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deteego wrote:
I would really like to know the reasoning why this is impossible?
There's no exact formula for it, the only way they can properly set new values is through comprehensive alpha testing, which is too much effort at the moment. "Impossible" may have been the wrong word, but the point is, it's not happening.


That requires as much effort as anything else.

In any case, it will require tweaking of values, and then playing it out to see if its acceptable or not

I mean at this stage, PoE should really have the ability to create characters at whim on test environments to see, whether or not, the changes to damage are acceptable or not

I mean, as I said before, they did just spontaneously increase the damage of all the mobs without any external testing. The damage that mobs do are all stored in data tables anyways, its just tweaking values
Last edited by deteego on Apr 12, 2013, 4:48:42 AM
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deteego wrote:
I mean, as I said before, they did just spontaneously increase the damage of all the mobs without any external testing.
That's not true at all. Alpha testers spent at least two weeks testing the new damage numbers immediately prior to OB release.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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ScrotieMcB wrote:
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deteego wrote:
I would really like to know the reasoning why this is impossible?
There's no exact formula for it, the only way they can properly set new values is through comprehensive alpha testing, which is too much effort at the moment. "Impossible" may have been the wrong word, but the point is, it's not happening.


Unfeasible might be a better term for it.
https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.
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Charan wrote:
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ScrotieMcB wrote:
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deteego wrote:
I would really like to know the reasoning why this is impossible?
There's no exact formula for it, the only way they can properly set new values is through comprehensive alpha testing, which is too much effort at the moment. "Impossible" may have been the wrong word, but the point is, it's not happening.


Unfeasible might be a better term for it.


I don't even think a person can reasonably respond to this stuff.

Wait what, are you joking?

I don't know, I find that basically unacceptable.
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Verb wrote:
reducing the amount of % you get from life nodes will not help this problem at all but in fact hurt it more.
Maybe not for default players but hardcore player will suffer immensely from this because they still need a shitload of hp and would need the same amount of nodes if not more with this change to get as high hp as they need.


My suggestion: instead of reducing the amount you get from life nodes I would increase the amount you get from life nodes, and reduce the amount of life nodes available on the talent tree.
That way you could get still get a satisfyingly high %life from the life nodes in the tree and have more point to spend on other things like damage and such.


thats not right , because then people would still try to get all these improved life nodes! the problem with life nodes is that they are too good, to not take - life nodes shouldnt be that much of a must, imo they should be something that you can choose optional .... the current proplem is just that the base life is way too low! its just not well balanced
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