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

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dragon84 wrote:
No, it will never happen so gtfo


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Assuming Scrotie is correct, and re-balancing monster damage is out of the question due to the complexity of it, I'd have to say I agree with the original post. Though it does make me wonder just HOW much more difficult nerfing monster burst really is, compared to reworking all these life related variables.
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Last edited by Obsidus#7533 on Apr 28, 2013, 4:49:45 PM
+1
After reading a lot of posts on balance issues, from skilltree, to life, keystones etc. I think that a "common" problem emerge from all of this : the dominance of certain buils.
The builds that allow you to have A LOT of life, running 6-7 auras + good dps with appropriate gear.

The problem I underline is not that there is dominant build, I think they can rework 10 times the skilltree there will be always better roads than others. BUT if the gap between OP builds (read ealier) and other builds wasn't that huge it wouldn't be a problem.

Life is a part of it, but accuracy, evasion are also part of it. Because there are useless comparing to life/armor, because evading full hits, is nice, but if the one you don't evade is one shooting you, u abandon it and rush IR.
Same thing with RT, BM (used in most OP builds), why do you want to take X accuracy nodes + accu on gear when ONE skill avoid you all of this (considering the crafting sytem) because of the crits that will kill you on one shot, if you shoot on a reflect mob ?
BM ..., if you don't build a caster, relying on mana is too hard, it doesn't provide you survivability (life regen makes you sustainable when you shoot, and survivable when you don't), and require A LOT of nodes (as you arn't a intel char).

So in conclusion I think, as a lot of mechanics are related, that a good change needs to modify several aspect in the at the same time, you cannot treat separatly, I would suggest, to buff/rework certain nodes (accuracy, evasion, mana), maybe create some new ones, while not changing the existing one (because too many char are using life nodes, BM, RT, IR, ...)
And maybe overall reduce the damage of mobs, just to reach one goal -> make more build working.

To resume, for me the problem is not the actual dominance of certain builds/nodes, it's the weakness of other types of builds.
+1
i actually think ur way of decreasing livenodes shouldnt be that high. ur actually nerving endlive by A LOT.
why? cause the %increase is smaller ................ with kaoms heart
yes thats right. this item is the end game for every live based charakter,
by decreasing the live% too much, normal armor might be way more competetive but i think thats bad.
and no i dont own a kaoms and are afraid of a reducement of its value.
im pretty much only playing ES chars cause i love it.
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iHaku wrote:
i actually think ur way of decreasing livenodes shouldnt be that high. ur actually nerving endlive by A LOT.
why? cause the %increase is smaller ................ with kaoms heart
yes thats right. this item is the end game for every live based charakter,
by decreasing the live% too much, normal armor might be way more competetive but i think thats bad.
and no i dont own a kaoms and are afraid of a reducement of its value.
im pretty much only playing ES chars cause i love it.


Ofcourse, with a change like this, life bonuses from gear would have to be increased.

I don't think life needs to be reduced, but I agree the importance of life nodes does.

I agree with the general concept of the suggestion, as it makes alot more builds more viable, in particular Acrobatics, and specially melee Acrobatics.
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Last edited by Nurvus#6072 on May 7, 2013, 1:47:31 PM
life is king not because its good against everything, but because you have such huge regenerations available!!!!!


life regeneration based on % from max life ------> turns life into king.

if there wouldnt be such huge life regeneration available. max life would not be as important, because surviving in a battle means being able to have as much life regeneration as damage input for a certain amount of time. if, one does not have any armor or elemental resistance, then no amount of regeneration should be sufficient to last an entire 30 seconds of battling.
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helicalius wrote:
life is king not because its good against everything, but because you have such huge regenerations available!!!!!


life regeneration based on % from max life ------> turns life into king.

if there wouldnt be such huge life regeneration available. max life would not be as important, because surviving in a battle means being able to have as much life regeneration as damage input for a certain amount of time. if, one does not have any armor or elemental resistance, then no amount of regeneration should be sufficient to last an entire 30 seconds of battling.


It does contribute heavily, but I think besides spreading the health regen % nodes further apart throughout the tree, not much can be done without risking ruining alot of the gameplay.

On second thought, perhaps if the nodes give you a lower % regen PLUS a flat regen might work.
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Last edited by Nurvus#6072 on May 8, 2013, 6:46:29 AM
I wonder if the root of the problem may be the way elemental resistance works:

Elemental resistance is a percentage reduction. This leads to hyperbolic growth in durability against elemental attacks--strongly accelerating returns. For example, at 0% resistance, a 5% improvement in resistance would increase your elemental durability by a factor of 1.053. At 70% resistance, that same 5% improvement in resistance translates to a factor of 1.2--nearly four times as effective. Every percentage of elemental resistance is worth more than the last.

With these accelerating returns, elemental resistance is an all-or-nothing deal in terms of the optimal strategy. Either you cap it out, or you invest as little in it as possible. If you're willing to invest one point in it, you're willing to invest the next, and the next, until it's capped out.

Now let's look at it from the monster side. John Q Fire Cultist is either going to be facing the player with no elemental resistance or capped elemental resistance. If he's weak enough to give the no elemental resistance guy a chance, then he won't be able to even singe the eyebrows of the capped elemental resistance guy. If he's strong enough to give the capped elemental resistance guy a challenge, he'll one-shot the no elemental resistance guy. Path of Exile wants to give a challenge, so they've picked the latter route.

But now they're painting themselves into a corner. By balancing elemental damage against capped elemental resistance, they've made it all but mandatory. And once a player reaches the elemental resistance cap, there's no way to improve elemental durability further through elemental resistance. The player needs some sort of improving elemental durability against the increasingly difficult enemies. And health is literally the only game in town at this point. So I'm not convinced that nerfing health nodes alone will help things much.
Last edited by Evil4Zerggin#2113 on May 8, 2013, 8:13:15 PM

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