New orb to fix non-viable builds that die a lot
Continued from this post:
http://www.pathofexile.com/forum/view-thread/182963/page/3/#p1650719 So, I've seen a lot of "I want a full respec" threads and posts going on. The problem is that a lot of builds hit a "dead-end", and get instantly killed by mobs, or have very few life to progress in general. As I posted there, I think "re-rolling" a new char should not be the only solution. At times you like a build of yours and want to go through, not just give up. Thus I propose a new orb exists: Aid Orb: Gives you +15% Maximum Life Gives you -10% Maximum Mana, -3% Attack Speed, -5% Elemental Damage, -5% Physical Damage, -3% Movement Speed Right click this item to apply it. Every 30 minutes you don't go into new areas, the chances to drop this orb doubles (time spent in town doesn't count). What is the purpose of this orb? Give a desperate solution to desperate people that hit said "dead-end". It gives more life, which is what those builds need most of the time to at least survive. It has lots of negative effects though, effects on DPS, movement speed, mana, etc. This means that any "normal" build would not use this orb at all, again, because it's supposed to be a "desperate" solution. Because it's a desperate solution, then I think it should be designed towards that purpose in mind. For instance, what would someone desperate (with an non-viable build) do if he can't progress through the game? Grind in a previous level he can beat. This would basically be the only solution this player has (other than using 50 respec points, or trading for new gear/orbs of regret/etc). Thus I think this orb should "present" itself to this kind of people, while not to normal players. The easiest way to do this is making the drop-rate exponential if you grind in a single area (which would be what these people would do). By "grinding in the same area"; I mean not visiting ANY other area at all. Just go to town, go to said area, get back to town, wait until instance resets, repeat. If any normal player wants to get some of these orbs, then he'll need to waste hours and hours on the same area, wasting his time basically Thus the chances for it to drop should be basically 0%, but with time it doubles and doubles until this "desperate" player should eventually find one, and use it to keep "surviving", even if it may fuck up his build in the end. The stats of the orb itself can of course change, those were random ones I came up in the spot. P.S: Since it's an item it can be tradeable. I'm not sure if this would be a good idea, it may make "normal" players try and farm these orbs, which is not the point. Thus maybe players shouldn't use it as currency at all (thus can't be traded), but maybe it can be bought with vendors. Or maybe just make it drop-only and that's it This thread has been automatically archived. Replies are disabled.
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Hmm... idk about this idea.
But maybe it should have some lvl range cuz -5% dmg for 15% life is a little bit to low, imho this should be pumped up. And this could be used by ppl to pump thier hp w/o losing dmg. I mean ppl that don't ruin thier build :) Last edited by KubenoN#7780 on Feb 24, 2013, 6:35:33 PM
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" Don't pay attention to the numbers. I put random ones there I'm sure GGG will know more about balance to put numbers that make sense there I'm just wondering if you guys think the idea is good and would "solve" the issue Also yeah I forgot to include more "downsides". A caster wouldn't care about -5% physical damage so he may use this orb ad nauseaum, so maybe it should have "-5% spell damage", and maybe "-5% minion life", etc. Basically, no matter what your build is, using this orb should punish your build, but it should let you survive long enough for you to react accordingly (and at least not get stuck) EDIT: Even if that's not the case, I'm talking in general terms: You should be able to, in a desperate situation, be able to get more survivability, but have negative consequences when doing so. Another option would be something like this: Aid Orb: Gain +10% increased Life Respec 2 skill points from your Passive Skill Tree Again, make it possible for people to get more life, but have enough "bad" consequences nobody would ever dream of using this orb unless they absolutely need it. Last edited by gonzaw#3022 on Feb 24, 2013, 8:54:00 PM
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" Orbs of Regret really aren't *that* hard to get. Sure, it would take some doing to respec large areas of the passive tree, but it wouldn't be ridiculously hard, and would give the player something to do while they farm for items and experience anyway. Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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Then why is nobody doing that and they keep complaining that the game is "broken" and their build "shit" and say they want a full respec and they give up and delete the char and maybe throw a tantrum and quit the game altogether, etc?
Also, it depends on the build. If you just happened to "pass" life nodes and never taken them, you can indeed get some 5-7 orbs of regret (somehow), respec some points and get those life nodes. For other people you'd need like 20 respec points maybe just to get to a single 8% life node. This doesn't solve the problem, evidenced by the fact that it's already a mechanic from the game....and there is still a problem |
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Not unless there's some way to reverse the effect when GGG changes the game balance (or just improves game performance) and suddenly life-stacking isn't so popular any more.
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" Because they want it to be easier. That's all. There will always be those who will flip out over the thought that they can't just respec. But this game cannot go that route, or its longevity would be shot. It sucks that some players won't like PoE, but GGG has to count on those of us who *do* like it, and to make a game that we can still play in 5 years. Full respec would go quite a long way to destroying that, as we could just spec any way we wanted, for any battle or situation, with no consequence. The fact that we have to reroll or farm for orbs means that we still have to keep playing the game after we get to high levels. Even a periodic (oce every 2 months or so) respec option would mean that players would decide to wait, and lose interest in the mean time. D2 didn't have respec and it did fine. And as it is, when GGG has made drastic changes to the tree, they've given respecs. Not that this happens very often (nor should it), but it has happened. " Yeah, but one life node is never going to make the difference between viability and a crappy build. It would more likely be that somebody invested several points to get a certain skill a bit further away on the tree, that turned out to be useless to them. And I know, that's a legitimate issue. But all GGG can do about it is what they already have, by making the orbs accessible. 20 wouldn't be that hard to get for a high-level player. A few drop on their own, and the rest can be bought by trading in lower-level orbs... Invited to Beta 2012-03-18 / Supporter since 2012-04-08 Last edited by VideoGeemer#0418 on Feb 25, 2013, 1:21:48 AM
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Look at this thing ..... http://www.pathofexile.com/passive-skill-tree This is scary shit .... would it be that much to give players 10 regret points per act to allow for a bit of experimentation. |
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