New orb to fix non-viable builds that die a lot
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I don't like it. What about energy based builds? What about builds that go mainly for defensive stats like armour and evasion and don't have much life? Why reduce mana? Not being able to perform your skills because of the lack of mana can be deadly too...?
And if I would design an orb like this, I would do it like this, that you can only use it up to 10 times. Everytime you consume one orb, you get a big bonus to life, armour, evasion and energy shield (like +30% for all those stats) for like 2 hours. That means, you can use this buff to a maximum up to 20 hours, after this you can't use that orb anymore with your character. Furthermore I would limit the use just for players below lvl 60. I wouldn't like to see endgame characters using that orb to kill a certain boss. And this orb would be really rare (but it won't be to expensive, because endgame characters can't use it anyway). Last edited by AceNightfire#0980 on Feb 25, 2013, 1:46:40 AM
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" If GGG changes balance to life-stacking isn't so important, then take away the orb. It can't get any easier. I'm thinking about a simple effective solution to this problem that's been going on recently. The solution I'm suggesting has like 0% impact on gameplay and the economy (for reasons I've stated previously). Thus, if it does indeed solve that problem, and has basically no negative consequence, then why not implement it? Also if you think the "problem" is laziness or something, it's not. The problem is getting "stuck", and have basically 0 ways to continue playing because of it. That's what like 80% of the people that want a full respec are complaining about (the other 20% is indeed lazy) Again, read what I've posted in that post I link. Other games have ways to let you out of a "desperate" situation. It should be possible to get out of that "desperate" situation in reasonable time, without the need to farm or buy 20 orbs of regret (which is not "reasonable" time at all, in fact I can tell you confidently that nobody ever has done this, even those that tried). " Did you read my post? :P I am 100% against a full respec But I am not in favor of just shrugging the problem off and say "Nah those noobs are lazy and suck at creating builds. Re-roll your char noob and take it like a man". " That was my point. Some builds may be 20 respec points away from 1 8% life node, which won't change a thing. Thus the 20 orbs of regret the other guy wanted those guys to farm will be completely useless to them, and they will continue getting stuck, but now they will be stuck and furious as hell that they wasted time farming 20 orbs of regret for nothing. |
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" Unless they take CI those energy based builds still need life. If they get killed a lot, then a boost to life will improve their survivability. Also I've never seen someone say "I have too low ES and mobs kill me!", they always say "I have too low life and mobs kill me!", no matter their build. I think catering to those people is enough. If someone takes CI they are fully responsible for what happens with it. And in the worst case scenario they just respec CI and problem solved (you can respec Keystones right?) " Like I said before, choose any number you want, as long as it increases life. Make it reduce cast speed, attack speed, damage if you want, or maybe mana as well so it "hurts" the guy (but at least he won't get one-shotted). Also yeah, decreasing some of those stuff will make the game harder for him, and harder in the long run specially...but at least he'll be able to play those parts, which he wouldn't have otherwise because he gets one-shotted all the time (or nearly one-shotted if he's in HC) " That could work, but what about after that? After you use the orb and its duration ends, you'll be in an even higher level zone with even less survivability than before. If you didn't die before you will certainly die now That doesn't solve the problem IMO Also there's no downside to it. "Normal" players will use it too. I don't want that, it can make the game imbalanced and shit. " Do you think a high level character would want his attack speed, cast speed, mana, elem damage, phys damage, etc permanently reduced just to kill one boss? |
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Okay, before talking about the orb, please read this and discuss this:
" It seems to me some people didn't fully understand my point of view on this subject. For instance what the actual problem is, how I would model said problem, how other games (D2 for instance) solve that problem with said model in mind, and how I think it should be solved in this game. |
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" Rofl, the argument "if they take..." is like saying "if others don't get life nodes they are full responsible". That would apply for every glass cannon build and not just ES based builds... I see, you only think about yourself, but not about others. Not everyone plays a life based build. And dude, people with much strength and life nodes benefit more from your suggestion then all the other builds that are based on other stats. Your idea sux like it is now, cause only a handful of people will benefit from it, while all the others are "wtf, why I don't get an orb that helps me??" " Your idea does not help at all. Redcuing mana and all the other attack based stats will actually REDUCE the survivability. Not being able to kill your foes (fast enough) will result in many foes hitting you at the same time. So why should 15% more life help at all? " If you can't manage to make a build that can handle enemies after 30 hours of gameplay (I assume that the first 10 hours you can do without this orbs), then your build isn't worth playing. In my opinion such an orb should only help a player to reach a certain level until he can fight without using the orb. If he can't manage it, then he should try a completely new build. " Normal players? Who are you to say which players are "normal" and which are not? I think equal terms for everyone is important, so everyone should have the option to use that orb. That's why I said: Only 10 orbs are useable for every character and only up to lv 60. After that, you have to make it without those orbs. " I'm not talking about permanently, I talk about temporally. That's what I suggested. An orb that gives you a high survivability boost, but only for a limited time and with limited usage. It's only there to overcome maybe 15-20 levels to reach certain nodes on the skilltree if you have a glass cannon build at early/mid game and always die. If you can't manage to survive even after those 15-20 levels, then your build is shit anyway and you should start over. Last edited by AceNightfire#0980 on Feb 25, 2013, 3:51:52 AM
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Why not do something like this?
Aid Orb: - Reduce damage taken by 10-20% - Decrease debuff duration by 50% - Decrease item rarity by 50% and item quantity by 30% - Wears off when you gain a level - Cannot be traded Some people are hitting walls where they can't advance because they keep dying and losing their EXP. By giving them some boosted defences (reducing all incoming damage helps any build, and reducing the debuff durations will also help in some very dangerous areas), and it wearing off once you gain a level marks a spot, "Right, I'm done with this area, here's the level to prove it, I can advance now." But there's got to be some kind of penalty. Reducing combat effectiveness could negate all the advantage of the damage reduction, but item rarity and quantity? It may hamper a person getting the new gear they probably need, but this forces you to weigh it up; it can't just be an all gain without any pain, and a lack of items doesn't stop you from advancing in the short term, which is what this orb seems to be supposed to cover. |
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" I would say most people in this forum would agree that "Life is King" or some shit. You may have a different opinion, you may think life is just an "accessory" that only "life builds" use, but I'd say you are wrong then. If that's the case, then almost everybody would "benefit" from it. And "benefit" in the loosest sense of the word, since they would get a lot of negative stats decrease with it. " As an easy example, think of all those glass cannon builds. THey have lots of DPS but get one-shot, etc. Reducing their DPS a little so they can at least barely survive doesn't seem like a "game-breaking" experience. After they use the orb, it's responsibility of the player to know how it affected his build. He can easily go farm and get better weapons/gear to increase his DPS, or just "suck it up" and play more carefully. Or....the negative impacts can be "tweaked" a little bit, so it's balanced " Then you missed the problem entirely. Also, it's obvious what "normal players" means in context Please read my post above (the one inside the quotes). You seem to be misinterpreting the principle of what I'm suggesting |
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" I think this has the same problem as that other orb someone posted about. When the buff wears off, the dude is in an even worse position than before. Gaining 1 level won't make everything all dandy and special. If he dies a lot and is "stuck" in a place because he lacks survivability, he'll keep dying once he gains 1 measly more level. You just prolonged his demise. |
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" You said it yourself. Most people say Life is King. Yet you make a suggestion that gives even further benefits for life users. How does that solve ANYTHING? Just because most people go for life doesn't mean there shouldn't be an option for armour, evasion and energy shield users. I will go further in detail about this after the next quote: " Your suggestion wuld help tanky people more then DPS builds. Someone who goes completely for Life would ALWAYS take your orb, because 15% life is really much and the reducages are very low. If someone has no attack speed, damage nodes, the 5% reduce to that stats won't be recognized, while the 15% life really come in handy because the went totally for life and strength. This suggestion makes builds based on life-survivability even better. But DPS builds have no advantage from this. Example: - A tanky build has 1000 HP and uses your orb. That will result in +150Life for him. - A DPS build has like 500 health at the same time, so he will only get +75Life from the orb. The real problem now starts with the DPS reduction from your orb: - A tanky build has like 1.00 Attack Speed (just an easy example) and the 5% attack speed reduce will result in 0.95 Attack Speed (0.05 loss) - A DPS build has like 2.00 Attack Speed and the 5% attack speed reduce will result in 1.90 Attack Speed (0.10 loss) As you can see, a tanky build has advantages in all points, while the DPS build has less advantages. And your suggestion was all about giving DPS builds more survivability, yet I only see advantages for tanky builds. Ironic, isn't it? " There shouldn't be items ingame that can only be used by some people only because they messed up their build or were going for a complete glass cannon build. It's like you said: "If someone chooses a glass cannon build they are fully responsible for what happens then." Likewise ;) I don't think we need such an orb, so I stay with my -1 for this suggestion. And btw.: I'm not gonna read the wall of text of yours. Why? Because if you can't manage to make a good suggestion in 4-5 sentences, then the suggestion is either bad or just to complex to be realized. Last edited by AceNightfire#0980 on Feb 25, 2013, 2:01:41 PM
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The problem is that not everybody knows if their build is a glass cannon until they get one-shot 10 times in a row.
It's easy to know when to use a specific orb What do you think of the "principle" behind it? I do not want ANYBODY using this orb UNLESS they are in a desperate situation and die A LOT and CAN'T PROGRESS. Yes, with these random numbers I posted, a tanky guy would use the orb with no problems. But I don't want him to. If you agree with the principle, we can argue how the orb should actually be so this doesn't happen. " Why? Again, read that "wall of text" of mine. The problem is that the "deadend" people arrive at is very sudden, and they can't get away with it. "Messing up a build" is almost accidental in the case of many players, and they get stuck and frustrated, when they shouldn't. This is a VERY EASY way to fix that, you don't need to balance anything or change the passive skill tree or anything. Of course doing any of those would be preferable, but I like this as a "temporal" solution until GGG balance the game better (or don't maybe) ----------------------------------------------------------------------------- Also, my wall of text isn't the suggestion itself, it's the context and principle behind it ;) |
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