For the love of god, please, rework DEXTERITY. (Updated)
A note on crits - I think the default multiplier is actually 130% for monsters, not 200% (what doubling would get you). "Deadly" monsters might crit for that, though.
I have wandered through insanity;
I have walked the spiral out. Heard its twisted dreamed inanity In a whisper, in a shout. In the babbling cacophony The refrains are all the same: "[permutations of humanity] are unworthy of the name!" |
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I don't like accuracy being in this game, I think it's old/deprecated mechanics that don't need to be there.
That said, I don't have much issue with dex, nor evasion. Evasion is in most ways better than armor in my opinion. I don't think all of you are aware of this (and I do bet that it is probably mentioned somewhere in this topic), but while evasion is SOMEWHAT random based, it's not completely random, the chances of avoiding are tweaked based on how many times the character has previously been hit. For example, if you had 50% evasion, you would think the chances of being hit 3 times in a row would be 1 in 8. It would actually be far lower chances than that due to the mechanics (don't think the exact equation has been disclosed though) That said, I will that the attributes are a bit imbalanced. Str is useful for everyone (just much less useful for chaos inoculations) since it provides stun/freeze/shock resistance, as well as additional health. The additional health synergizes with whatever the current player's defense system is, regardless of which one(s) they chose (evasion/armor/ES, although I suppose not-so-much ES). At the moment, mana seems to be a rather lacking benefit from int (perhaps buffing base mana regen values could help, or mana gain per int point), and it also shares the trait of dex where it's other benefit (+ES%) is only useful if the player uses ES gear. Fresh cakes for all occasions. Delivery in 30 eons or less Call 1-800-DOMINUS Remember - 'Dominus Delivers' Last edited by Xapti#6455 on Feb 20, 2012, 2:42:41 AM
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Actually found a use for the Acrobatics unique armor on my 2h axe duelist.
Currently clearing chaos at lvl 58 with 1100 life, 1500 evasion (33% to evade) and 20% dodge. I spent 3 points on the +30% life cluster near duelist and took oak's reward on all difficulties. I have an armor with higher evasion than the unique, but it only improves my evasion to 38%, not enough to make up for losing dodge. Tried Iron Reflexes, but at such low defense it shows up on char screen as 40% damage reduction, which is realistically about 20% in chaos and not enough to keep me from getting stunned anyway. |
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lv 70 ranger here
totally supports this so tired of seeing lv 53 witches with no gear at all doing x4 the dps of my several-exalted worth of stuff with MORE survivability Give us avatar of ligthning already in the dex area for fairness or nerf AoF and ice spear to oblivion so it is at our level IgN: Dolpiff (8x Elem wander). Former CB ranger.
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On a sidenote, resolute technique is way too strong.
It completely negates every passive skill that grants accuracy and also negates a complete aspect of customizing ones character: accumulating accuracy on items. Resolute technique either needs a stronger drawback (no criticals is really not an issue if you dont have any crit anyways) or just needs to be removed and replaced with something else (which is preferrable considering how many passive skills grant accuracy). I agree that dexterity needs to grant something other than accuracy in terms of damage. Why not have it grant attackspeed or critical strike chance instead of accuracy (or a mixture of the three with lower values)? Additionally if they changed standard skillpassives that grant +10 of a particular attribute to instead grant +10 of the attribute of your choosing, it would leave a lot more freedom to the players in terms of how they want to play their class. Last edited by gh0un#3019 on Feb 20, 2012, 9:01:18 AM
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" All that is needed is to add crit passives. |
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There's nothing wrong with resolute technique. It's a key component for most marauders (don't know about other classes) because we depend on hits for life.
As for the lack of crit from res technique not being enough, keep in mind that losing crit also loses us the ability to take advantage of regain charge on crit flasks and the use of a lot of stats on our gear. Nothing like using an exalted orb on something and getting +crit I can't ever use. I honestly get tired of hearing all these nerf calls. If we nerf all the classes into oblivion as opposed to fixing the broken mechanics nobody will be able to run chaos and the game will end at level 40-50 and suck. I dropped resolute technique at one point and tbh it really didn't seem to make a huge difference post level 60. In reality, it seems to only really be powerful in the lower levels when your gear sucks and mobs are higher level than you. Anyways, I'm all for buffing or fixing evade/dex because I'd like to see more duelists out there. I get tons of duelist drops that I can never do anything with so I just vendor them... |
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" Removing Resolute Strike would not stop you from doing Chaos. I can handle Chaos just fine as a Ranger. Working at getting my NON RESOLUTE Marauder there as well. If you can't handle chaos, its your fault as a player, not because a keystone passive got nerfed. In general, nerfing the classes also would not prevent chaos. It would make it harder, but not impossible. Hyperbole makes your arguments worthless. Resolute Strike IS too good right now. Avatar of Fire is borderline OP. I agree that Ice Spear is too good, though haven't tried it out myself high end yet. As a Marauder, if you depend on hits for life, have you considered grabbing those accuracy nodes? They're actually pretty useful. NewDude: I killed Brutus. Now I have no quest. So what now?
Guy: I guess there are people that NEED quests for direction. Guy2: I always wonder how those people get through life. GuyMontag: They get married. Wives are like quest-givers. |
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" Nerfs such as those you would see on resolute technique rarely happen for balance issues. Most of the time they happen due to people just wanting to whine that they don't have something. Resolute Technique is only really useful for lower level players who need to hit for life leech, ie melee. Once you get geared enough to handle chaos as any melee class you probably have enough spare passive points to go without anyways. When I dropped it a few days ago I was at 75% hit without even trying or working on raising it. It really is meant to help lower level melee players get the accuracy needed to function early on. Once you hit level 55-60 you can drop it and start picking up more Accuracy/Weapon damage nodes. At that point you're going to want to drop it and work on your crit rating. So, while I agree with you that my hyperbole regarding chaos being impossible was wrong, I will say that the nerfing the game the way that is being suggested will become less fun and more grind. It's already a bit of a grind for every class but a few specs. Unlike AoF and Ice Spear, Resolute Technique really has very little impact on a player's ability to function post level 60. As for your comments saying people who can't handle chaos because of their ability as a player... That's ridiculous. The melee class in this game is terribly gear oriented in chaos. Without the right weapon and at least 4 linked gems I doubt many non-AoF marauders would survive more than a few seconds. Last edited by Greenmind#4606 on Feb 20, 2012, 3:45:11 PM
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" The "ability to function" besides the point. The fact is that as a marauder (and other classes/builds) you are always better off if you take RT. That's not good design. There is no way for such builds to get a decent crit chance/damage anyways so the drawback is pointless. I think adding crit passives would be a much better alternative than changing the keystone. It would give more options. It would still be a nerf though. |
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