My feedback after a year of playing PoE

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Xendran wrote:
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Moosifer wrote:
I also like someone else's idea of pressing a button and the map randomly rolling but I think you should be forced to run it or buy a new map.


Yeah, that's probably MoC 2.0. The thread has likely been heavily updated since you last saw it. It does have a cost to it, i accidentally omitted it from the original version.


Nah I've never seen that thread. You think feedback gets ignored, I've never seen something in suggestions put into the game. Might as well be the place they store spam.

Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
Last edited by Moosifer on Jan 22, 2014, 9:46:13 PM
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Moosifer wrote:
With maps, that wouldn't be a bad idea but I think it's intend that getting to higher maps is meant to come at a large cost. How about to access maps you have to pay a fee ranging from 1 trans to 5-10 exalts (or whatever, just high). I also like someone else's idea of pressing a button and the map randomly rolling but I think you should be forced to run it or buy a new map.

Ranged/melee, I thought you were going to steal my idea and attempt to improve it. Lazy ass. He's building off an idea I've been kicking around. I really love elementalist node and I think it's shit like it that make templar so versatile. Templar has general nodes that have dual purposes, his tree doesn't really lock you into anything. I've respecced 1 templar 3 times and I've had the same opening area but vastly different builds.

I was thinking that we could do things similar to elementalist in different areas. Rather than having it as a special node let's take some of these lesser used nodes like 8% life nodes (the end, no 18% one at the end) or 4% IAS or weaker weapon IPD damage nodes and make them dual purpose, highlighting something from that class.

For example:
Templar - Elementalist: res/ele damage
Mara - ?: life or DR or armor/IPD or stun or LL
Duelist - ?: life or DR or armor or evasion/IAS or accuracy
Ranger - ?: life or evasion or dodge/projectile damage/IAS or crit multi
Shadow - ?: ES or evasion or dodge or MS/dagger/claw crit/ias or MS
Witch - ?: ES or life/mana, AOE or specific elemental damage

(I'm awful with naming shit)
Basically just have something defensive with something offensive. As there would be many of them, ideally replacing many of the life nodes that already exist, you don't really have to worry so much about not buffing range, as generally melee will make out more in the end (or at least you can make it that way)

My thing with the bandit quests is either it should be treated like another passive point, meaning being allowed to respec them at a cost or it should be as good or better than a noteable passive without being allowed to change. I think it should be 50-60 life, 60-80 mana and 15% AR, then 18% IPD, 15% IAS and 8% FCR. These are things that you can't find many of or at all on the tree. You are giving up a skill point for this, it should be worth much more than what you can get for a good skill point as you are stuck with it for life of the character.

Chaos res is here to stay. They are worried about making changes because it will ruin people's characters. People have mirrored items mainly because of chaos res, the rage that will ensue if they make it a useless affix will not be easy to deal with. I think it will be better for the game over the long term but the short term will create hell for the devs.

Ya, that's all for my nonsense.

You avoided a lawsuit. But deserve a kick in the nuts.


Also paying for maps, yeah, that would also work but dont make it too expensive, it has to be currency sink that must be available to everyone.

I told you im not gonna steal it cause thats being an asshat, but i didnt like yours cause i dont think a starting point should be restricted to a type of defense if they're melee, like shadow has evasion, no, just add small global DR nodes for melee all over the tree so any melee build can pick them.

Yeah making a usable currency with which you can respec the reward is also a mighty fine idea, like a sack of gold for example, since they are bandits.

Well, as the chaos res goes, i say better fix it now and suffer some bashing rather than regret not doing it at all.

my nuts remain unharmed, spellblock ftw :D
I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/
https://www.facebook.com/victorseicheart/
World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950
Highest level char in Closed Beta, Wytchfindergeneral
Last edited by VictorDoom on Apr 29, 2013, 2:34:54 PM
But DR is a restrictive form of defense, also it's a STR speciality. I don't think improving melee means making them all vanilla. A pure evasion melee should work as well as an armor one as well as a CI one.

Hence I hate IR.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
Iron Reflexes is the epitome of the bandaid fix, even if it wasn't necessarily implemented as a fix.
Players complain evasion sucks, so just let them convert it all to armor. Problem solved...?
I don't think so.
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Moosifer wrote:
But DR is a restrictive form of defense, also it's a STR speciality. I don't think improving melee means making them all vanilla. A pure evasion melee should work as well as an armor one as well as a CI one.

Hence I hate IR.


Then add those nodes to the Evasion nodes, for example Reflexes : adds 10% chance to dodge, having them laying about next to the starting area is not good because maybe i want to build a armor based ranger, not evasion, that means i have to travel all the way to the marauder starting area to make it viable. This might work: Armor nodes get: x% DR, Evasion nodes get X% chance to dodge, ES nodes get flat ES(?). That way you choose a defense and stick with it, but the other part is that they have to restrict these nodes only for melee, so just make the bonuses not apply if you use spells or ranged attacks.
I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/
https://www.facebook.com/victorseicheart/
World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950
Highest level char in Closed Beta, Wytchfindergeneral
Last edited by VictorDoom on Apr 29, 2013, 2:53:05 PM
Oh, I don't think any class defining shit like solid ranged or melee should dominate opening area. My ideas would be where weapon clusters are and outskit life/armor/evasion/es nodes are. It would be something for mid/late game, not for early. One of my biggest complaints with duelist is you are locked into a certain weapon by level 10 or so while most other classes can just pick whatevers best and adjust.

Also you can't throw many %DR nodes around because of end charges. 10% chance to dodge is half of acro and would be insane if there was more than 1 that's not behind acro. It would be the same as throwing some "more % ES" nodes around the tree.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
Last edited by Moosifer on Apr 29, 2013, 2:57:40 PM
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Moosifer wrote:
Oh, I don't think any class defining shit like solid ranged or melee should dominate opening area. My ideas would be where weapon clusters are and outskit life/armor/evasion/es nodes are. It would be something for mid/late game, not for early. One of my biggest complaints with duelist is you are locked into a certain weapon by level 10 or so while most other classes can just pick whatevers best and adjust.

Also you can throw many %DR nodes around because of end charges. 10% chance to dodge is half of acro and would be insane if there was more than 1 that's not behind acro. It would be the same as throwing some "more % ES" nodes around the tree.


The problem if you put those nodes next to weapons clusters is that elemental builds can not benefit from them, because they just take the elemental damage nodes, so they have to be either stichted to defensive nodes (armor,evasion,es) or life, not to weapon clusters.

Yea i realized that would be OP as hell, well you can add a small amount of dodge to each node OR add a small amount of a mod thats like "added x% evasion" so its like taking endu charges but for evasion, they're stuck to eva nodes, and they only apply if you use melee skils, i think that sounds about right.

now ill stop replying to you for a while cause this is starting to look like a circlejerk
I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/
https://www.facebook.com/victorseicheart/
World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950
Highest level char in Closed Beta, Wytchfindergeneral
Last edited by VictorDoom on Apr 29, 2013, 3:03:15 PM
We wouldn't have such an issue with the start areas being so dominated by single types of nodes if we retained the 4 starting positions instead of cutting it in half.
Excellent feedback as always Vic, thanks for caring and sharing.

P.
But not all classes are meant to be good with elemental. That's like saying because duelist has IPD sword passives it can't hinders elemental builds. I'm not saying add 1-2 nodes, I'm saying all of these 10-15% IPD nodes should have something defensive to go with it, the naked defensive nodes could be brought down and add something offensive to it. Or add completely new clusters that are similar to elementalist.

Not all classes should be able to do the same things as easily as another, there should be specific things they are better at. When I look at templar I see a class that's very good with elemental damage, dealing and taking, it's a great passive tree that's open to many options. Not many other classes have this and it centers around that he has many nodes that have dual purpose. Galvanic hammer, the staff/crit nodes and shit similar.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856

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