My feedback after a year of playing PoE

Copy frenzy. "name of skill goes here" - end charge on hit, each charge gives X% IPD and X%DR (in addition to the normal 5%) can be used with any melee weapon or unarmed attack.


edit: with shock nova, rather than making it a copy of ice nova just make it's AOE the size of the dead zone. This way you can't damage/shock the entire screen.
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Last edited by Moosifer on Apr 30, 2013, 10:51:45 AM
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Moosifer wrote:
Copy frenzy. "name of skill goes here" - end charge on hit, each charge gives X% IPD and X%DR (in addition to the normal 5%) can be used with any melee weapon or unarmed attack.


edit: with shock nova, rather than making it a copy of ice nova just make it's AOE the size of the dead zone. This way you can't damage/shock the entire screen.


But then everyone will HAVE to use that skill to endurance charges you see, i dont think its a good idea to make a frenzy type skill, it will be just as annoying as enduring cry, you still have to the skill every 15 seconds to get the timer up again, we need something more reliable and easy because endurance charges are the only good form DR currently so there has to be an easy way to get them... one idea would be to make warlords mark give an endurance charge on hit or kill 100% of the time, it would make gathering endurance charges much less annoying, and since its a curse you only have to sacrifice a slot for it, even ele builds can use it, just ahve 2 curses, 1 ele weakness, 1 WM, when charges run out curse with WM.
I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/
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Highest level char in Closed Beta, Wytchfindergeneral
My 2cents...

Endgame:

I kinda like the idea you put forward but I feel that given the choice many of the map tiles would more than likely never be used. It would again fall to grinding anything with a straight path much like MOC. I also didn't quite understand whether the levels on the maps would stay the same & players could just keep doing 77's?

While I feel the current endgame/map system needs much development I feel in the long run your propositions may not be the most rewarding to the player.


The Melee/Ranged balance:

I have never played melee so I can't comment.

Skills that need to be addressed:

I like your ideas for the skills you mentioned & I feel they would benefit from the changes.

When it comes to Lightning Warp I just feel that skill is a botched attempt at not making a teleport. It's neither good as a damage skill or a movement skill & tbh I think it would be best just being scrapped or totally reworked from it's current state.

As for mines I think they are a cool idea but they don't fit well into POE's mechanics. The way the game behaves is not set up to work well with mines & they kind of feel like a direction that was never properly explored. If mines are ever to be useful then I think it will depend on more mob mechanics & better AI.

Bandit rewards and the need to be able to re-choose your reward:

While I agree some of the bandit rewards are not comparable to each other I actually don't agree with you on being able to fully respec them. At most what I think would be reasonable is say you saved Oak in norm then you can go back to him at any time & decide to kill him instead. The box would tell you that if you kill him you lose your bonus but talking to Eramir would give you the skill point. From that point there is no turning back.

Chaos resistance:

All I can say is I personally haven't had a big problem with it, I don't go out of my way to stack it like I do ele res & I seem to do just fine regardless. Maybe it's just something I am missing but I have leveled 5 charas to maps now & none of them had a problem with it.

With no more wipes I fear GGG may be locked into chaos res on gear but maybe if they could make it more than just a res stat it could transcend into something more than it is. Not sure what else to say really.

Light Radius on low life builds and the new mod

Yep, what were they thinking adding the stats like they did? Please remove them quickly from the game before too many items get the dreaded things on them. So many better ways to deal with low life & light radius but what we got is trash.

Passive Skill tree

Shadow & mana are apparently a dichotomy that still exists & I have no clue as to why other than the fact that GGG have stated that they want mana to be in short supply. Blood magic has never been so appealing & people are even favoring using a blood magic gem over just getting mana. It's something that will hopefully get addressed but the signs aren't good as all we have has seen so far is nerf after nerf.

Overall I think the tree could certainly do with a spring clean & be balanced to better suit the OB game. Many new skills & uniques have been recently added & I think the tree could certainly do with a tune up to suit.
"
My 2cents...

Endgame:

I kinda like the idea you put forward but I feel that given the choice many of the map tiles would more than likely never be used. It would again fall to grinding anything with a straight path much like MOC. I also didn't quite understand whether the levels on the maps would stay the same & players could just keep doing 77's?

While I feel the current endgame/map system needs much development I feel in the long run your propositions may not be the most rewarding to the player.


The Melee/Ranged balance:

I have never played melee so I can't comment.

Skills that need to be addressed:

I like your ideas for the skills you mentioned & I feel they would benefit from the changes.

When it comes to Lightning Warp I just feel that skill is a botched attempt at not making a teleport. It's neither good as a damage skill or a movement skill & tbh I think it would be best just being scrapped or totally reworked from it's current state.

As for mines I think they are a cool idea but they don't fit well into POE's mechanics. The way the game behaves is not set up to work well with mines & they kind of feel like a direction that was never properly explored. If mines are ever to be useful then I think it will depend on more mob mechanics & better AI.

Bandit rewards and the need to be able to re-choose your reward:

While I agree some of the bandit rewards are not comparable to each other I actually don't agree with you on being able to fully respec them. At most what I think would be reasonable is say you saved Oak in norm then you can go back to him at any time & decide to kill him instead. The box would tell you that if you kill him you lose your bonus but talking to Eramir would give you the skill point. From that point there is no turning back.

Chaos resistance:

All I can say is I personally haven't had a big problem with it, I don't go out of my way to stack it like I do ele res & I seem to do just fine regardless. Maybe it's just something I am missing but I have leveled 5 charas to maps now & none of them had a problem with it.

With no more wipes I fear GGG may be locked into chaos res on gear but maybe if they could make it more than just a res stat it could transcend into something more than it is. Not sure what else to say really.

Light Radius on low life builds and the new mod

Yep, what were they thinking adding the stats like they did? Please remove them quickly from the game before too many items get the dreaded things on them. So many better ways to deal with low life & light radius but what we got is trash.

Passive Skill tree

Shadow & mana are apparently a dichotomy that still exists & I have no clue as to why other than the fact that GGG have stated that they want mana to be in short supply. Blood magic has never been so appealing & people are even favoring using a blood magic gem over just getting mana. It's something that will hopefully get addressed but the signs aren't good as all we have has seen so far is nerf after nerf.

Overall I think the tree could certainly do with a spring clean & be balanced to better suit the OB game. Many new skills & uniques have been recently added & I think the tree could certainly do with a tune up to suit.


Yes, in my opnion the players should be able to run the 77 area constantly IF they can you see, you still have to progress to it, you will die if you are not geared or leveled enough for these types of high level maps, but when you are you should be able to run them until the end, the way it is now its just torture to high level players, they can run like 5 77s and only get lower map dorps thus needing to run the low ones so they can start getting expirience again.. i just do not like this at all, if i can i should be able to run whatever map i want endlessly and not rely on RNG to be able to level, leveling should be skill not RNG.

About the bandit rewards, i ahve to say i disagree, if you can respec your char from caster to melee you should be able to re-choose your reward at any time, be it with a orb that drops or for free, imagine having a level 98 Split arrow user, you are bound to get bored of it by the time you reach 100, well, you buy 100 regrets and respec your char into melee or caster, but you have the same rewards thus loosing out on a big bonus, if i can respec a char at level 100 in 20 minutes why should i not be able to rechoose my very important reward into something else... You see this is not only for people who didnt plan ahead, this is for people who might get bored and they dont want to level another character to level 100 for example.


Chaos resistance is a problem for most people, and when you do a more unqiue build that requiers certain types of items getting it is a monstrous task believe me, this is a change that i really dont like, in my opinion chaos resisatnce should have stayed at 0%, it was just fine in CB as it was, life builds did take massive damage from it still, and CI was the only form of mitigating it thus being a more attractive keystone.. now anyone can mitigate it almost as good as CI, and those who arent able to do it are punished extremely harshly because they do not have the currency or luck to find items with this mod.
I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/
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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 30, 2013, 2:27:50 PM
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VictorDoom wrote:


Endgame:
Spoiler
Well when i joined, the endgame was MoC, mindless grinding ledge and rocky climb which i have to say i did enjoy quite a lot, i wouldn't say bring back Maelstrom of Chaos as it was back then because of course after a while it will get boring and since it is not a currency sink everyone will be swimming in orbs and that way players will lose interest in the game quite quickly.

What i and others on the forums, like Xendran, suggested is to keep maps but make it so everyone can play any map, dont make maps drop in random places and dont make people quit the game because they run out of maps and higher level maps dont drop, make them a free to have any time you want in the laboratory, choose which level map you want to do and do it, BUT also make them a currency sink: you can not do a map unless it is altered or alched,you can then proceed to chaos/regal etc it, that way people will still waste their currency trying to get the most desirable and maybe easy mods they can so they get more experience and loot. This is a change that everyone will enjoy and it would make leveling and playing the game MUCH more fun and anger free.



I can only agree here, the idea's coming together in Xendrans thread really go somewhere.

The thing is, the maps need to be way better balanced if you can choose freely between them.

It's a matter of fact that maps with the biggest rooms can hold the biggest packs and are therefor superior to other maps with the same "best" mods. Aka packsize/more magic monsters and maze.
Apart from that, top notch idea really.

+1 to a respec possibility for bandit rewards as well
IGN: Iski
On everything but the end game, I agree, I just don't think that we should give access to level 77 maps that easily though. Like, one would just drop a transmute on each 77 map.
Instead, I think that Xendran's MoC2.0 idea was much better, generating a map level based on the mods rolled. The harder the mods, the higher the level of the map. Or at least, while maintaining the current map system, making mods like more magic/pack size/area/maze removed. The number of magic monsters/pack size/area/maze size should be linked to the quantity of the map, thus actually making a link between risk and reward. Currently, the best map is the safest possible one. One with Maze/Noregen/Fleet/Magic/Pack Size/Rare. While that map may not constitute much challenge, it has an extremely high chance of dropping maps. Instead of making risks be barrier to reward, it's instead rolling certain affixes that don't make the map harder at all.
IGN: TsuruyaNyro
The chaos resist thing is huge and so annoying despite it being such a small mechanic they implemented.

The whole resist system should just be turned into a resistance rating system. I don't know why GGG decided to go with this absolutely dreadful and archaic system copied directly from Diablo. There's already armor and evasion ratings, why in the world isn't there ratings for the elements too?
If you want, maybe have Chaos be the one stat that could have classic resists (but don't reduce them in difficulties, just make the monsters deal more chaos damage over time, and don't make the resists as easy to get)


One thing I would personally add:

Change/remove flicker strike and arc monsters. Skills like Flicker strike and Arc are not good to be put on monsters because they are completely unavoidable. It turns the game from something that had some semblance of skill involved, so something which requires little-to-no skill, and more just mass summons/armor/resist/life.

I recommend that the number of arc/flicker-strike monsters that can exist in one clump be very restricted, and that they deal less damage (to compensate for the fact they always hit, as well as the fact that they can still spawn as magic and rare)

Otherwise the obvious but not necessarily best option would be to remove them entirely. I don't think anyone finds it fun to have to deal with a no-skill encounter of 12 flicker strike monsters that will stunlock/kill a person before they can do much or anything.

"
Moosifer wrote:

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.
Would you rather have a few rich people complaining, or 90%+ of the whole PoE community complaining? Sure there's repercussions/problems, but that doesn't mean it couldn't be for a greater good. Also, they could do something like convert the chaos resists to other mods (life or all ele resists), which might make them even more valuable due to being special legacy items.
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Last edited by Xapti on May 3, 2013, 5:21:33 AM
"
Xapti wrote:
"
Moosifer wrote:

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.
Would you rather have a few rich people complaining, or 90%+ of the whole PoE community complaining? Sure there's repercussions/problems, but that doesn't mean it couldn't be for a greater good. Also, they could do something like convert the chaos resists to other mods (life or all ele resists), which might make them even more valuable due to being special legacy items.

Xapti here is right. These things can't be reverted just cause GGG has promised not to WIPE the world ever again once OB hits. And yet saying again, probably will never get tired of doing it, that was the worst WORST decision ever taken. This is only one of the thousand of problems out there, all damage had already been given with big drastical changes enough. Lots of abuses had already been done, now they are obliged not to go back on. And what the truths is it blows.

GGG should never have talked big in order to reach and gain more and more people; now we are victimized for.
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Last edited by BrecMadak on May 3, 2013, 7:45:28 AM
I agree with nearly all, and thank for Fb anyway.

Chaos
YEs hard to deal with, but few chaos res on gear + life regen can help a lot to deal with chaos while you don't have +60 chaos resist

Bandit
Well maybe you gonna choose badly for you first char but you should be more aware for the next char, going back on the storyline is hard. But I agree on your point about the balance between bandit reward, some are too powerfull (in normal who don't choose between +40 life and skill point ?)
"
4phex wrote:
I agree with nearly all, and thank for Fb anyway.

Chaos
YEs hard to deal with, but few chaos res on gear + life regen can help a lot to deal with chaos while you don't have +60 chaos resist

Bandit
Well maybe you gonna choose badly for you first char but you should be more aware for the next char, going back on the storyline is hard. But I agree on your point about the balance between bandit reward, some are too powerfull (in normal who don't choose between +40 life and skill point ?)


The point of the Bandit reward rechoise is mainly not cause of mistake or being new to the game, its because once you reach level 90+ with a character you are likely to get bored of it and rather than re leveling a char you respec it into another build.. and after you do this you cant respec the reward which you should be able to do.

the chaos resistance needs to be removed in my opinion, its the worst decision they could have made to put it in the game.
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 May 3, 2013, 11:47:27 AM

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