Why does Lioneye's Glare have no drawback?

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Nephalim wrote:
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SL4Y3R wrote:
Why should they have value past lvl 65? This would pretty much mean all uniques should be end game items. Look at tipua, it is a unique meant for twink gear leveling. I have no issues with uniques being meant for that purpose.

On the note of giving it RT, this wouldn't change anything really. People that do bow crit builds don't use a glare mainly. Thus, its still pretty much BiS for most/all bow builds. It should either become a build enabler, or be introduced with a serious drawback in order to justify its power.


Because i would not even consider of picking it up as opposed to items like sadmia's touch, wanderlust, goldrim, loctonial caress, the searing touch, blackheart, goldwyrm, wandertrap, lions eye paws, chinsol, quill rain, silverbranch, springleaf notably most of these uniques were GGG made and have twinking as well as late game use potential or a niche build and most importantly did not cost someone 1000 to design.


I think you have the concept, and justifications for designs of uniques, completely muddled and incorrect in your head

Uniques are not meant to be end game ultimate items, some are, but definitely not all of them. In fact, a game like D2 or PoE is specially designed not to have "ultimate uniques", and whenever these games did introduce such things, it screwed up the game completely (enigma D2 anyone)
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deteego wrote:
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Nephalim wrote:
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SL4Y3R wrote:
Why should they have value past lvl 65? This would pretty much mean all uniques should be end game items. Look at tipua, it is a unique meant for twink gear leveling. I have no issues with uniques being meant for that purpose.

On the note of giving it RT, this wouldn't change anything really. People that do bow crit builds don't use a glare mainly. Thus, its still pretty much BiS for most/all bow builds. It should either become a build enabler, or be introduced with a serious drawback in order to justify its power.


Because i would not even consider of picking it up as opposed to items like sadmia's touch, wanderlust, goldrim, loctonial caress, the searing touch, blackheart, goldwyrm, wandertrap, lions eye paws, chinsol, quill rain, silverbranch, springleaf notably most of these uniques were GGG made and have twinking as well as late game use potential or a niche build and most importantly did not cost someone 1000 to design.


I think you have the concept, and justifications for designs of uniques, completely muddled and incorrect in your head

Uniques are not meant to be end game ultimate items, some are, but definitely not all of them. In fact, a game like D2 or PoE is specially designed not to have "ultimate uniques", and whenever these games did introduce such things, it screwed up the game completely (enigma D2 anyone)


I can only assume you did not even read my post and proceeded to rehash ggg's unique design philosophy.
IGN: Arlianth
Check out my LA build: 1782214
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SL4Y3R wrote:
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zzang wrote:


for every important item there is a good unique:
Hammer = Marohi, Wand = Void Battery, Bow = LG, Armor = Shav/Kaoms and future slots are to come
with every of this items you can do a decent endgame build which is fact.


Erqi- Has drawbacks. Reduced MS. Reduced Attack Speed

Void Battery- Dual wield required, which incurs a loss of defense.

LG- High phys dmg. Above top tier IAS. Always hits. Can crit.

Shavronnes Wrapping- Low life build enabler. Mid tier ES. 1 Resist

Kaoms- High HP. No sockets. Currently not in new leagues.

Considering Kaoms is gone, which one seems out of place? Answer- LG. While Shavronnes probably should have been on say Savant's Robe, it is still a build enabler none the less. Every single other item has drawbacks within the unique itself, or is build specific.

LG is neither.



Slayer understands that there are 'build enablers' which are in a balance of their own, and then just 'general items'. Why do so many other people not understand. My defition of 'upside+downside' is just a general way to say that its NOT a build enabler. If an item is a build enabler (see facebreaker/shavronne), then the balance is based on the build it enables. If a change makes a FB build stronger, then we might need to change FB to balance it. However if a change to FB is made, it does not effect any build EXCEPT the build it enables.

Same with shavronne, its balance is based on LLRF. While this balance might be off, it is what should be adjusted (the specific build), rather than the spell dmg output of a skill someone is using with the build.

Lioneyes is NOT he same as these build enablers, it doesn't change a build from unviable to viable, as such a build was already viable (with an RT spec, or else high accuracy), and as such its balance is based on 'similar' rares and their rarity/strength.

At the moment its rarity/strength in comparison with the lioneyes is too strong compared with its rarity/the rarity of a similar strength bow
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Nephalim wrote:

I can only assume you did not even read my post and proceeded to rehash ggg's unique design philosophy.


Oh I read it

Of course, in my opinion its complete theoretical bullshit that misses the point of uniques, and more importantly, its not something thats going to change, so harping on about it is a waste of your keyboard strokes
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deteego wrote:
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Nephalim wrote:

I can only assume you did not even read my post and proceeded to rehash ggg's unique design philosophy.


Oh I read it

Of course, in my opinion its complete theoretical bullshit that misses the point of uniques, and more importantly, its not something thats going to change, so harping on about it is a waste of your keyboard strokes


Its not theoretical bullshit and it does not miss the point, I restated exactly their intent:
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notably most of these uniques were GGG made and have twinking as well as late game use potential or a niche build


Did you somehow manage to read only the first and last few words of my post and somehow assume I meant to say the long list of uniques were worthless even though I was very clear they were not- and in fact in line with GGG's goal resulting in a well rehearsed reply about their design philosphy?

Please tell me where i went wrong here:
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Because i would not even consider of picking it up as opposed to items like sadmia's touch, wanderlust, goldrim, loctonial caress, the searing touch, blackheart, goldwyrm, wandertrap, lions eye paws, chinsol, quill rain, silverbranch, springleaf notably most of these uniques were GGG made and have twinking as well as late game use potential or a niche build and most importantly did not cost someone 1000 to design.


please tell me how that post leads to :
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Uniques are not meant to be end game ultimate items, some are, but definitely not all of them. In fact, a game like D2 or PoE is specially designed not to have "ultimate uniques", and whenever these games did introduce such things, it screwed up the game completely (enigma D2 anyone)


Now the question is are you just turning a blind eye to every other opinion even when it apparently agrees with yours and typing text for the hell of it or did you actually misread what I posted?

And what exactly is not going to change? darkray vectors going from 75% to 50% duration reduction?
http://en.pathofexilewiki.com/wiki/Darkray_Vectors
IGN: Arlianth
Check out my LA build: 1782214
Neph, few things.

First, uniques that are 'good' lategame but not good overall (globally for all builds), are fine.

Lioneyes is not this. It is good overall. It is very unlikely to have a bow as good as it, and you are more likely to find lioneyes than this "better bow", unlike any other unique which is just 'good' in a slot.

You say a list of unique items that are good in certain situations. This is exactly what EVERYONE who wants lioneyes changed wants.

We don't want it nerfed to the ground. We want it made unique, powerful in certain circumstances but STILL viable to be used. We do not want it in its current state where it is powerful regardless of circumstance, be it physical build, elemental, LA, RoA, Split arrow, any build style it is currently easily BiS. Chin Sol is a good example of something which isn't BiS for every build. Its a bad example of not quite being strong enough.


Finally darkray vectors was BUFFED, not nerfed, and they won't be nerfing diamond uniques if at all possible, thats what the 'diamond unique' part of the discussion is about
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Real_Wolf wrote:
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SL4Y3R wrote:
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zzang wrote:


for every important item there is a good unique:
Hammer = Marohi, Wand = Void Battery, Bow = LG, Armor = Shav/Kaoms and future slots are to come
with every of this items you can do a decent endgame build which is fact.


Erqi- Has drawbacks. Reduced MS. Reduced Attack Speed

Void Battery- Dual wield required, which incurs a loss of defense.

LG- High phys dmg. Above top tier IAS. Always hits. Can crit.

Shavronnes Wrapping- Low life build enabler. Mid tier ES. 1 Resist

Kaoms- High HP. No sockets. Currently not in new leagues.

Considering Kaoms is gone, which one seems out of place? Answer- LG. While Shavronnes probably should have been on say Savant's Robe, it is still a build enabler none the less. Every single other item has drawbacks within the unique itself, or is build specific.

LG is neither.



Slayer understands that there are 'build enablers' which are in a balance of their own, and then just 'general items'. Why do so many other people not understand. My defition of 'upside+downside' is just a general way to say that its NOT a build enabler. If an item is a build enabler (see facebreaker/shavronne), then the balance is based on the build it enables. If a change makes a FB build stronger, then we might need to change FB to balance it. However if a change to FB is made, it does not effect any build EXCEPT the build it enables.

Same with shavronne, its balance is based on LLRF. While this balance might be off, it is what should be adjusted (the specific build), rather than the spell dmg output of a skill someone is using with the build.

Lioneyes is NOT he same as these build enablers, it doesn't change a build from unviable to viable, as such a build was already viable (with an RT spec, or else high accuracy), and as such its balance is based on 'similar' rares and their rarity/strength.

At the moment its rarity/strength in comparison with the lioneyes is too strong compared with its rarity/the rarity of a similar strength bow


I completely and fully agree with both you and SL4YER
IGN: Gahrlaag
Wiki - http://en.pathofexilewiki.com/wiki/Path_of_Exile_Wiki

Move de sync from de bathroom to de kitchen for better flow!
crisis solved.
Not sure where the discussion is right now, but I must say I'm a big fan of this whole "Additional projectiles are queued instead of split" idea + lower attack speed. Really fits in great with the whole "See without doubt, slay without hesitation" flavor text. Having Multistrike on a bow sounds pretty great.
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adghar wrote:
Not sure where the discussion is right now, but I must say I'm a big fan of this whole "Additional projectiles are queued instead of split" idea + lower attack speed. Really fits in great with the whole "See without doubt, slay without hesitation" flavor text. Having Multistrike on a bow sounds pretty great.


I really liked the idea when i came up with it, and i still do, but the problem lies in GMP.

LMP would be manageable, getting to around 7-9 attacks per second, which the game can JUST handle.
GMP would be pushing near the 15 attacks per second mark, however, and this seems to cause problems with the game due to how fast everything is being calculated and animated.

If the game can be optimized in a way that allows this ridiculous kind of speed to work properly, i would advocate for the change extremely vocally.
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Xendran wrote:
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adghar wrote:
Not sure where the discussion is right now, but I must say I'm a big fan of this whole "Additional projectiles are queued instead of split" idea + lower attack speed. Really fits in great with the whole "See without doubt, slay without hesitation" flavor text. Having Multistrike on a bow sounds pretty great.


I really liked the idea when i came up with it, and i still do, but the problem lies in GMP.

LMP would be manageable, getting to around 7-9 attacks per second, which the game can JUST handle.
GMP would be pushing near the 15 attacks per second mark, however, and this seems to cause problems with the game due to how fast everything is being calculated and animated.

If the game can be optimized in a way that allows this ridiculous kind of speed to work properly, i would advocate for the change extremely vocally.


The client will no longer be able to keep up with animating the character attacking after a certain point. Damage calculations however are not an issue.
Last edited by Lyralei on Jun 26, 2013, 7:00:35 AM

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