The Ninety-Five Theses on the Power and Efficacy of Harmful Content
WED is one of the few examples where i would rather just see physical damage buffed.
Elemental damage in terms of the game is pretty good (its a bit high in the more extreme cases, but it's not horrible overall), but it looks like it's outrageous because of how much better it is than physical. In reality, when you consider that a lot of physical builds aren't considered just sub optimal, but nonviable, nerfing elemental down to the level of physical would make everybody who has experienced the game already feel like they are now playing a nonviable build. |
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" There's 5 slots that can have 30% WED, not including weapons and elemental bonuses from uniques. There's 100% WED on tree then the 30% individual WED along with all the general elemental damage and specific elemental bonuses. There's the possibility of 3 ele rolls on 5 slots again (again, excluding weapons). Then there's the fact that many elemental builds are just conversion builds in the first place so they get all the IPD bonuses then all the WED bonuses with a nice 70% more WED to top it off, so 3 layers of multipliers. Nerfing WED and buffing MPD would leave conversion builds at roughly the same DPS but will hurt the builds that should be more based on high APS. Currently there's almost no reason to go pure physical damage it's better to get a decent base then convert it. Most of that revolves around WED support. 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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Your post was great read, and good that you brought up many problems in the current state of the game! I agree with you in many of your points, except regarding the Passive Tree changes(and few other things, but I'll focus on that section).
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" Yes I was experiencing this doing glacial hammer melee splash multistrike ele prolif. 1.5k dps with 2aps and it was like 400 cold 400 physical. I had like no cold duration with that amount of cold so weapon elemental was going to be needed with a 5l link not to mention a new 2h. The issue is that people consider elemental damage as one thing instead of 3, Basically the increased elemental gem needs to go and be replaced with individual %element damage supports. |
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"I disagree strongly with this logic. What we need are less map affixes like Labyrinthine, which are boring and encourage every top-tier map to look identical, and more in the way of heavily build-dependent map affixes like Blood Magic that say "fuck you" to a keystone (or keystones), but are free IIQ for the players who can build for them. Therefore, I think a constant damage-over-time map affix is a wonderful thing as a Vaal Pact counter, although I'd make it burning damage instead of chaos; there is no need to allow flasks for VP, and it would actually be counterproductive. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jul 20, 2013, 1:45:03 AM
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" True true. But my reasoning for this came from looking it as a comparison between CI builds and Life builds using Vaal Pact. In this case CI wins, again... The burning damage would be interesting, I don't go as far as say a good thing, but at least there would be a map affix which would say, as you put it "fuck you" to dual totem builds. |
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awesome post. hope this gets dev attention.
Too much of anything is bad, but too much Path of Exile is barely enough.
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"I think that Reflects Damage should be a map affix for tanky players, and the core problem with totems currently is that they are too tanky. Totem life should be reduced to the point that glass-cannon totems kill themselves on reflected damage the same way players do, and thus have much less utility in Reflected Damage maps. I'd then allow the Minion Life support gem to work on totems, so you could have current-tankiness totems if you dedicated to it. Additionally, totem cast speed may have to be lowered (even if it means increasing totem damage per hit) to give spark totems some time to kill themselves without leaving a bunch of sparks on the ground between initially casting and reflection-death. That's not to say that dual-totems shouldn't have a map mod to make their lives harder; I'm just saying I don't think Reflect Damage should be it. I don't think burning mod would be it either. Maybe something like "Your Minions and Totems are invisible and incorporeal." Try drawing aggro with them now. :) When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" The economy is not what I consider playing aRPG game, because, as strange as it can seems, not everybody wants to play trade simulator. There is too much Patch of Merchants here already... Anticipation slowly dissipates...
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" Well aren't you just a bundle of pleasantness, fella. I'll try to match your cynicism. I know it might be hard for you to understand how to have some confidence in the decisions that the powerhouse team at GGG makes, and just sit back and let the changes and unique items roll, but I implore you, relax a little and take a few breaths before spouting more shit from your mouth. Anyways, I've already been over some of this previously but I guess I'll give you general outline here (since you asked so graciously): Step 1: Pitch an idea to Rory. Step 2: If Rory likes the idea, type up a list of the different type of stats you would like on your item. Usually a pretty decent sized list of choices is a good start. Step 3: Rory gives the list to the item guys and they put together a few different items based on the theme and stats you have selected. Step 4: Pick one of the completed items they have presented you (if you like one) or send them back to the drawing boards. Step 5: Decide what level bracket in which your item will be located. Step 6: Wait for Rory to send back an item that is tailored for the level range you have selected. Step 7: If your item introduces new stats into the game, wait for them to program them. Step 8: Decide what your item will be named and how it will look while they QA and playtest with the item on private realms (and/or alpha?). You can also come up with the flavor text if you want to. Step 9: If any changes were made to your item during their testing, the new numbers are sent back to the designer for finalization to determine if you still want to release the item in its new state. Step 10: If both parties are happy with the item and the art is finalized, it will be released soon in an upcoming patch. Note: GGG will say no to an item that is too overpowered, they will say no to an item without a strong theme, and they will say no sometimes when you tell them you think an item is too powerful. Rory told me no multiple times to different ideas I had, this includes multiple downsides I pitched for my belt--Cannot regenerate mana, Cannot deal damage with spells, etc. There is no hand holding like people think (and complain about with zero knowledge of the facts). You have no idea where GGG is taking their game, and what changes they have in mind to tweak balance in upcoming patches. I'm sure many of you would have them waste their precious man-hours to type out every change on the forums begging to hear what you have to say about them, but that isn't how it works. There is already work being done on Act 4 and we don't even have Act 3x yet. Just relax and enjoy the damn game and let them do what they want with it. I know many of you guys complain when a decent unique comes out without a glaring downside (since many of you don't realize that lacking stats and item rarity are downsides) that makes the item unusable. Many of these same people will surely and gladly use every item they complain about, and are certainly super excited when they find one as it is one of the guaranteed ways to increase your in game wealth. I hope I have cleared up a few things when it comes to GGG's stance on holding the hands of those who support them the most. IGN: Aux Last edited by Aux#2409 on Jul 20, 2013, 3:26:25 AM
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