The Ninety-Five Theses on the Power and Efficacy of Harmful Content

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reboticon wrote:
After thinking this over for a while, I really don't feel like there is much of a problem with any of these items. I think there should be Godly stuff in the game. Trying to get a lot of that stuff is the reason most people keep playing. The real problem, in my opinion, is just how hard it is to roll a good rare and the diluted affix pool.

The stated design goal for uniques is to not compete with rares at the high end. They've said one thing and then done another, and nobody from GGG has stepped up to say "by the way we changed our mind". I'm going off of the assumption that rares should be the godly items and uniques should be the mediocre-stat items that do interesting things.

I agree that it's a huge problem that most 'good' rares have 3 prefixes of a possible 4 and 3 suffixes of a possible 4. There's no variety in a good rare.

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Regarding Voltaxic v. Lioneye's, Voltaxic does one of the builds better than what Lioneye's can do, a fast attacking non-conversion ele. It still isn't great for conversion ele, crit builds, or high physical builds (of which only Puncture really exists, and it's not strong).

If the only "bow build" is considered to be the one that does the most damage, then the game has already failed. The promise was always that the itemization in PoE would be deeper than DPS > all and Life > all. I hope that GGG is still planning on fulfilling that promise.

I actually find the chance to shock to be a much stronger affix than the mixed-bag of conversion. Reflect is still a problem if you run fire/cold flat damage and have any amount of crit. (If you give up damage to avoid reflect, then reflect is working as intended.)
@OP: Your collapsing wall of text almost killed me, be careful with your constructions please!
Righteously well-deserved bump for the best feedback thread of OB, deserving a proper send-off.
Have you made a cool build using The Coming Calamity? Let me know!
I dunno if I already posted in here saying this threads good.

But this thread's really good, gets across all that needs to be gotten across. I'm glad GGG gave it attention but hope for it to get even more!
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On Chaos Innoculation -

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The only problem I see here is that you are nearly required to respec into CI in the mid/late game if you're going into CI at all. If there were more flat ES values on the board and near CI, and if CI were a gradual change by spreading out the conversion over several points, then it would be possible to go into CI during normal gameplay without requiring respec points.


I have argued in posts before this that CI needs a progression to 1 life 100% Chaos res.

Easily solved as the key stone being changed to "lose 50% life, gain 50% chaos res". THEN 3 more nodes giving more chaos res at the cost of % amounts of life up to 99%. Augment it this way and you wont need to sacrifice so much early on.
Finally read this thread. It was informative and comprehensive, I commend you pneuma.

Maps have a lot of unused potential with regards to build parity. What I mean is, players already hold mapping efficiency as the ultimate goal of any build. So why not design map properties with strong and weak builds in mind. Perhaps some properties are particularly deadly for characters using CI. While other properties are a breeze for characters using melee EV. Of course we don't want to reduce mapping selection to a binary 'can' or 'cannot' do. But properties certainly could be more targeted in what they favor and disfavor. The effect would be build parity without diminishing the importance of choice.

One thing I've been considering lately is the viability of curses. There is great upside to curses and little downside. They, much like auras, are build flexible. I do not think that is beneficial to gameplay because it forces players into including them or playing suboptimally. The exception being characters so powerful that curses are superfluous. Instead I would prefer curses have some sort of trade off or build consideration. In that way curses would be a build choice rather than an obligation. But I am curious to hear your opinion pneuma as you are much more familiar with these issues than I am.

Keep up the good work.
Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056
Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434
Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507
"
Veta321 wrote:
Finally read this thread. It was informative and comprehensive, I commend you pneuma.

Maps have a lot of unused potential with regards to build parity. What I mean is, players already hold mapping efficiency as the ultimate goal of any build. So why not design map properties with strong and weak builds in mind. Perhaps some properties are particularly deadly for characters using CI. While other properties are a breeze for characters using melee EV. Of course we don't want to reduce mapping selection to a binary 'can' or 'cannot' do. But properties certainly could be more targeted in what they favor and disfavor. The effect would be build parity without diminishing the importance of choice.

One thing I've been considering lately is the viability of curses. There is great upside to curses and little downside. They, much like auras, are build flexible. I do not think that is beneficial to gameplay because it forces players into including them or playing suboptimally. The exception being characters so powerful that curses are superfluous. Instead I would prefer curses have some sort of trade off or build consideration. In that way curses would be a build choice rather than an obligation. But I am curious to hear your opinion pneuma as you are much more familiar with these issues than I am.

Keep up the good work.


This is not exactly true, concerning curses.

For example: Frostbite, Flammability, Conductivity, and Elemental Weakness all have great upsides but against the mobs you probably won't one-shot or fear to begin with, they probably have 0 effect just from the way their reductions are calculated.

Another example:

White mobs are probably getting one-shotted anyway. Magic mobs might take another hit or two but are probably not a threat anyway unless it's a pack of Magic Rhoas or something. Rares and Uniques are the ones where Curses are assumed to have a great impact but this isn't true.

Piety resists Lightning. If you're a sporker, you're probably going to cast Conductivity or Elemental Weakness to compensate. In reality, you're doing 0% more damage from casting the curse. Resists are capped at 75% but that's only for the sake of damage calculations towards the end of the formula. So, really, Piety could have 200% Lightning Resist for all you know and when damage is calculated, it's lowered back to 75%. At the time the Curse reduction is calculated, the Lightning Resist is still 200%, then reduced by the curse amount, then soft-capped to 75%.
If you're reading this, I'm probably on another year-long ban.
Thanks GGG.
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casval776 wrote:


This is not exactly true, concerning curses.

For example: Frostbite, Flammability, Conductivity, and Elemental Weakness all have great upsides but against the mobs you probably won't one-shot or fear to begin with, they probably have 0 effect just from the way their reductions are calculated.

Another example:

White mobs are probably getting one-shotted anyway. Magic mobs might take another hit or two but are probably not a threat anyway unless it's a pack of Magic Rhoas or something. Rares and Uniques are the ones where Curses are assumed to have a great impact but this isn't true.

Piety resists Lightning. If you're a sporker, you're probably going to cast Conductivity or Elemental Weakness to compensate. In reality, you're doing 0% more damage from casting the curse. Resists are capped at 75% but that's only for the sake of damage calculations towards the end of the formula. So, really, Piety could have 200% Lightning Resist for all you know and when damage is calculated, it's lowered back to 75%. At the time the Curse reduction is calculated, the Lightning Resist is still 200%, then reduced by the curse amount, then soft-capped to 75%.


You raise a good point. When I posted I had in mind Warlord's Mark and the like. Certainly elemental curses are not as powerful as one would initially suspect but they still provide no downside or build consideration. They, much like skeletotem, only have the opportunity cost of their sockets. But I am curious what others think. Should curses, as a class of skills, function as build compensation or, like the impending 1.0.0 auras, function as build consideration. The exact mechanics of consideration would be important, and I have some ideas, but I don't want to get ahead of myself.
Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056
Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434
Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507
"
Rusery wrote:
On Chaos Innoculation -

"
The only problem I see here is that you are nearly required to respec into CI in the mid/late game if you're going into CI at all. If there were more flat ES values on the board and near CI, and if CI were a gradual change by spreading out the conversion over several points, then it would be possible to go into CI during normal gameplay without requiring respec points.


I have argued in posts before this that CI needs a progression to 1 life 100% Chaos res.

Easily solved as the key stone being changed to "lose 50% life, gain 50% chaos res". THEN 3 more nodes giving more chaos res at the cost of % amounts of life up to 99%. Augment it this way and you wont need to sacrifice so much early on.


I'd actually like it a whole lot more if instead of the infused shield being a huge 12% more bonus, CI, or at least infused shield, is changed to convert every 1 base life from levelling into ES. CI is simply way to gear dependant to be used before level 60 at the earliest unless you have a bunch of gear saved up from another character.
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I just have to say that the OP is extremely well written, and I hope they take in a lot of your suggestions. It will make for a better game. :)
"That's how you die properly, Sailor Boy.."

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