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

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Nobake wrote:
Shotgunning is too strong, I don't necessarily agree it needs to disappear entirely. Perhaps making every projectile hit on a single target do 30-50% Less damage, cumulative.

Why should spell projectiles shotgun, but not attack projectiles? What are the benefits of this, gameplay-wise?

Also, an idea for fireball and arctic breath to make them more useful as a mutli-target skill - make it so they explode on every hit, not just the last.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
Last edited by dudiobugtron#4663 on Jul 18, 2013, 7:35:37 PM
100% agree that Strength should boost Armor and not Life, and that Eva characters need more life than Str characters because the fact is that EVA characters take harder hits than STR characters.

I would add though, that if spells shotgunning is OP, then arrows never shotgunning is UP. I don't care how these are addressed but they should be addressed so that they're the same. I always feel stupid having to run away from monsters because I am shooting 6 arrows at a monster right in front of me but only 1 is hitting him.
Hardcore
Last edited by Zaorish_9#0635 on Jul 18, 2013, 7:38:05 PM
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dudiobugtron wrote:
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Nobake wrote:
Shotgunning is too strong, I don't necessarily agree it needs to disappear entirely. Perhaps making every projectile hit on a single target do 30-50% Less damage, cumulative.

Why should spell projectiles shotgun, but not attack projectiles? What are the benefits of this, gameplay-wise?

Spell and attack projectiles should obey the same mechanics in this regard. I assumed they already did, if this is not the case then is should be addressed.
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heyyous wrote:
So basically the complaint is people do not like the melee play style. I thought we played games for fun not only because we like finding items. I guess I am different to enjoy being able to tank damage and keeping up my endurance charges. I like being in the middle of mobs knowing if I forget to keep my endurance charges up I will die. You can also leap slam or flicker strike into groups for extra fun. Playing melee is about feeling like a badass and I for one enjoy it.

It is pretty stupid that rangers can tank fairly well though, It does take away the allure melee has, I think that is more so the problem on top of the fact people are using the phrase enviable improperly, Here I thought they were saying it wasn't possible to do.


Not quite. Its not that people don't like teh melee style. Its that you can tank just as well (better actually from being in less dangerous situations) as a ranged character, while still doing better (due to ranged so no time to walk to enemy) damage potential. Leap strike is plenty of fun, leaping around constantly, but the simple fact is with my LA build I clear things 4-5 times faster without being in range of getting frozen/stunned/shocked, and I tank better because of that, while not having to run endurance charges.

There are high level people on ladder playing melee builds, but ranged builds are simply a better option.
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Nobake wrote:
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dudiobugtron wrote:
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Nobake wrote:
Shotgunning is too strong, I don't necessarily agree it needs to disappear entirely. Perhaps making every projectile hit on a single target do 30-50% Less damage, cumulative.

Why should spell projectiles shotgun, but not attack projectiles? What are the benefits of this, gameplay-wise?

Spell and attack projectiles should obey the same mechanics in this regard. I assumed they already did, if this is not the case then is should be addressed.


They don't. Ranged players need a multi-target skill, but they also need a single target skill. This is good.
Spell users can just use one projectile skill for both cases because of shotgunning. This is bad.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
By ranged your pretty much just saying lightning arrow. A lot of people can't even stand the kill speed of RoA. Once again another example of skills needing to be buffed rather then nerfing skills people are actually enjoying. Ever see a poison arrow build? I haven't :( How about burning arrow? Nope I haven't. There is a niche explosive arrow build but other then that it's about it. I'm sure lightning strike can be built to kill very fast since it can pierce. So the issue isn't even melee versus ranged its lightning arrow and spork versus every other single skill in the game.
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heyyous wrote:
By ranged your pretty much just saying lightning arrow. A lot of people can't even stand the kill speed of RoA. Once again another example of skills needing to be buffed rather then nerfing skills people are actually enjoying. Ever see a poison arrow build? I haven't :( How about burning arrow? Nope I haven't. There is a niche explosive arrow build but other then that it's about it. I'm sure lightning strike can be built to kill very fast since it can pierce. So the issue isn't even melee versus ranged its lightning arrow and spork versus every other single skill in the game.



Poison arrow builds used to win a lot of races. Burning arrow builds still work fine for igniting, they just suck compared to search touch builds. Burning arrow is also a respectable single-target skill in terms of dps.

You missed Ice arrow and Frenzy and Puncture and Split Arrow. Split Arrow is commonly used, as are Frenzy and Ice Arrow. Puncture also has some niche uses, but works better on melee builds.

Spark is overpowered mostly because it shotguns. 'Spork' totems are overpowered because totems are overpowered.
Lightning arrow is overpowered too, but the skill is fundamentally broken anyway. Just because one skill is stupid doesn't mean we should buff all the other skills to be equally stupid.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
Last edited by dudiobugtron#4663 on Jul 18, 2013, 10:44:04 PM
Best/most in depth post EVER.
I feel I inspired some of these points through my constantly ranting or most people who understand the game are coming to the same conclusions. I don't think I read anything I disagree with although implementation could be different. This did kind of inspire me to do another long feedback though. Some of these things I've been preaching for months but everyone just ignores me.

I can say that I played for variety. In CB there were more options because you were more relaxed on EHP standards. While there's still many good options the majority of passive trees look exactly the same besides 5-10% of their passives. Personally I think we need a radical change to how we approach the passive tree. If a high EHP is going to be required then we need to start giving weapons inherent benefits/drawbacks and linking life/armor/evasion/ES/etc to weapons/playstyles. This EHP or DPS decision is starting to backfire.

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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Moosifer wrote:
I feel I inspired some of these points through my constantly ranting or most people who understand the game are coming to the same conclusions. I don't think I read anything I disagree with although implementation could be different. This did kind of inspire me to do another long feedback though. Some of these things I've been preaching for months but everyone just ignores me.

I can say that I played for variety. In CB there were more options because you were more relaxed on EHP standards. While there's still many good options the majority of passive trees look exactly the same besides 5-10% of their passives. Personally I think we need a radical change to how we approach the passive tree. If a high EHP is going to be required then we need to start giving weapons inherent benefits/drawbacks and linking life/armor/evasion/ES/etc to weapons/playstyles. This EHP or DPS decision is starting to backfire.



Not everyone ignores you. Just the developers love how mana is currently in the system (no proof of this, just no comments from any dev's regarding if they are looking into mana and its current implementation).

These days its sad that all my builds look the same. Some look different, but thats usually just cause i'm spells so starting near witch, or physical melee so near duelist, but the nodes I take are all for the same reasons and heading to the same keystones, even for completely different build styles

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