Nerf life nodes while boosting base life so life itself isn't nerfed 2: Electric Boogaloo

GGG should just revert life nodes back to the pre-life nerf days, and add flat life to current existing life nodes. Of course, this will effect Kaom's Heart, so add a limit to how much life nodes a Kaom user can get like around 100-150% increased life. The rest would be ignored like how Iron Reflexes is with Dexterity.


Hopefully, this should reduce the distance between Kaom and non-Kaom users. Kaom Users will still have more life because of the flat life it provides.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Last edited by JohnNamikaze#6516 on Sep 30, 2013, 5:28:09 PM
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ScrotieMcB wrote:
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RogueMage wrote:
So in your view, a major part of the "Path of Life Nodes" problem is that GGG's nerf of Life Nodes didn't go far enough, and all those 6% Life Nodes (that we have to take to get to the good stuff) should be chopped down to 4%. In other words, nerf the bread-and-butter nodes that all HP-based builds require, in order to accommodate the excesses of the most broken and overpriced items in the game. If that's not an "extremist" approach, I can't imagine what would be even more perverse, other than eliminating Life Nodes altogether.
It does the opposite, as the numbers in the OP show.

No, as the following breakdown shows, your proposal does nothing to tone down Kaom's, it just nerfs the Life Node boosts to the vast majority of well-balanced HP items in the game. To compensate for your massive nerf to mainstream HP builds, you propose to double the HP boosts from Strength, which does nothing for Witches, Shadows, Rangers and many Duelist and Templar builds. In short, it's a lose-lose proposition for everyone but Kaom's players. They would be the only ones to get worthwhile boosts from HP mods on items, while enjoying increased boosts from Strength and leveling as well.

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Zealflare wrote:


Current version level 81:
Normal: (50+480+65+65+65+115+85+95+75+75+186)*3.46 = 4691~ hp
Kaoms: (50+480+65+65+65+115+85+1000+75+75+186)*3.46 = 7823~ hp

Your version level 81:
Normal: (50+720+65+65+65+115+85+95+75+75+372)*2.78 = 4953~ hp
Kaoms: (50+720+65+65+65+115+85+1000+75+75+372)*2.78 = 7469~ hp
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Your proposed changes literally did nothing to really resolve neither the kaoms nor life issues in general.

Kaoms with the above example still dominates a large part of your total base hp. Even if you were to max out the hp for each equipment slot (I took away 14 hp per piece) the advantage of Kaoms is still too significant that most serious HP based builds would still choose it over another chest piece.
Last edited by RogueMage#7621 on Sep 30, 2013, 6:30:31 PM
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ScrotieMcB wrote:
However, the core issue is that picking up a variety of nodes on the passive tree is somewhat discouraged; going pure (or near-pure) survivability is overly effective.


I think this is where you are slightly wrong - the core issue isn't that going for survivability is overly effective, it's that going for life/es nodes instead of other survivability nodes is overly effective. This is because of spike dmg.

I think that at higher map levels, they should keep enemies with the same dps as now (or even buff it a little), but lower their damage per hit and increase their aspd/cast speed. This would instantly boost all other forms of defense compared with life/es, since spike dmg would be lower.

There's nothing wrong with forcing players to get defensive nodes at high levels, especially in hardcore. But they should at least have some options of which defense to go for.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
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dudiobugtron wrote:
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ScrotieMcB wrote:
However, the core issue is that picking up a variety of nodes on the passive tree is somewhat discouraged; going pure (or near-pure) survivability is overly effective.


I think this is where you are slightly wrong - the core issue isn't that going for survivability is overly effective, it's that going for life/es nodes instead of other survivability nodes is overly effective. This is because of spike dmg.

I think that at higher map levels, they should keep enemies with the same dps as now (or even buff it a little), but lower their damage per hit and increase their aspd/cast speed. This would instantly boost all other forms of defense compared with life/es, since spike dmg would be lower.

There's nothing wrong with forcing players to get defensive nodes at high levels, especially in hardcore. But they should at least have some options of which defense to go for.


95% life is not any less dull than 65% life, 10% block, 20% armor.

Passive allocation should include both offensive and defensive nodes in addition to interesting utility nodes like movespeed.
What I think most people would want is the ability to devote 60% defensive 40% offensive nodes without being brutally punished by both reflect and burst damage.
IGN: Arlianth
Check out my LA build: 1782214
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RogueMage wrote:
No, as the following breakdown shows, your proposal does nothing to tone down Kaom's, it just nerfs the Life Node boosts to the vast majority of well-balanced HP items in the game. To compensate for your massive nerf to mainstream HP builds, you propose to double the HP boosts from Strength, which does nothing for Witches, Shadows, Rangers and many Duelist and Templar builds. In short, it's a lose-lose proposition for everyone but Kaom's players. They would be the only ones to get worthwhile boosts from HP mods on items, while enjoying increased boosts from Strength and leveling as well.


1. Kaom's users are actually the primary losers. From seventy-some percent to fifty-some percent isn't nothing, and it's definitely not nothing. This is based off your numbers.

2. The examples in the OP, as well as your numbers, clearly indicate that mainstream builds are not nerfed; 4953>4591. Give me any character you currently have, link the gear and the passive tree, and we can run the numbers together. "Not nerfed" is my prediction, unless it uses Kaom's.

3. I do not consider the rare +life affix to be well-balanced; it utterly dwarfs other affixes in importance. Reducing dependence on it is a good thing.

4. The Strength change does less for Witches, et cetera; less isn't nothing. This still falls under my challenge in #2.
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 Sep 30, 2013, 10:54:08 PM
A topic about how to change life and all anybody's discussed for the past couple pages is Kaom's. Hmmm....

Like I said before, uniques (and keystones) are driving player opinions on the subject more than is the balance of life itself.
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PolarisOrbit wrote:
Like I said before, uniques (and keystones) are driving player opinions on the subject more than is the balance of life itself.
Not mine. The main thrust of this suggestion was not motivated one bit by Kaom's; I only brought it up because it was relevant. I'd like some feedback that isn't Kaom's-obsessed.
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 Sep 30, 2013, 11:07:19 PM
Alright, I'll bite.

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ScrotieMcB wrote:
3. I do not consider the rare +life affix to be well-balanced; it utterly dwarfs other affixes in importance. Reducing dependence on it is a good thing.


Same could be said for resists.

Though I'm not even sure I agree with you unstated premise that affixes should be balanced. Bad mods create contrast for good mods to shine. They should have some banding within tiers, but not too narrow.



As a reminder, this was the summary of the opening post:
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Here's what all three examples have in common:

Changes would actually be very moderate overall. I'm not trying to change the game that much.
Non-Kaom's life receives a mild boost.
The combination of Kaom's life and heavy life node stacking receives a slight nerf.
Pressure to take every life node possible is (slightly) reduced, allowing (slightly) more passive tree experimentation.

-Change (very moderate)
-Kaom's (mild)
-Kaom's (slight)
-Passives (slight)
Half of these are on the Kaom's axis-- are you sure Kaom's balance isn't motivating your feedback? Without Kaom's how useful would this change be? Changing the basic growth of life to balance Kaom's is like using a bulldozer to move a handful of sand. Sure the bulldozer will get the job done but so would a shovel, and which of those two tools is more likely to cause collateral damage?

Moreover, all the changes are demarcated as being slight. What if they're too slight? If being small is a selling point of your idea then I'd argue that it can only offer a small benefit. Entertainment products do better when people form strong feelings about them (creates impetus to act). Towing the line is a sure-fire way to make sure no one has any strong feelings about it. The absence of dissent is not a goal of game design.
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PolarisOrbit wrote:
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Here's what all three examples have in common:

Changes would actually be very moderate overall. I'm not trying to change the game that much.
Non-Kaom's life receives a mild boost.
The combination of Kaom's life and heavy life node stacking receives a slight nerf.
Pressure to take every life node possible is (slightly) reduced, allowing (slightly) more passive tree experimentation.

-Change (very moderate)
-Kaom's (mild)
-Kaom's (slight)
-Passives (slight)
Half of these are on the Kaom's axis-- are you sure Kaom's balance isn't motivating your feedback?
The phrase "non-Kaom's" was added as an afterthought; the point is really that life receives a mild boost, and the only purpose of the qualifier is to point out the sole exception. So it's more like 1/4 on the Kaom's axis... if you're under the assumption that all bullet points in a list necessarily have equal value. By the way, they don't.
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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ScrotieMcB wrote:
The main thrust of this suggestion was not motivated one bit by Kaom's; I only brought it up because it was relevant. I'd like some feedback that isn't Kaom's-obsessed.

The reason you're getting so much Kaom's flack is because your extreme nerfs to Life Nodes would sabotage the +HP boosts on all other items, leaving Kaom's as the only HP item still worth using for life-based builds. Your proposal would do nothing to reduce the disparity between Kaom's +1000 HP and the +100 HP typical of high-end life gear. That's the gross imbalance that needs to be rectified, and not by yet another draconian nerf to the Passive Tree.

We've seen what happens when strong Passive Nodes get nerfed into oblivion: Elemental Adaptation and Iron Reflexes. After GGG arbitrarily cut their effectiveness in half, most players just gave up on those nodes completely. Your proposal would make Life Nodes so weak that HP builds would devolve into Path of Strength Nodes, with nothing less than Kaom's +1000 HP worth wearing.

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