One Shot Damage Limit
" Did you even read? I mean seriously? I didnt ask for a damage nerf, I am saying keep everything as it is, just put a cap on max damage you can take so that it can not be more than %99 of your max life. And add auto summon alt mobs to boss fights to avoid exploit. |
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I agree with Symban that one-shotting is a problem. It's evident that it's a game ballance issue when a character can go from barely taking any damage to suddenly losing all of their life instantly. However, I don't think that capping damage at 99% of your life would be as good as fixing the mechanical hicups that lead to the problem in the first place:
The game is basically set up to allow one shotting. The way armor works creates a gap between small hits and one-shot hits that has no middle. Shock effects stack up very quickly and suddenly. Resistances being lowered slightly from their maximum can lead to huge damage spikes. On the other hand, most characters can achieve ridiculous levels of life/ES regeneration, making them nearly immortal EXCEPT to the one shots. There are a lot of action RPGs that suffer from similar issues. Characters (melee especially) have to rely on some kind of heavy life regen (like life leech) in order to survive since it is just too effective. The one shotting arises from the combined effects of massive competing forces: incoming damage and life recovery. You'd notice this in Diablo 2, where character life is either at 100% or 0% and barely ever anywhere in the middle. If a player wants to be something like a healer in games like these, they would be useless. I think life recovery may have more a role to play here than we think. High damage necessitates high regen, and high regen necessitates high damage. If monster damage and player life recovery both were toned down, the real ballance issues would be easier to single out. I want to be healer! D8< |
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What about some Keystone that caps the maximum damage you can receive from one hit to x% of your life, but does the same for your damage to monsters? It wouldn't become mandatory, as most heavy hitters would not want to decrease their damage, so it would really scale off of characters with high attack speed and lower damage and life.
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" Something like that would work greatly, and I even remember some suggestion threads similar to these. Sadly so far based on the leaked information, GGG is only trying to work a solution by easing the damage with Mana Shield Keystone. But that is just fixing the symptoms, not the broken mechanics behind it. |
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try riseing also your block chance man, also from spells
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" I have %74 Block and %46 Dodge. I really doubt there are many others who have as high avoidance as I have on ranger/melee. They do help to postpone the oneshot, but when that one damage goes through (which DOES), it is still a one shot. With current game mechanics, neither block, nor evasion, and even armor is not a solution to one shot. Only thing that works is very high Life/ES. Nothing else works. You can try to mitigate the damage by some means like; AA, Granite Flask, Endurance charges, enfeeblement etc. But still it all comes down to life. There is a reason people make fun of PoE passive tree in other sites saying "It is not a diverse builds system, it is puzzle where you connect Life nods" |
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I tend to agree with you OP. Instant death is not fun when combined with an xp penalty and desync issues. I'm not sure what the solution is but I would like fewer defensive nodes in the tree and the game to be balanced accordingly. For me, defensive nodes such as "more life" or "more resistances" seem like an invisible waste of a skill point that I could have invested in making my characters skills more awesome.
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" Something that adds something small (you can be killed milliseconds after something like this kicks in) during times you would be normally dying but does nothing to aid in character power (like another hp node would) has a natural built in drawback. To get it you have to invest the skill points needed to get it and if it cost you 5 points to stretch out of your way on the tree to get it.. the drawback is that those 5 points likely would've done you a lot more good if used in other ways most of the time with the only value in this is if you get screwed. But its more then just preventing gear checks, something like this aids in inbalances prevalent in the current mapping endgame and allows for scaling beyond level 77 mobs or on those rare combos of monsters with the perfect setup of mods to really hose your build. This is more of a last ditch check to prevent the system from falling apart instead of the better design method of making a combat engine that doesn't completely fall apart at the end game. However..... With the new tree, if something like this were by the CI node then life heavy characters would have to go far out of their way to get it while witches can get it easier but have to go far out of their way to get the life nodes to make it non mandatory. It would be a great support for CI witches but would be essentially required by most builds. Honestly I think the damage just needs toned down in those extreme cases so that melees aren't put into a place where their life jumps from max to near empty back to max back to near empty... over and over and over. Its stuff like that which makes us focus more on making ranged/summoner builds and fewer melee builds. I'd much rather be able to build a useable defense then simply have everything dumped into hp nodes and pray I don't get oneshot... or to have to rely on a skill to prevent one shots in a way that often won't work (since the next hit will likely one shot you anyway). Last edited by Jiero#2499 on Oct 17, 2013, 11:33:05 AM
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Nein! Be gone with pussy mechanics please :(
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> Implement this.
> CI now means "invulnerable to all damage". You know, since anything that causes more than 1 point of damage would one shot a CI... |
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