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Is Path of Exile as addictive as Diablo 2?

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Hilbert wrote:
Granites had only 10k.


Also totems were only that powerful because crit items worked on them making crit builds far too strong.

No matter how much you nerf totem. Poor crit mechanics will always finish off mobs.

Nerfing totem only results in the reaction players pushing the multiplier a bit higher.

It would be far easier to counter totems than creating lazy ass mechanics boosting manacosts into unpayable amounts and nerf used skills.



Yeah the granite's base was 10k, just meant that you could get 20k AR from a granite alone, which is a lot. No passives, no buff increase, no determination etc.

Well I agree somewhat with the crit mechanics, but the survivability, just not being exposed to as much damage is imo probably the biggest factor.
"
Hilbert wrote:
Granites had only 10k.


Also totems were only that powerful because crit items worked on them making crit builds far too strong.

No matter how much you nerf totem. Poor crit mechanics will always finish off mobs.

Nerfing totem only results in the reaction players pushing the multiplier a bit higher.

It would be far easier to counter totems than creating lazy ass mechanics boosting manacosts into unpayable amounts and nerf used skills.


That really is the best course of action. Create more encounters with mobs that counter totems.
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
A bit of a necro, but I only now discovered this thread.

I haven't read the whole thread, but i would like to add one thing, what imho helped D2 item system was breakpoints. You wanted to have enough FCR, FHR, IAS, and different items acquired a completely different value, depending on whether they allowed you to hit a break point. This increased the incomperability of items.

With breakpoints, instead of comparing item A to item B and seeing that "item A increases your dps by 5% compared to B", you could see that "with my current items, item A is a dps loss of 5% compared to B, but if I changed item C to something else that allows me to hit a break point, item A can be a 10% dps increase compared to B"
That's a decent point. And it's a legitimate argument for set uniques with set bonuses.
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
Breakpoints might be added in future the Scion already removed the idea of "Play whatever you want" because some keystones got horrible access.
my god so many of the scion starting nodes are horse shit , +12 life .. LOL?
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Saltychipmunk wrote:
my god so many of the scion starting nodes are horse shit , +12 life .. LOL?


Its a lot of Life at the start. Amazing in races where you failed to luck out on a coral ring - and you can spec out of it later on.

Not all starting nodes should be end-game compliant.
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Lyralei wrote:
"
Saltychipmunk wrote:
my god so many of the scion starting nodes are horse shit , +12 life .. LOL?


Its a lot of Life at the start. Amazing in races where you failed to luck out on a coral ring - and you can spec out of it later on.

Not all starting nodes should be end-game compliant.



a single 8% gives more at level 1 than it does, 12 life is nothing ... ever not even half of what a normal lifer would give in the long .. or short run

and you can only spec out of it if you go down the mana side or if you waste 2 str nodes and cross into the str area by going down and then through the left hp node bubble


it is total crap.
Last edited by Saltychipmunk#1430 on Nov 5, 2013, 12:59:03 PM
Some good points here.

I can barely launch the game anymore, had enough 2 months before this seasons close.

I won't even ask my other friends to try it at this point.
"I will stick to my guns on one point, which I now realize I didn’t really make originally: I maintain that, Auction House aside, the items in Diablo 3 “feel” less rewarding than in Diablo 2, particularly throughout the levelling process. This partly comes down to uniqueness and variety, as opposed to just raw “power”. Magefist? Chanceguards? Goldwrap? Sigon’s? Tarnhelm? I’m sure those ring a bell - sure, they don’t matter at end-game, but I still remember being so excited to find one. That’s a pretty powerful reward long before end-game, and there is currently no equivalent in Diablo 3, where all items just blend together until level 60."

or POE.

and to answer ops question. No fucking way is POE as addicitve as D2.

Crafting doesn't exist in POE. Gambling does...and the house always wins.

Velocireptile - I LOL'ed. Which made me fart. I wish the office were empty right now :(

Hardlicker - I had to push the dog out of the way so I could get to the sexy quilt.

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