The flask improvement thread
I want to talk about the flasks and their mods, in a dedicated thread
Life/Mana/Hybrid flasks: I'm really satisfied the way they work and it's fun to play with the mods when progressing, I just hope a higher version of the lvl 53 is intended for open beta Hybrid could maybe be switch between heavy life/mana value instead of the way they are atm There's just 1 mod that I find overpowered, it's the 20-30% allres' one, which should be reduced to 10-15 or something, it's quite easy to maintain with 2 flasks and it's one of the biggest source of resistance you can get in the game the 50% increased amount/33% slower recovery could toned down a bit to make it less mandatory The increased armor/evasion mods are quite powerful too Granite flask: overpowered in its current state, if ggg want to keep it that way they should reduce the armor value by a lot or make different lvl version (1000/2000/3000 armor for 20/40/60 lvl) Personnally, I'd rather have a separation armor/evasion and they should work with the value of your gear Remove the increased armor/evasion mods from standard flask, gain a 200-300% bonus of armor/evasion and 50str/dext for a shorter duration Diamond flask: imbalanced I don't think it's needed to enumerate the problems they create, you can find them in most of the threads gain 300% chance of critical hit, I don't think a higher value is needed duration is fine Topaz/Ruby/Sapphire: I have no informations outside of the players I meet, but I'd be surprised if they're used outside of a righteous fire build They should come with a 30% increased cold/lightning/fire dmg and provides immunity to their elemental effect If you want to give value to glassblowerbauble, make them work the same way gcp are working, only 1% per use This thread has been automatically archived. Replies are disabled.
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a really simple suggestion would be that quality also increases the maxmium charges, must not work on diamond flasks.
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* For mana flasks, I think the reduced amount/instant recovery and low life mods are completely useless. Anyone find a use for these?
* Topaz flasks can be useful for Chamber of Sins, Sapphire for Merviel, topaz/ruby for Vaal if your resists are not capped. Duration is decent with 20% quality and Inner Force. * Glassblower Bauble quality per orb is fine. If anything GCP's should give more quality per use. IGN: Friar
Knight of Guild Medieval http://www.pathofexile.com/forum/view-thread/545783 Game Mechanics http://www.pathofexile.com/forum/view-thread/11707 Recipe Book http://www.pathofexile.com/forum/view-thread/15223 Quest Reward List http://www.pathofexile.com/forum/view-thread/36776 |
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agreed, people don't really care about crit chance, and the amount of dps u get by stacking crit multiplier and simply poping diamond is absurd.
granite flasks makes armor from being almost useless to 100% useless in its current form, since a granite flask provides all the armor you would possibly need. removing both of these would change and balance the game for the better. ign = ultrahiangle
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I've posted about granites and diamond flasks before, so I'll stay away from those.
Don't want to get ahead of things, but you can probably already add quicksilver flasks to the list too if the screenshot that said 1:53 meant 1 minute and 53 seconds...mandatory, ridiculous and exploitable. |
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" Sigh... Ugh! Man, i am not lookin forward to the removal of PR and replacement with this flask. I admit , i know next to nothing about the flask, aside from its effect on movement. But my own tastes are, i would rather have increased speed on a skill gem, than a flask. Curse you GGG. Cheers. GGG - Why you no? Last edited by JoannaDark#6252 on Dec 23, 2012, 3:18:28 AM
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" About the screen, i think it comes from a debuff entering a dungeon/door as they said that was one of the things added for act III I know there's something as broken as diamonds/granites in the game, but do you really think they'll add 2 min worth of a flask as the current ones works for less than 5 sec ? 10-12 if considering life flask with slow recovery + run speed Last edited by Pam#2190 on Dec 23, 2012, 7:05:21 AM
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" I guess this is what happens when you jump to conclusions as I did there. I hope you're right. Let's stay on topic, for diamond flasks, you need a significant change since you simply can't make it tiered. Granite flasks could easily be FAR more reasonable/better just by having tiers, maybe something like 2.5k, 5k, 10k, for something like lvl 21, 35, 50 (roughly), possibly with slightly reduced duration. The elemental resistance flasks imo need a bit more duration. |
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10k armor really does not do nearly as much at higher lvls
diamonds are fine you get a few strong attacks for a very short period. people always seem to forget that they use the entire flask charge capacity each use unlike any other flask. would be nice to see an all resist flask though and for resist flasks to last quite a bit longer with status immunity as standard. IGN --- Grizdale
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To me the problem with Granite flasks is similar to one of the problems with Diamonds - Diamond flasks give you the benefits of crit chance investment without having to actually invest in crit chance. Granites are similar - they give you all the benefits of a crapton of armour investment without you needing to invest in it, and it's easy for some builds to perma-granite.
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