Analysis and critique of the intellect passive setup.

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aaricia wrote:
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aimlessgun wrote:
Every element needs to have similar kills per hour.


If every spec had similar kill speed and cold can freeze and fire can burn ... then all witches will switch to cold or fire.


Please read what I type more carefully.

I'm talking about kill rate over long periods. This takes into account freezing and burning. Freezing increases your kill speed per hour because you maybe can play more aggressive, and you don't die as much.

The whole measure of success in an ARPG is how much loot and XP you can get averaged over a long period. Everything, everything is in service to this. Freezing, burning, tanking, whatever, the measure how good these things are is by how they help you get more loot/xp per unit time.

If a class or spec gets significantly less xp/loot per hour, it is, in ARPG terms, bad. Obviously there will be bad builds if you screw up. But each class should have a few good builds that are all fairly close.

I cannot stress this enough. Zoom out your focus. Think big picture. Think about how to balance xp/loot over long periods of time.
Last edited by aimlessgun#1443 on Sep 5, 2011, 7:04:10 PM
Thanks for taking the time to make all this feedback.

I'm not going to respond individually to each post in this thread, but here are some responses to issues raised. Feel free to ask for elaboration on any of this stuff and I'll try to get on that.

1) If lightning is overpowered in the tree due to being close to the power charges, which are mandatory, then the problem isn't with lighting, it's with power charges being too good and thus being mandatory. None of the charges should be mandatory for any class, they're intended to be an optional thing you can choose to spec into for your build is you decide to.

2) No-one seems to have mentioned this, but the elemental damage types are aligned with the attributes. Fire is aligned with strength, cold with dexterity, and lightning with int. This is why the support gems for the damage types are those types. So there isn't necessarily a problem with the power charges being slightly more lightning aligned.
As for the abilities which make them that way, "added lightning damage per power charge" was already in the game to be used on a planned skill, and we decided to use that stat on a passive as well and see how that went. "Kill power charge on killing shocked enemy" was my idea - we needed another 'gain power charge' passive, and that one made thematic sense - you draw the electrical energy out of them as you kill them to create a power charge. It wasn't intended to make power charges lightning-based, it was just a cool thematic idea.

3) Based on your video, you seem to have some misunderstandings about how shock nova works. It's not dealing damage based on the shown range over the whole area, it's scaled. If your shock nova says something like "300 - 600 lightning damage", for example, then monsters hit right on the edge of the nova are dealt damage in that range. Monsters halfway between you and the edge of the nova have damage scaled to 50% - so will be dealt between 150 - 300 lightning damage. Monsters right next to you take hugely reduced damage.
This leads in nicely to the current bug in shock nova - the scaling is based on the base radius, not the actual one - as a result, if you increase the radius by +50%, you can hit a monster who's distance from you is 150% of the base radius, and it will be dealt 150% damage (i.e. 450 - 900 from our example numbers). That wasn't intended and is fixed in the next patch. (It was also my fault, sorry guys).

3) Surgeon's flasks are not working as intended at the moment - we moved to a system where the action as a whole is a crit or not, but they are still giving you multiple sets of charges for one critical hit if it's with a skill that hits multiple enemies. They aren't balanced around that, and again it's being fixed in the next patch. The synergy with crits is intended, but the current level of power is not.
I don't understand why a whole video over 10 mintues long was needed to say the following 1 sentence:
Lightning is overpowered because it connects to power charges (which are kinda overpowered as well)

To prove your point, I think you should have used ICE NOVA as opposed to ice spear, freezing pulse, ice wall, and cold snap


Anyway, I agree that lightning is overpowered, but more importantly shock nova is overpowered for various other reasons (like knockback support gem, extended AoE makes it deal more damage)


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mark_ggg wrote:

1) If lightning is overpowered in the tree due to being close to the power charges, which are mandatory, then the problem isn't with lighting, it's with power charges being too good and thus being mandatory. None of the charges should be mandatory for any class, they're intended to be an optional thing you can choose to spec into for your build is you decide to.
I kind of agree with this, but I kind of don't in other ways. As long as power charges are rather useful, it's better to spec into only a few wasted passives and get both lightning mastery and power charges, than get only cold, and end up having to waste passives into other things due to a lack of any more cold specialization passive points. Cold spec has limited amount of points you can invest before it's maxed, just like lightning, then you have to move on to something else such as power charges.
That is the main issue, and he mentioned it quite clearly in the video (albeit I found the video was a waste of time compared to a paragraph or two)

I see in your second point you talk about how cold is related to dex and str fire. While I suppose that is fine, it kinda means that witches will only be lightning witches unless they wanted to also spec into claws, daggers, or staves, which at this point is completely, totally stupid, because mastering both melee damage and spell damage splits your overall damage making them both weak.
This is another massive issue with the passive tree (or game in general) that will be difficult to fix, but seems very important to fix none-the-less.
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Last edited by Xapti#6455 on Sep 5, 2011, 9:04:55 PM
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Xapti wrote:
I kind of agree with this, but I kind of don't in other ways. As long as power charges are rather useful, it's better to spec into only a few wasted passives and get both lightning mastery and power charges, than get only cold, and end up having to waste passives into other things due to a lack of any more cold specialization passive points. Cold spec has limited amount of points you can invest before it's maxed, just like lightning, then you have to move on to something else such as power charges.
That is the main issue, and he mentioned it quite clearly in the video (albeit I found the video was a waste of time compared to a paragraph or two)
Sure, you can't put all your points in cold, and need to go for something else. but Power charges are not the only option, and they're still very effective for a cold-based caster as well. You can get cast speed, energy shield, more mana when you're done with the cold stuff if you don't want power charges.

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Xapti wrote:
I see in your second point you talk about how cold is related to dex and str fire. While I suppose that is fine, it kinda means that witches will only be lightning witches unless they wanted to also spec into claws, daggers, or staves, which at this point is completely, totally stupid, because mastering both melee damage and spell damage splits your overall damage making them both weak.
This is another massive issue with the passive tree (or game in general) that will be difficult to fix, but seems very important to fix none-the-less.
No, it doesn't mean that at all. There will be (and already are) gems of each colour which deal all the different types. A witch can spec into fire or into cold without needing dexterity - they don't get to have high levels of the added elemental support gem for that element, but you'll notice all the elmental damage increases are in the int tree for all elements. Having the added damage support gem isn't necessary to make a build for that element.
Also, the final tree will have more skills, and you'll thus take longer to reach the point where you've filled up all your cold passives and need to decide where to go next.
Its power charges that are Over Powered, not lightning. Im about to go to sleep but i made an Ice Nova Witch on HC. Currently almost 50. Ice nova feels about right on damage with out power charges (60-110ish) once i get 8 power charges going, and crits start to happen. EVERYTHING gets destroyed with in seconds.

If i get a chance ill show alittle of it tomorrow.

Power chargers are the issue, not lightning and shock nova. I also do agree that power charges are a must. In my build i use Ice nova and never touch the cold tree. just straight to power charges
Even if it doesnt hit hard near you, the size of the arc that hits for 600 is insane, even if it was just the outer rim of an ice nova spell thats too big. lightning doesn't line up with porbs more its the fact that cold takes far more "filler" talents to get to from porbs than to go from porbs to fire for example.

int being lightning, strength being fire etc makes no difference when witches have skills for all three that are blue. That may have been your intention but it's implemented into this game terribly.

God i just wish cold was closer, its so much funner to play a cold witch. Its the most fun ive had in the game, i'm smiling just thinking about it. but.. anything closer to orbs is going to do WAY more damage and be able to get from act2 and act1 ruthless better.
The purpose of argument should not be victory, but progress.
double post im sorry i just....

Why is lightning damage int, fire dmg str and cold damage dex.

Detonate dead for example is a cast speed dependent dex skill that does fire damage? Shock nova is a blue gem..

Whatever you wanted for int = lightning, cold = whatever never got across to players. it's just not something that I've noticed. If you want that to happen then make it happen. That's like the best kept secret of character development direction I've seen in a long time.
The purpose of argument should not be victory, but progress.
Just thought I'd weigh in here. Haven't given much feedback in awhile.

I'm level 46 in Merciless Act 1. I use Shock Nova predominately. I specced for Power Charges and then crit passives with no points in lightning. About 3 points off getting all the crit passives then I plan to go into Cast Speed.

My Shock Nova costs 109 Mana and I have a max of 572. The only way to support this is with Surgeon Flasks as well as a very high crit chance. I use cold snap (13 mana) to build 4 power charges then start the SN ownage. Regular monsters in Merciless die in 2-4 casts. 43% Spell and 25% Lightning damage increase from items. 224% Crit Dmg multiplier with 331 Rating.

I went this build after getting a fire specced witch to level 26 and killing extremely slowly in Cruel. Practically no matter what happens with Beta changes this build should still be good. Mainly because crits all have bonus effects.

Feedback based on all this.

The two passive skills "Gain on Crit" and "Gain on killed Shocked Enemy" need to go. Take these away and Shock Nova will probably die out in favor of safer cold builds. The unison of power charges and these two passives are the key to current success. Crit's that increase crit's that increase crits...sounds pretty good.

Mana costs for multiple gems is FAR to great. Without those "filler" talents (which btw are awesome) I would be less 162 mana + 10% overall. So 369 max mana using a main spell at 109 mana a pop is just too much. I think possibly the more gems you have the cost increase per gem should decrease. 4 gems should still cost more then 3 gems but not at a linear rate.

All of the upgrade type items (Alchemy/Chaos etc) are extremely cool and add a lot to the game. Being able to tailor fit certain items to your build is very nice. I especially like the reward choices for quests from Ruthless onward.

Champion archers are pretty damn strong vs witches. I realize I am the definition of a glass cannon more like a glass grenade but still. Something like a slow/dot/hit chance decrease feels balanced. Ranged stun and insane dmg/hp does not. The stun is the real killer though. Never died to Archer champions but numerous close calls where I am running around get hit to 10% from nowhere then run away spamming pots.

Currently sitting at 6 deaths. 1 to being sleepy, 2 to being stupid (frost wall the exit/escape) and 3 to Ruthless Alira. Corpse explosion when she isnt even on the screen multiple times. Eventually I went and raised zombies over the whole map to avoid this problem. Possibly decrease the range on it for her.

100's of things that have already been mentioned both good and bad. Keep at it!!

GG






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znowstorm wrote:
The two passive skills "Gain on Crit" and "Gain on killed Shocked Enemy" need to go. Take these away and Shock Nova will probably die out in favor of safer cold builds. The unison of power charges and these two passives are the key to current success. Crit's that increase crit's that increase crits...sounds pretty good.
I disgree on loosing the "Gain power charge on crit" passive - I think it's really good that there's a gain on crit passive for each charge type, for two reasons. One, it helps relate the charge to each other by having a matching one for each; and two, it ensures that for any combination of charges, you have a way to get one of each, which allows the hybrid classes to use two charge types without having to worry about getting the two in different ways if they want to.
I think the problem is that power charge's base crit chance effect is too strong, and we might need to either lower it, or maybe change it to something else, such as mana cost reduction on skills.
Hadn't considered hybrids that does make a lot of sense.

Retooling of Power Charges could be an idea. However I disagree with anything solely mana based.

Cast Speed (sucks for most hyrbids though, however so does attack speed for casters...) would be nice.

Crits is the best for pve/pvp. Possibly 1% Crit, Cast Speed and Mana Reduction per charge. This way anyone can get a benefit from it.

Last edited by znowstorm#2198 on Sep 6, 2011, 12:58:44 AM

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