ggg needs to take steps to make spells more approachable

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Peenk wrote:
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MrMisterMissedHer wrote:
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Peenk wrote:

And that's why your opinion on curses is completely useless. And they were not mandatory due to the strength, they were mandatory because without them your damage is severely limited as a spell caster. But once again with the GGG logic of 'OMG ITS USED BY SO MANY. MUST BE OP NERF NERF NERF' when they should be looking at WHY it's used so many times, and in this case it's because spells suck without them.


Now I'm pretty sure my opinion on curses relating to playing as a pure caster is useless currently.

Unfortunately I am also able to use curses NOT playing as a caster though and I partied extensively with a build running multiple curses that carried me.

Curses shouldn't make up for spells sucking shit though, because other people will exploit the fuck out of it.

See that is another issue with the curse nerf of maps and such, people made full support characters and now are completely useless is most scenarios. This is the thing that annoys me most about GGG, they see everything in a very small line of sight, totally ignoring anybody who thinks outside the box to use these 'op skills' in a way which other people don't. I mean that's the idea of the game right? But I've given up on that part of the game and now just follow the cookie cutter builds, anything theory crafted to be very strong will just be nerfed.


Well the thing is, I helped make that build and also to suit me, it was played by my brother. I relied on it, but I just felt what it did was too strong. Playing as a 2h physical melee (which at the time sort of struggled for survivability) I got permanent enfeeble, temporal chains and vulnerability on everything, gains that I could simply not emulate. It took situations from being near impossible to absolutely trivial.
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Zeint wrote:
I just rerolled my level 80 freezing pulse CI witch to a marauder and it's a completely different experience!

I don't get chilled every time a monster does any kind of cold damage.
I don't have to wear Eye of Chayula in order to not get chain-stunned.
I don't have to link life leech to my attack because physical damage can leech through gear and skill points.
I don't have to use my curse slot to remove cold resistance, because monsters just don't have physical resistance.


Why would anyone ever use CI?


and you dont need insane mana/lifereg to use skills wihout manaleech/bloodmagic
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Well the thing is, I helped make that build and also to suit me, it was played by my brother. I relied on it, but I just felt what it did was too strong. Playing as a 2h physical melee (which at the time sort of struggled for survivability) I got permanent enfeeble, temporal chains and vulnerability on everything, gains that I could simply not emulate. It took situations from being near impossible to absolutely trivial.



That's the whole idea though mate, why should we be pigeon holed into builds that take a long time to clear content? The best part of an ARPG is building specific builds to work with another, and finding loot.. You know all the goodies, but it seems like GGG just want mediocre DPS builds running around to make there content seem hard and to punish the people who actually expose the game for being easy when you take time to think about the mechanics and make a build around it.
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Peenk wrote:
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Well the thing is, I helped make that build and also to suit me, it was played by my brother. I relied on it, but I just felt what it did was too strong. Playing as a 2h physical melee (which at the time sort of struggled for survivability) I got permanent enfeeble, temporal chains and vulnerability on everything, gains that I could simply not emulate. It took situations from being near impossible to absolutely trivial.



That's the whole idea though mate, why should we be pigeon holed into builds that take a long time to clear content? The best part of an ARPG is building specific builds to work with another, and finding loot.. You know all the goodies, but it seems like GGG just want mediocre DPS builds running around to make there content seem hard and to punish the people who actually expose the game for being easy when you take time to think about the mechanics and make a build around it.


That argument works both ways, when a few things stand out as being obviously OP or effective, people flock to it. Ideally you should have many functional options, it shouldn't really be easy or obvious what the best ways to build are.
one of the many issues spell casters have is that reists work always (as opposed to armor that works.. never)

so in merciless+maps+etc when every single mob has very high resist elemental damage, their dps is cut to at least half most of the times.

curses are mandatory to bypass this, but curse-immune and etc shennanigans make it mandatory to also run penetration gems.

so, your curse is FORCED to be an offensive one and you also lose 1 gem slot. This is just to even out the resists vs armor anomally.

a solution would be to scale down monster resistances, bu a LOT. Like "resists elemental damage" on merciless on a white mob needs to be close to 15-20% resistances, while individual "resists x" can be as high as 50%. That still allows rares to have 70-75% resistance if they are of the subtype and have the resistance mode. OR elemental resist curses need to be buffed to be close to 75% resuced resistance at lvl 20.

then comes the fact that since spell damage is heavily dependent on gem level, you have to wait to ridicusly high level to actually use your spell to 100% effectivness (high mid 80s for lvl 20 gem) while attack users again have no problem finding/buying a great weapon at something like lvl 70 and have 100% of their dps output from then on.

finally, the supports themselves are kinda worse in a lot of cases. Take 2 generic MORE multipliers in the game: more physical damage: drawback=none. More aoe damage: drawback much reduced range. Why?

Spells, at the moment are relegated to being used as a support/secondary casts (CoC, CoS, CwDt etc) are all far better ways to actually casts the spells, rather than... casting them!

Final nail in the coffin is the actual casting stat, int and mana gain and mana costs.

Stats are suppossed to give bonuses, p.e. str gives health and damage, more health=more survivability, more damage is well more damage.

int gives mana and es. Es is survivability, good so far. Mana on the other hand isn't even a bonus for spellcasters since their mana costs are close to 1000% on some cases compared to attacks. I get it that attack users often don't have a lot of mana so their attacks need to be cheap(er) but on the other hand, boosting your main stat only so you can actually use your skills (as opposed to get a benefit from it) is ridiculous.

Mana costs for spells need to be reduced to attack levels, and then casters can enjoy the benefit of having a ton of mana/mana regen to use other things with, like more auras, arctic armor, MoM, etc.

And MoM needs to be moved to witch area.

the are my 2(more like 50) cents.
Last edited by shroudb#3225 on Dec 1, 2013, 12:48:25 PM
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MrMisterMissedHer wrote:
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Peenk wrote:
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Well the thing is, I helped make that build and also to suit me, it was played by my brother. I relied on it, but I just felt what it did was too strong. Playing as a 2h physical melee (which at the time sort of struggled for survivability) I got permanent enfeeble, temporal chains and vulnerability on everything, gains that I could simply not emulate. It took situations from being near impossible to absolutely trivial.



That's the whole idea though mate, why should we be pigeon holed into builds that take a long time to clear content? The best part of an ARPG is building specific builds to work with another, and finding loot.. You know all the goodies, but it seems like GGG just want mediocre DPS builds running around to make there content seem hard and to punish the people who actually expose the game for being easy when you take time to think about the mechanics and make a build around it.


That argument works both ways, when a few things stand out as being obviously OP or effective, people flock to it. Ideally you should have many functional options, it shouldn't really be easy or obvious what the best ways to build are.

I agree with that, but it's only natural people will follow what is best and that will still work even if all builds were terrible, the best of the worst would still be FOTM. But I think instead of nerfing anything that is deemed powerful, they should look at other skills and improve them because that's the underlying problem.. Too many skills are bad, and the good skills get nerfed.


Edit: Spellcasters that go CI need to also use Life Leech and Mana Leech which is two slots used already, or go EB and use a low cast speed spell (Like EK).
Last edited by Peenk#2338 on Dec 1, 2013, 12:49:44 PM
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Peenk wrote:

I agree with that, but it's only natural people will follow what is best and that will still work even if all builds were terrible, the best of the worst would still be FOTM. But I think instead of nerfing anything that is deemed powerful, they should look at other skills and improve them because that's the underlying problem.. Too many skills are bad, and the good skills get nerfed.


Edit: Spellcasters that go CI need to also use Life Leech and Mana Leech which is two slots used already, or go EB and use a low cast speed spell (Like EK).


Indeed, there are weak skills, for spell and attack users even. Skills do need to be nerfed occasionally, though.

There is also the issue of taking away strength (from say, curses) that is sort of minimally required (say, the effect of elemental weakness), you have to put the necessary part back somewhere else.
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Peenk wrote:
They can't. I've come to the conclusion GGG don't know how to balance anything and we are going to go through a continuous loop of one type being overpowered compared to the other, whilst they annoy the fuck out of there player base for making drastic build changes half way through a league. These guys are amateurs, and it shows.


Welcome to the club, I've been saying this for...hell I cant even remember how long now. I like GGG, I do, but they are simply awful at balancing this game. This constant yo-yo effect was gotten so old. "Oh, life is too powerful, Nerf the fuck out of it!" "Shit, now ES is too good, kill it!" "What!? Everyone plays ranged!? Nerf the shit out of it and OP buff melee!". Now, spell casters are garbage because of the way they nerfed the shit out of everything at release. I don't even remember the last time I had a witch in any of my parties, nobody plays them anymore. C'mon GGG, get your shit together here, and stop with the knee jerk balance changes.
IGN: Standard: Feugue, Domination: KaomsDisciple
I'll just add that avatar of fire builds suffer from exactly the same problem. I had a burning-crit build which rocked half the time but completely sucked the rest because of the bullshit levels of elemental resist encountered in endgame. Took 15 extra skill points to add another element of RNG to my character, which I later wisely respecced out of.
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I think one of the biggest problems with casters is the fact that leveling as one kinda sucks when compared to melee or ST. I actually leveled both my summoner and EK chars with ST until I hit level 60+.

Also the witch starting area seems to force people to go CI since most of the life nodes there are rather lackluster.

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