ggg needs to take steps to make spells more approachable

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deteego wrote:
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tackle70 wrote:
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SL4Y3R wrote:
Penetration gems are some of the best in game right now. No need to buff.

While I do agree with the slow leveling, hard time at finding decent spell gear, etc. I will say most spells are designed to crit. They're base dmg has always been low, and will always be low. You must take into account crit in the tree.

The only spells, i can think of, with shit for base crit are lightning. This is simply because of the shock mechanic.


At 30%+ crit chance, my freezing pulse feels pretty good soloing 70-72 maps so far. It's not anywhere near as fast at clearing mobs as some of the more OP DPS builds out there, but it's fast enough that I have fun playing it.

And freeze locking all white mobs on the map is soooooooooooooooo much fun :)


FP appears to stick out like a daisy in this regard, and its due to the shotgun mechanic, almost every other "spell" does not have this luxery


can you name a few that cant? specifically the ones that can be augmented with LMP/GMP.
IGN: Arlianth
Check out my LA build: 1782214
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SL4Y3R wrote:
Penetration gems are some of the best in game right now. No need to buff.

While I do agree with the slow leveling, hard time at finding decent spell gear, etc. I will say most spells are designed to crit. They're base dmg has always been low, and will always be low. You must take into account crit in the tree.

The only spells, i can think of, with shit for base crit are lightning. This is simply because of the shock mechanic.


That would be nice except that a dagger with a crit mod can get 10+% crit as a base then multiplied by only 6 nodes right at the end of shadow start area 20% + 20% + 20% + 40% + 15% + 45% and would rock out to 26% and they can get a base of up to 336dps benefit from the 30 nodes between 20-30% wep damage increases and gain 30% of that as cold from hatred.

Even with lv 20 FP top damage is base of 273 crit is at 6%(ice spear has 7% as the highest spell crit) and the biggest damage nodes it can be effected by are 1: 20% spell damage, 1: 18%, 1: 15% projectile, 1: 12% cold, 3: 12% spell, 2: 10% elemental, and everything else is 8% or lower.

To get those 9 damage nodes (which 6-8 is what I get on a melee character and have 3x the damage) would take your character 58 point and you would have 192% spell damage and 24% cast speed doing it the most effective way to get all of them. At 42 points for dagger nodes I get 214% phys damage increase, 36% attack speed, 120% crit chance, 30% crit multi, 24% hp, 10% es, and a ton of nodes nearby for improvement and more hp within reasonable reach.... Then just add hatred boom like 3-4k dps with 20% crit chance makes FP look like a shit way to run it even if you have to spend 3 nodes on accuracy.

Balance is what makes a game fun. There also should be reward for having lots of in game money and like 6-10 builds that are OP 'if' you have the currency to drop on them to make them. Kinda like how Shavs RF Sporker was in Open Beta, but then again they shouldn't all be of one character archetype (2h, 1h+shield, dual wield, spell, and bow)
At the bare minimum, spells should have their melee equivalent support gems:

1) Multicast (equivalent to Multistrike) : each linked supported spells cast extra 20x.

2) Frost Shell (equivalent to Molten Shell) : grant temp HP and when depleted does a AOE damage to attackers.

3) Mirage (equivalent to flicker strikes) : caster splits into multiple copies of himself and cast any spells the original caster do for a short time.

4) Undying call (equivalent to Immortal Call) : caster becomes immuned to all damage for a short duration.

5) Beam (opposite of Melee splash) : convert any spell into a narrow beam lazer that does 30x the damage.


ive never slowed anyone down between the levels of 1 and 65.... because i solo these. 90% of the time always. ( oxymoron) anyways. have fun. c ya.
Why ask Why and start by denying before you have actually tried?
bump
FOR THE DARK GODS!

IGN: Monokuma_Joestar
:/
FOR THE DARK GODS!

IGN: Monokuma_Joestar
bump
FOR THE DARK GODS!

IGN: Monokuma_Joestar
Early game, spells generally are complete crap... I think most people would agree.

For me, I basically equip a couple of swords and level as cleave or w/e until your spells become viable at 45 (ish). Thats pretty lame.

So first off, I'll call for a bit of earlygame love when it comes to spells...

Second point, and I cannot believe I am actually saying this: I think spells are in a pretty good place, I actually think melee is a little too cheesy atm and needs toning down.

I haven't actually called for a nerf in my 24years as a gamer ever. In anything. Apart from when I played against ScreaM and SpawN in Counterstrike :(

and this feels a bit weak for being my first shout for nerf but melee is just so faceroll atm in multiple ways.

Funny isnt it... a few months ago melee was so delicate to make work endgame and now its rampant.

We can't be pleased can we :D
Just for try for see and for know -2013!

She corpse exploded the corpse of the boss...
^
FOR THE DARK GODS!

IGN: Monokuma_Joestar
but again , it is to be expected , the only reason why melee was not viable , was because ggg was still fiddling around with life and es number ,(lol 6% life nodes what the fuck)

so melee had to spend nearly every point in survivability to even achieve a hp pool that could survive even low level maps.

this hid the lopsided nature of spells.

because frankly when you say spells are in a good spot you only mean the spells that satisfy very specific criteria.

namely are they crit friendly and do they synergize well with the popular aoe supports.

if they do only one they are simply mediocre, if they satisfy neither , then they are kinda shit.

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