ggg needs to take steps to make spells more approachable

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adghar wrote:
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omgken233 wrote:
To add to your list:

Every end game mob and their mothers have elemental resist. Meanwhile 0% physical resist.


Well, technically, "the most armour monsters have in the game is about 930," which provides about 7% physical resist against a 1000-physical-damage hit.

So, yeah, pretty much 0% physical resist.


This cannot possibly be true. The wiki blurb does not have a cite and is obviously wrong if you consider Armoured mobs or just mobs like golems.


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In order to increase armor to the levels of resists (75%) for heavy hitters they would need to increase it to such absurb numbers that it would completely annihilate low damage-fast attack speed builds due to how armor works ATM.


You don't need to increase armor to the levels of resists, because melee don't have a penetration gem.
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BGSacho wrote:
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adghar wrote:
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omgken233 wrote:
To add to your list:

Every end game mob and their mothers have elemental resist. Meanwhile 0% physical resist.


Well, technically, "the most armour monsters have in the game is about 930," which provides about 7% physical resist against a 1000-physical-damage hit.

So, yeah, pretty much 0% physical resist.


This cannot possibly be true. The wiki blurb does not have a cite and is obviously wrong if you consider Armoured mobs or just mobs like golems.


"

In order to increase armor to the levels of resists (75%) for heavy hitters they would need to increase it to such absurb numbers that it would completely annihilate low damage-fast attack speed builds due to how armor works ATM.


You don't need to increase armor to the levels of resists, because melee don't have a penetration gem.


melee doesn't have a penetration gem true.
but spell casters dont have 3(4)! MORE multipliers for their damage

more physical damage
more physical damage on full life
more attack speed (multistrike)
more elemental damage (weapon elemental)

at any given moment any single melee skill can benefit from AT LEAST 2 of those gems. The closest the casters have is penetration gem, which in a way works as a MOREmultiplier but is only 1. AND they have to wrok against 75% + resist mobs.

At least HALF of the mobs need to be ARMORED and the rest split between the 5 resists to be even fairly balanced, atm there are only 1-2 subtypes that are armored (only crabs come to mind) And golems don't have a lot of armor, just a shitton of HP, taking golems down as a lighting caster is much bigger pain than taking them down as a melee (all golems have resist lightning on top of a ton of hp, their armor is as a standard mob)
I will admit to not having read every post in the thread, so forgive me if this has been pointed out already:

Spells offer inherent advantages that are not available to melee. The security of casting from range produces the tradeoff of lower damage, that whole risk/reward thing, you know. Spells offer, without any additions to them, chances to apply status effects that may be harder for melee to achieve. Add to that what I suspect is a developer expectation that spells be supported with the appropriate penetration gem and this thread is done.
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Sinnesteuer wrote:
I will admit to not having read every post in the thread, so forgive me if this has been pointed out already:

Spells offer inherent advantages that are not available to melee. The security of casting from range produces the tradeoff of lower damage
"Looks at the vast physical leeching and life gain on hit melee have as well as ever increasing number of monster's ranging, teleporting and immune to ranged damage" Yea...
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Dravkwn wrote:
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Sinnesteuer wrote:
I will admit to not having read every post in the thread, so forgive me if this has been pointed out already:

Spells offer inherent advantages that are not available to melee. The security of casting from range produces the tradeoff of lower damage
"Looks at the vast physical leeching and life gain on hit melee have as well as ever increasing number of monster's ranging, teleporting and immune to ranged damage" Yea...


Now, if only there was some way for a caster to, with only a single unlinked socket, to gain access to a skill that would wipe the caster from the mob's aggro list. I would make it a totem, maybe call it "Decoy Totem" for a skill name.

Or maybe casters could have access to on-demand meat shields to distract mobs for long enough for the caster to apply DPS...

Perhaps some kind of Curse that dramatically slowed mobs, maybe give casters the ability to apply more than once curse to a mob so that they can use the slowing curse in conjunction with one that helped with damage application...

Oh, I know, support gems that provide life leech for ALL DAMAGE as opposed to only physical damage, maybe gives spells a "hit" component so that Life On Hit support would work with them...


I know, I am a maniac for even suggesting that players make use of available tools. GGG should just removed mobs from the game entirely, populate all areas with chests/jars/crates/barrels, and let us pop them with whatever spammable we decide to slap on the action bar. EXP rewarded based on number of items spewed out from containers so that IIR/IIQ is the new "god mod" on gear.
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Sinnesteuer wrote:
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Dravkwn wrote:
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Sinnesteuer wrote:
I will admit to not having read every post in the thread, so forgive me if this has been pointed out already:

Spells offer inherent advantages that are not available to melee. The security of casting from range produces the tradeoff of lower damage
"Looks at the vast physical leeching and life gain on hit melee have as well as ever increasing number of monster's ranging, teleporting and immune to ranged damage" Yea...


Now, if only there was some way for a caster to, with only a single unlinked socket, to gain access to a skill that would wipe the caster from the mob's aggro list. I would make it a totem, maybe call it "Decoy Totem" for a skill name.

Or maybe casters could have access to on-demand meat shields to distract mobs for long enough for the caster to apply DPS...

Perhaps some kind of Curse that dramatically slowed mobs, maybe give casters the ability to apply more than once curse to a mob so that they can use the slowing curse in conjunction with one that helped with damage application...

Oh, I know, support gems that provide life leech for ALL DAMAGE as opposed to only physical damage, maybe gives spells a "hit" component so that Life On Hit support would work with them...
Trying to figure out how any of that stuff makes a casters dps any better. Caster advantage is safety so they get a dps reduction. Melee are now just as safe 99% of the time and have how much more dps compared to casters? Oops dangerous unique or boss ahead guess the melee can whip out a decoy totem and use spectral throw for 1 fight and caster can just...."inserts useful thing caster can do better than melee to make up for the other 99% of battles....data not found"I may be exaggerating to some degree but its basically how it works.
Just cut down monster resists a little, that's really all that's necessary.

I play a freeze pulse Mara (with the BM keystone, no less!). I have some pretty damn good gear, but running a cold resist map and running into inherently cold resist mobs just grinds everything to a halt. While I absolutely decimate anything without cold res.

Physical has no such roadblock, hence why ek remains popular after several nerfs. IMO it's more of a physical vs elemental thing than it is spells vs attacks.
IGN: Smegmazoid
Long live the new Flesh
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JahIthBer89 wrote:
Just cut down monster resists a little, that's really all that's necessary.

I play a freeze pulse Mara (with the BM keystone, no less!). I have some pretty damn good gear, but running a cold resist map and running into inherently cold resist mobs just grinds everything to a halt. While I absolutely decimate anything without cold res.

Physical has no such roadblock, hence why ek remains popular after several nerfs. IMO it's more of a physical vs elemental thing than it is spells vs attacks.
This I can agree with.
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Dravkwn wrote:
Trying to figure out how any of that stuff makes a casters dps any better. Caster advantage is safety so they get a dps reduction. Melee are now just as safe 99% of the time and have how much more dps compared to casters? Oops dangerous unique or boss ahead guess the melee can whip out a decoy totem and use spectral throw for 1 fight and caster can just...."inserts useful thing caster can do better than melee to make up for the other 99% of battles....data not found"I may be exaggerating to some degree but its basically how it works.


You aren't adding anything to this conversation. You are upset, that much is clear, although about what is not well defined.

It appears you refuse to accept that there is a difference between the playstyles of melee and caster, and that each does, in fact, offer different strengths/weaknesses. You seem to be advocating for spell casters to be able to facetank mobs and one-shot all content. Having played the game, and accepting what the game offers (as opposed to developing unrealistic, personal expectations of what the game should be), I cannot come to any other conclusion than that the developers very much intended for there to be playstyle differences between ranged/melee, spell/attack, and physical/elemental.

Perhaps the caster/elemental/ranged combination just does not suit your playstyle or personal preferences. Instead of raging against GGG to prompt them to change their game, I recommend you stick with those builds that mesh well with your personal preferences. You will enjoy the game, as it is, far more that way.


@JahIthBer89 -

You choose, as a Freezing Pulse build, to run a map that you know has cold resist mobs within its mod set...and this is GGG's problem how?

EK builds are popular because they are easy to scale to end-game with minimal gear investment and "no brainer" passive choices. Other options are just as viable, if a little bit harder to put together.
I'm just saying that in my case, having a 6L taryns with nothing but damage gems (and life leech) due to taking BM (I sacrifice a lot of potential defense in the form of auras for that extra damage gem), it's pretty absurd to be running into white mobs that can eat like 5 FP casts, half of them being crits no less (44% crit chance/500% multi). Also, I don't know if you've ever played FP, but you need to be in melee range to deal full damage with it anyway. The tradeoff being that FP keeps a lot of stuff frozen.

Doing something similar with a physical build means you're pretty much guaranteed to oneshot everything besides map bosses and rares. I've seen it in action, I promise it's true.

Now I do recognize that melee should do more damage overall since they're forced to tank. But the problem lies in just how black-and-white your damage output can be between different monsters with elemental damage. It can be oneshot or ten-shot between two different maps on the same monster type.
IGN: Smegmazoid
Long live the new Flesh

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