what is the point of filler mods.

Perfect example:



That life regen...
adania/93 --- ElementalNecro/91 --- GwanSauceMan/90
ScionFakeWitch/88 --- WikiWikiWitch/87 --- LArrowToTheKnee/83
Lethal_Injection/80
[b color="#FE2EC8"][b color="#FFAC12"][/b]
"
Peace_Frog wrote:
"
Efalathon wrote:
It seems to be that as the item level raises, certain crummy or low level mods need to be removed from the list of potential rolls accordingly.

No way should there be level 60+ items rolling +1 mana gained on kill etc. It's ludicrous.



Welcome to an RNG-based ARPG! Enjoy your stay! And if you don't like it, please don't tell them to change the game to your liking; kindly go play something else. Have a great day!


Yes, instead of lowering the RNG, we need to increase it.

My best idea so far:

Whenever entering a map portal, there is a high chance that you will fail entering and the portal disappearing.

This will make sure to increase the ever so necessary "cutthroat feeling" Chris talks so fondly about. You see this way, all 6 party members will compete for the limited portals. Heck it is even not certain that the map creator will be able to enter their map :).

There is also a chance that noone of the portals will work :D.
This message was delivered by GGG defence force.
Last edited by mazul#2568 on Jan 8, 2014, 10:49:37 AM
peace frog , we don't want to remove, them . for the sake of argument i will say that for the very specialized roll of racing or very very VERY early game leveling , they have a roll , small it may very well be.



what we want is add the potential for such a mod like Regen to have a mod level and effect that is in line with the later and more played stages of the game.

but the thing frog is that these flat life mods , or thorns mods can have a roll that differentiates them from the rolls of what you consider higher tier versions.


lets take life on hit for example. let us say just as a hypothetical.

a high tier life on hit roll is 20 - 30 per hit . to a single target player that hits for like 30k dps but with an aps of only 2 , 40 - 60 hp is nothing.

in which case the %based leech roll is clearly better.

but take a build with an aps of say 10 , 200 - 300 life per second is a pretty viable number without really over stepping the potency of life leech on gear.

plus it gives a method, though arguably not as good as % based physical leech, for elemental weapons to gain life without the need of a life leech gem.


So there is potential for these "low level mods" to be something more to the game , to actively contribute to end game variety.

Last edited by Saltychipmunk#1430 on Jan 8, 2014, 10:51:24 AM
"
adania wrote:
Perfect example:



That life regen...


Only 5/6 of the mods on there are better than average? You're right, this game blows. Nobody can play with that piece of garbage. Catch you guys later, I'm going to uninstall and re-evaluate my life.
Look, man. Video games are hard, okay?
and back to square 1
Last edited by Saltychipmunk#1430 on Jan 8, 2014, 10:52:42 AM
I like the idea of making all mods potentially useful. Specifically, I'd like to see GGG do more of what they've already done with the implicit bonus to claws.

It's interesting that life gain per hit was brought up as an example of a useless mod. I found it very useful before Merciless, doing Dual Strike plus Multistrike plus Melee Splash with claws.

Due to the nice life-per-hit implicit bonus for claws and some items giving me extra life per hit, I was getting about 20 life per hit, and in a mob, I was easily getting 100+ life per hit, and I was doing a lot of hits. Mobs couldn't touch me; ironically, I found being in the middle of the enemies most survivable (a unique experience for me, at least).

That changed come Merciless with much heavier-hitting mobs and a much larger hit point scale; the life-per-hit bonus doesn't do so much for me any more. But, guess what? The implicit bonus on late-game claws changed to life leech as a percentage of physical damage.

I'd love to see the same thing done for Coral Amulets, for instance. Leave them as-is until later in the game, and then let them start dropping with their regen bonus as a percentage of your hit points.

Do the same for the life-per-hit mod. Make it work just like claws. Do the same thing with physical reflection.

That would solve most of the mod issue right there, and it's something GGG has already implemented elsewhere in the game.
And may the mods be ever in your favor.
"
Saltychipmunk wrote:
peace frog , we don't want to remove, them . for the sake of argument i will say that for the very specialized roll of racing or very very VERY early game leveling , they have a roll , small it may very well be.

what we want is add the potential for such a mod like Regen to have a mod level and effect that is in line with the later and more played stages of the game.

but the thing frog is that these flat life mods , or thorns mods can have a roll that differentiates them from the rolls of what you consider higher tier versions.


lets take life on hit for example. let us say just as a hypothetical.

a high tier life on hit roll is 20 - 30 per hit . to a single target player that hits for like 30k dps but with an aps of only 2 , 40 - 60 hp is nothing.

in which case the %based leech roll is clearly better.

but take a build with an aps of say 10 , 200 - 300 life per second is a pretty viable number without really over stepping the potency of life leech on gear.

plus it gives a method, though arguably not as good as % based physical leech, for elemental weapons to gain life without the need of a life leech gem.


So there is potential for these "low level mods" to be something more to the game , to actively contribute to end game variety.



I'm agreeing with you, if you'd read my posts. I'm saying they're not in the game because there are likely balance issues with it. How strong would a character be if they stacked Passive Life regen, +% Life Leech, Life on Hit and +X Life per second? They're still trying to get the ball rolling on the PvP in this game, and something like that would break it by more than a little.

"
Saltychipmunk wrote:
so technically that item should be BIS


Nobody should be expecting "BIS" gear in an ARPG. That's what MMO's are for. In an ARPG, the best you can hope for is something usable, which those boots clearly are.
Look, man. Video games are hard, okay?
"
Roccandil wrote:
I like the idea of making all mods potentially useful. Specifically, I'd like to see GGG do more of what they've already done with the implicit bonus to claws.

It's interesting that life gain per hit was brought up as an example of a useless mod. I found it very useful before Merciless, doing Dual Strike plus Multistrike plus Melee Splash with claws.

Due to the nice life-per-hit implicit bonus for claws and some items giving me extra life per hit, I was getting about 20 life per hit, and in a mob, I was easily getting 100+ life per hit, and I was doing a lot of hits. Mobs couldn't touch me; ironically, I found being in the middle of the enemies most survivable (a unique experience for me, at least).

That changed come Merciless with much heavier-hitting mobs and a much larger hit point scale; the life-per-hit bonus doesn't do so much for me any more. But, guess what? The implicit bonus on late-game claws changed to life leech as a percentage of physical damage.

I'd love to see the same thing done for Coral Amulets, for instance. Leave them as-is until later in the game, and then let them start dropping with their regen bonus as a percentage of your hit points.

Do the same for the life-per-hit mod. Make it work just like claws. Do the same thing with physical reflection.

That would solve most of the mod issue right there, and it's something GGG has already implemented elsewhere in the game.


Exactly this! Except they have done it elsewhere. Claws with %-based life steal would be garbage at low levels, while value-based leech works. Then they transition to %-based leech at higher levels.

The key point here is that the low level claws don't stop dropping. Should they? No, that's RNG. And the low level mods shouldn't stop rolling either.



Does the base item value on this make it unusable?
Look, man. Video games are hard, okay?
ehhh, i wouldn't use it if i had something comparable on a different ammy type.
essentially that example is an ammy with one less mod slot .


but i see your point none the less.

if we want low level only affixes , fine then keep them as low level only affixes,

keep them out of the end game pool , unless there are plans to make them end game viable.
Last edited by Saltychipmunk#1430 on Jan 8, 2014, 11:40:35 AM
ITT - OP wants to have cake and eat it as well.

Report Forum Post

Report Account:

Report Type

Additional Info