GGGuys, can we please stop the vicious circle of unfair mechanics?

I can sell you that belt.
IGN: HolyBling
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xXx_EliteHardcorePro_xXx wrote:
Btw, i dislike the way they implemented auras in PoE. In D2 even though hammerdins had conc up all the time and melees had that weird looking orange blob aura (vindicate?), players still changed auras depending on the circumstance. Even if it was as shallow as changing to vigor to move around faster and salvation for resists, it still produced more active and engaging gameplay than poe's model of auras
Apparently I'm the only person who actually changes their auras around depending on the map affixes I'm about to run.

Hint: Purity of Elements (on a build which doesn't normally use it) effectively counters Elemental Weakness.
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omg, another complaint that monsters are stronger than the player.

why on wraeclast should a nasty evil demon from (piety's) hell have the same possibilities as a stranger, stranded on wraeclast who happened to find some skill gems on his journey.

sure the lore tells us that monsters were created by embodying these gems into humans and animals but were is the surprise effect if you fight a monster which behaves like a player?

and there must be an advantage from having these gems in your body instead on your armor :)
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While we are at it, AI is totally reading my inputs. Cheating fucks.
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raics wrote:
Yeah, like I said already on some occasions we seem to be using totally different rulebooks, even down to most basic of stats, monsters have lower natural crit multiplier, monsters need no resource to use skills, are better affected by charges... the list is pretty long even without touching individual skills, I mean, what's the deal with animating weapons out of thin air?

I personally think inconsistent rules suck huge, hairy ass and only create problems in the long run, problems that just pile up on top of one another and that you usually can't fix without wiping the tabula rasa, so to speak.

That's one of the greatest things about DnD games, everybody used the same ruleset, from a lowliest kobold to a mightiest dragon.


latest on-topic response, and one of only two people to understand my point.
not that others tried to, it seems.
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The only solution to this is to make me, and only me as stronk as Atziri.
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I think your idea of difficulty and balancing is a great one. The more I think about it, the better it seems that if the enemies follow the same rule set, things would go more smoothly, and challenge could be balanced a lot better. Imagine a Merveil fight that does a bit more damage, severely hurting you when you're fighting her, but less frequently and having to use new tactics to kill her. To me, that sounds like fun, instead of being cold snapped 23 times in a row. It would also create more consistency within the game, making it easier to balance overall. If you don't mind, I'd like to address the situation with Chris some time, would that be alright?
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I think all of OPs concerns are related to invasion bosses/corrupted area bosses lol..
an example

trappers have to deal with an annoying 3 traps limit after which theres a cooldown of 1s to generate a new trap. no passive to improve that, no gear.

in contrast boss like RIMA can just spam it like nobody's busness, no mana, no cooldown! and at high levels just a few (only!) of those dozens traps it throws can rape someone with 77 cold resist.

yeah its a boss, but how does such a silly design become committed?
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BisuProbe wrote:
an example

trappers have to deal with an annoying 3 traps limit after which theres a cooldown of 1s to generate a new trap. no passive to improve that, no gear.

in contrast boss like RIMA can just spam it like nobody's busness, no mana, no cooldown! and at high levels just a few (only!) of those dozens traps it throws can rape someone with 77 cold resist.

yeah its a boss, but how does such a silly design become committed?

Because there are players with 85%, 95%, and even 100% resists... It's just impossible to balance out damage for all of those.
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