This probably has been posted somewhere...but...rebuff LW speed&Leapslam distance?
They absolutely have to fix the LW lockstep issues. Making that useful again will give casters something meaningful other than WB or FD.
My pet solution for WB (and LS) currently is to reduce their attack speed but have a "more melee attack speed" modifier on the gem. Casters without any melee attack speed investment will be slower than they are now (and incentivized to use LW/FD), and melee builds that do have melee attack speed investment will be as fast or faster than they are now. Bonus points for helping out melee, imo. |
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" damn it no clear speed is the combination of move speed , dps and how well you communicate that dps. they must always be viewed together because that is how they work in the bloody game. They ARE all tied together. improving one will improve the whole. looking at each one individually without examining its effect on the others or the mechanics they contribute too is silly. All the conclusions would be unusable in practice simple because the game is not some sterile vacuum where the mechanics can be so easily be separated. let me fix your example you cant put too much salt in your soup because it would ruin the flavor, you cant put too much water in because it will ruin the flavor and you cant put too much garlic in because again ruins the flavor. clear speed is the soup, or in your case clear speed is the pizza itself rather than the toppings, it is the whole meal not the parts that make it up. And sure we could balance those other things... and look where that has gotten us so far. Last edited by Saltychipmunk#1430 on Feb 3, 2016, 7:33:14 AM
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Funny how no one gets why Leapslam was "nerfed".
This "nerf" was mostly a fix for races and raceseasons, because Leapslam, before the mana cost nerf and range nerf, was to damn strong in every race. It had, and still has, more AOE clear then WB. WB can not be used to clear pack, still until now, thats why it wasnt touched. http://www.pathofexile.com/forum/view-thread/1158669 Cyclone MARA Beginners and Advanced Guide. Last edited by Vincendra#0721 on Feb 3, 2016, 8:54:57 AM
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" There are 2 reasons why WB wasn't touched before hand. 1) Desync, was hard to use for anyone that experienced that sort of issue frequently, even people that didn't it was "too annoying" to use. 2) Fortify, which was stated back in closed beta as something people would do with WB. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
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" I like the direction of that. I think a general endgame melee build is going to have what? Somewhere between say 50% and 100% increased attack speed from the tree and items that a caster wont have, thats where its got to count. The 20%+ speed roll on the weapon itself the caster might have but you have to give a nod to someone who went out of their way to get that just for blades so that can be important too, and obviously we have a 20/20 faster attacks gem that both the melee and the caster will be using for sure, whatever that is, 50% increased aps roughly? So the 50% increase we can be sure the caster has vs the 100% to 150% total increase the melee build gets has to be the difference between blades as we know it now and something significantly slower and less appealing. I think they can tune that and make it happen, theres a very distinct area where you can be sure the melee has 2x or 3x as much increased attkspd and you can ballpark the expected figures fairly well. I wouldnt at all be against simply removing this 20% buff i wasnt aware of too, thats kind of like the buff to bow skill damage like Tornado we saw with 2.0, I cant quite see where its coming from. Does anyone remember those posts about Torando needing a buff? No me neither. Does anyone even notice the 10% TS buff other than on their tooltip? I feel like people went from 1 shotting mobs to 1 shotting mobs, and youre probably using frenzy single target anyway for elites that take a beating? I know I am. If they took the 10% back off I dont think Id notice. |
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" Leapslam was very strong in races for sure but it can't be that you just nerf a skill because it is strong for racing - the main focus should be on the core game i think. Even it would be too strong for racing - why not just lower the damage in early game or raise the mana cost so that isn't as effective for racing. There are multiple sulutions for that. Fact is 2H Melee has no good movement skill atm - this should be fixed! Last edited by Wiesl_1404#1448 on Feb 3, 2016, 9:56:08 AM
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" Nerfing mana costs does nothing for races. You either get mana on kill Nodes or gear in a race or spam 2 mana pots and 3 health pots. It is still very strong and the only reason LS isnt that good in races anymore is the range. You eihter have to heavily nerf the damgage or the range to influence racing. http://www.pathofexile.com/forum/view-thread/1158669
Cyclone MARA Beginners and Advanced Guide. |
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still waiting on that fire trap nerf, seriously the shadow gets what 8 consecutive elemental nodes for it and then goes straight for more damage then trap damage and then dot damage with only 2 bloody travel nodes.
and it buffs the flame dash too.. and everyone thought flame totem was good for leveling lawlz. |
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