When will you REWORK Reflect?
Reflect damage does need a rework with 3.0.0. But mainly because of the ES changes.
Without ES leech there is no way to mitigate the reflected damage as an ES character, especially CI characters. Therefor I think GGG should add the following to the CI keystone: -Damage cannot be reflected. And to allow other forms of damage mitigations with ES. Acrobatics, armor, dodge, etc, should get their ES penalties removed. **The above is based on the changes posted in the ES manifesto.** As posted before me, player damage also needs to have a ceiling. This so reflect damage can be set around a certain damage number, and GGG would no longer have to buff boss hp insanely. Both a direct result of too high player damage. A player damage ceiling could be set by GGG at a certain number(50k or 75k or 100k), and by adding high diminishing returns on damage when a player goes above that ceiling damage number. Last edited by sarannah101 on Jul 9, 2017, 3:06:47 PM
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"the would became pretty boring. What's the purpose to have better weapon, better gear and leveling? To became stronger and stronger. I you put cap on damage the would loose its purpose. | |
" Just because it increases the time it takes to reach level 100, doesn't mean it's a good game mechanic. Let's go with your logic, let me implement another great game mechanic: if the player kills 100 monsters in a row without taking a single hit, kill the player. Awesome, isn't it? This ensures that the player never cheats, because no player can kill 100 monster without taking any hit, right? And this also increases the player's time to reach level 100, since the player will be inevitably killed if he's too good. Reflect is a band-aid mechanic designed to alleviate a problem this game has: power creep. Players get too strong and GGG doesn't know how to keep that from happening, so they just punish the players in the dumbest way possible. The right way to fix power creep is to balance monster health, monster AI, and player damage. If GGG thinks players clear content too quickly or too easily, it means their monsters are not intelligent enough, and/or they don't have enough health/defenses, and/or players get too strong, too easily. The right way to fix the problem is identify the core issue and work on it. Not add a bullshit mechanic and call it a day. The players invest too much on damage and little on defense? Maybe we should increase monster damage then. Maybe we should limit how much damage the player can increase. But no. Let's just reflect the damage and kill the player. LOL. Seriously, I can't understand how some of you can't understand this is terrible game design. Last edited by poeFan2 on Jul 9, 2017, 5:16:42 PM
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" Offscreening is a lazy way of making the game easier. Reflect is a simple way to punish it. It you don't like it, don't do it. | |
" Are you going to tell me that on a melee build with high pack density that you take the time to read the stats on all the mobs? I seriously doubt that you do that.That would be an extreme drudge to have to do that when you are trying to fast clear maps in < 5 minutes. Anyway why should we have to just because GGG has allowed power creep to get way out of control and there are a few BiS gear builds that can top 1 million dps (even a few 2+ million dps builds until double/triple dipping is eliminated). What GGG needs to do is leave reflect as a creature mod in but nerf it's range of effect so any damage to off-screen creatures with reflect can't come back to blindside kill our exile. If reading the creature stats to see that it has reflect mod is desired then the actual reflect exile killing damage can't/shouldn't happen while that creature is way off-screen. Reflect damage should only occur when the creature is much closer to the exile. GGG also needs to have some kind of aura ring around a creature with the reflect mod so we can easily see that the creature will reflect damage without needing to read the stats. The aura ring needs to be of an easily distinguishable color from the rest of the colors to be immediately recognizable as a reflect creature so we can take appropriate action to avoid one-shotting ourselves. "You've got to grind, grind, grind at that grindstone..." Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration. The perfect solution to fix Trade Chat: www.pathofexile.com/forum/view-thread/2247070 Last edited by Arrowneous on Jul 9, 2017, 5:55:51 PM
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It's reworked in Wave 2.
Called Yugul The Frog God Power. |
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GGG was kind to us by nerfing crit multi to reduce the burden of reflect.
Praise GGG. IGN: Arlianth
Check out my LA build: 1782214 | |
Nice gear, by the way. I'm especially impressed by that one ring you've got with 25% increased elemental damage, 30% increased elemental damage with weapons, and 29% increased fire damage) And I know you said you're an experienced player, but I just noticed that if, instead of spending 4 points and getting the 'Forces of Nature' node and the nodes leading to it for 40% increased elemental damage and 'damage with weapons penetrates 6% elemental resistances', you could spend 4 points and go down from where your Energy from Within jewel is socketed and go to the 'Foresight' node and gain 20% increased energy shield, plus another 20 base maximum energy shield, which would help make up for the Skyforth boots you're using. "Let those with infinite free time pave the road with their corpses." - reboticon Last edited by crystalwitch on Jul 9, 2017, 6:57:44 PM
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Reflect is meant to prevent players from playing characters with literally no defensive investment. It's actually difficult for me to kill myself to reflect rares in-game anymore, I'm pretty sure the last time I have since Ascendancy released was in a phys reflect map against a phys reflect rare. If you think this is bad then you clearly never played back when reflect was actually hard to deal with. Dying to reflect nowadays just shows that your build is garbage.
Don't play a glass build if you can't handle when it shatters. Complaining about volatile rares would have at least made you seem a bit smarter, but GGG's already made those redundant in the beta anyway. " If we're still talking reflect then what you just said made my brain hurt a little. There's already a pretty large visual indicator on reflect rares (the only monsters that can get reflect, excluding map mods) and a visual indicator on nemesis rares. If that's just out of context, then my bad, but it doesn't really seem like it is. |
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" well its rather easy... build more towards defense and less towards offense like every HC player ever lol I dont see any any key!
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