Preliminary 0.11.5 Patch Notes

nice patch notes, though 20% reduction sounds pretty much, but I think it's appropriate
So, with the skin transfer MT, I don't have to look like a clown when wearing a Vaal Regalia?

And I can wear Astral Plating without looking like one of those cardboard box robot cosplayers?

Awesome!

And I ALMOST bought a high-level Saint's Hauberk the other day... whew dodged a bullet there.
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raics wrote:
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tmaciak wrote:
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raics wrote:
Although I use traps on a lot of my builds it was a clear exploit to me


I'm no fan of traps and even if I have one, I virtually never use it and I never had more than EC gem (I don't like charges, like in "if you have to use charges, your build sucks" :P) I'm quite surprised by such statements as I though that having each gem to have its own cooldown as interesting mechanism. I also never have seen a post from GGG stating so.

It was one of small things which differs GGG skill system from other games. If we remove such small "tasties" what will be left? Only this that one have to drop or buy some skills? Meh.


Nah, it made no sense no matter how you look at it. Traps and some other skills are either hella strong or highly exploitable, so they have cooldowns, that's a base game mechanics. Things that allow you to bypass basic mechanics should be expensive. To bypass flicker cooldown you need to include fast frenzy charge generation in your build, to ignore chaos damage mechanics you need to either sacrifice all your life pool or use a certain really expensive item, and you need that 'other item' in order to ditch melee skill cost.

And don't tell me spending a gem slot is expensive or I'll be very likely to just keel over out of sheer unbridled mirth. You don't even need many supports to make traps work, one or two at most.


How is it that all of the mentioned things can be bypassed but the cooldown of traps shouldn't be allowed to be bypassed?

And traps being viable without many support gems is a matter of scaling the damage, and certainly not a flaw of the mechanics. I always thought that the ability to use more traps for a trade-off was interesting to say the least, if not brilliant.
My niche build using 4 flickerstrikes is basically the only reason i play PoE.
Now my build using flicker as my primary is gone.
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raics wrote:

And don't tell me spending a gem slot is expensive or I'll be very likely to just keel over out of sheer unbridled mirth. You don't even need many supports to make traps work, one or two at most.


As I wrote, I don't use it and one of reason is that I don't want to spend additional gem slot, I have better use for it.

And to be honest, anyway traps in PoE sucks in "fun factor" area. A lot. I was using spider mines all the weekend. What a fun :) and if I remember assassin from D2...
Anticipation slowly dissipates...
Finally, took a decade or like a month or 2 >.> but finally it is DONE!

"Jeweller's Orbs and Orbs of Fusing now describe that they consume quality when used."
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All are great changes.
I was originally quite upset by the linked cooldown "nerf". I read through this entire post trying to find a reasonable explanation of why it is considered overpowered. For comparisons sake a whole bunch of identical traps do what a similar number of different supports linked to one main spell can achieve. If one is to have 3 Bear Traps each four linked, that is either 12 gem slots, or a six link with 3 traps 3 supports.

No-one seemed to have a satisfying answer so I thought it through.

My guess is that a unique coming out in the near future is going to increase the maximum amount of stored traps available for use.
This would have made having multiple instances of the traps OP, as it would multiply the benefit of said unique.

This unique along with the decreased cooldown time would make traps reasonably effective, (i also seem to recall that a new trap skill is in the works) and therefore stacking many gems of the same skill is unnecessary.

Hopefully if i am wrong about this, then someone will make a unique in this vein to re-enable trappers as a build.
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Xorim wrote:
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raics wrote:


Nah, it made no sense no matter how you look at it. Traps and some other skills are either hella strong or highly exploitable, so they have cooldowns, that's a base game mechanics. Things that allow you to bypass basic mechanics should be expensive. To bypass flicker cooldown you need to include fast frenzy charge generation in your build, to ignore chaos damage mechanics you need to either sacrifice all your life pool or use a certain really expensive item, and you need that 'other item' in order to ditch melee skill cost.

And don't tell me spending a gem slot is expensive or I'll be very likely to just keel over out of sheer unbridled mirth. You don't even need many supports to make traps work, one or two at most.


How is it that all of the mentioned things can be bypassed but the cooldown of traps shouldn't be allowed to be bypassed?

And traps being viable without many support gems is a matter of scaling the damage, and certainly not a flaw of the mechanics. I always thought that the ability to use more traps for a trade-off was interesting to say the least, if not brilliant.


You can bypass the cooldown of some spells and one attack skill that has it, but traps really should have a hard cooldown. You can't really compare bear trap and flicker in raw spike damage so flicker should be able to get away with being spammable with some tradeoff and fiddling, bear trap shouldn't, it does too much damage and has a guaranteed additional effect to boot.

You can still build for bear trap, just use it combined with, say, dual shockwave totems, they require pretty much the same build and gear anyway, daresso, magnate, hrimsorrow...

Anyway, you heard the man, it was unintended behavior, but sadly, low on priority list. Perhaps trap nodes will get some love in reducing cooldown instead of increasing mine laying speed and trigger radius.

@magpye
We already have an additional trap node in the shadow cluster. No wonder everyone forgot about it, nobody ever took those.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Sep 3, 2013, 9:13:49 AM
this patch will probably destroy two of my chars.

Date of execution: Thursday 09/05/2013
condemned Exiles:
- NeedOneMoreTrap (Fire Trapper, lvl 84)
- pantlessagain (Discharger, lvl 60)

gravestone:

NeedOneMoreTrap: You were the most exciting Char i have ever played. RIP

gg
insane in the membrane

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