Content Update 1.0.2 Video Preview

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GermanSuplex64 wrote:
6L: Storm Call + Faster Casting + Reduced Duration + Lightning Pen + Concentrated Effect + IAoE ?


i think the skill with totem work better
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KikiCoffee wrote:

Stack 10 or so on a boss and nuke it instantly.

And die instantly to reflect
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Chris wrote:
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Waves_blade wrote:
So... is the map size change all thats happening? And a few more maps mods added? Nothing adjusted about map drops? More monsters does not always mean you will get a map. More size does not always mean there will be monsters in the area, I've gone through HUGE stretches of maps without a single monster in them.

I'm hoping there's more changes in the notes themselves than this in relation to endgame, faith in the game has been fading as of late.


More monsters doesn't always mean more maps and larger maps doesn't always mean more monsters, but they are directly proportional and will on average yield a proportional increase to monsters and map drops.


Is what you say based off internal testing or theorycrafting? Because constant strings of poor maps drops has really killed any urge to play. I really want to start enjoying the game again, but constantly being forced into content that barely gives 2%xp per run if I'm lucky is just mind numbingly boring, unfruitful, and demoralizing.

Not to mention, playing extremely dangerous mods has yet to prove beneficial:

72 Waste Pool Map (A.K.A. Undying Alchemists galore)
Chain
Chaos DMG per second
Vulnerability
50% less regen

As a low life aura whore (without shavvs)

Didn't even get a +0 map, got one 67, and lost 10% of my xp (roughly two hours of play time if not more) for my time. Was lucky I didn't die more.

Is there anything coming into play that makes running harder mods more desirable? Don't saying doing it for the challenge is worth it, because not getting rewarded for our time and effort is not fun.
Last edited by Waves_blade#0878 on Nov 24, 2013, 7:53:58 PM
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Waves_blade wrote:
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Chris wrote:
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Waves_blade wrote:
So... is the map size change all thats happening? And a few more maps mods added? Nothing adjusted about map drops? More monsters does not always mean you will get a map. More size does not always mean there will be monsters in the area, I've gone through HUGE stretches of maps without a single monster in them.

I'm hoping there's more changes in the notes themselves than this in relation to endgame, faith in the game has been fading as of late.


More monsters doesn't always mean more maps and larger maps doesn't always mean more monsters, but they are directly proportional and will on average yield a proportional increase to monsters and map drops.


Is what you say the based off internal testing or theorycrafting? Because constant strings of poor maps drops has really killed any urge to play. I really want to start enjoying the game again, but constantly being forced into content that barely gives 2%xp per run if I'm lucky is just mind numbingly boring, unfruitful, and demoralizing.

Not to mention, playing extremely dangerous mods has yet to prove beneficial:

72 Waste Pool Map (A.K.A. Undying Alchemists galore)
Chain
Chaos DMG per second
Vulnerability
50% less regen

As a low life aura whore (without shavvs)

Didn't even get a +0 map, got one 67, and lost 10% of my xp (roughly two hours of play time if not more) for my time. Was lucky I didn't die more.

Is there anything coming into play that makes running harder mods more desirable? Don't saying doing it for the challenge is worth it, because not getting rewarded for our time and effort is not fun.
you have to remember whats hard for one build maybe roflstomp for another build.
a vaal pact CI build (if they still exist) would laugh at this map as only really dangerous thing for them would be vuln because of phys damage.
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Waves_blade wrote:

Is there anything coming into play that makes running harder mods more desirable?


The problem with this is "harder mods" is entirely subjective and depends a lot on your build. Chaos damage per second is no problem for a CI build or even someone with high life regen. Chain does absolutely nothing if you're soloing and not using minions/totems. Slow regen won't matter if you have a lot of LGoH.
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Nithryok wrote:
QUESTION, how does storm call work with totems? will the totem spam pin point accurate on the closest mob or?


You either missed this, or didn't know the answer at the time.But we must know!
Twitch.tv/Nithryok
Hopefully the endgame map changes will lead to a proper risk / reward system
When night falls
She cloaks the world
In impenetrable darkness
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Hodari wrote:
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Waves_blade wrote:

Is there anything coming into play that makes running harder mods more desirable?


The problem with this is "harder mods" is entirely subjective and depends a lot on your build. Chaos damage per second is no problem for a CI build or even someone with high life regen. Chain does absolutely nothing if you're soloing and not using minions/totems. Slow regen won't matter if you have a lot of LGoH.


-max resist, half regen, reflect, monster damage, temp chains will hurt most builds equally.

IGN: Arlianth
Check out my LA build: 1782214
Based on the damage values of storm call, unless it has a ridiculous quality bonus like shock nova, it will fall into the "Lightning skills that all do the same thing(Shock stack groups) but are worse than Shock Nova" Category.
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Nephalim wrote:
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Hodari wrote:
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Waves_blade wrote:

Is there anything coming into play that makes running harder mods more desirable?


The problem with this is "harder mods" is entirely subjective and depends a lot on your build. Chaos damage per second is no problem for a CI build or even someone with high life regen. Chain does absolutely nothing if you're soloing and not using minions/totems. Slow regen won't matter if you have a lot of LGoH.


-max resist, half regen, reflect, monster damage, temp chains will hurt most builds equally.



Max resist and monster damage, maybe. I'd argue that temp chains rarely makes a map significantly HARDER...just far slower and more annoying. Half regen, I already gave one example of a counter for it and there are others. Reflect physical/elemental only affect you if you use a skill that deals that type of damage.

So again, it's very hard to say absolutely that one mod is harder than another.

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