One Week Nemesis Race Infographic

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Qarl wrote:
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RulerofAsgard wrote:
Just curious, but how long did this take to make? If it's not too too long, something like this for Domination and Nemesis would be quite interesting ^.^


It took longer than I expected it would. The stats we generate anyway (and more). Campbell did the layout and art. We now have a template for making them, so assuming this one is popular, we can make future ones a little easier.


i would love to see these results in the future!!
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Qarl wrote:
There are some balance concerns in the stats which we will look at addressing at the new content and league cycle.

Scions were prevalent in the one week league, and take a lot of the same space as Witches and Shadows, reducing the numbers in these classes. Shadow appears to need attention specifically.

While the keystones used were influenced a little by players following specific examples, clearly Iron Reflexes is too dominant in this short format.

We will also be specifically looking at death rates for specific areas.


I always felt the shadow was underwhelming. But I thought it was because it's playstyle(heavy crit/eva), but seeing this.. might as well add a bit of my own experience to this topic.

I feel the shadow has a too small a marging between offence and defence. Make one mistake in the tree and you will either you deal no damage, or you will survive barely any hits. Especially while going melee. I've been wondering for a while why this is the case, and I believe it's because it's defensive stats are not attractive in the slightest. He has a few 8/8/8 hp nodes scattered around, one of the few that's only 8/8/8, most other classes have two 8s, and a bigger one at the end(either 8/8/8+str, or 8/8/12). By upgrading that last node to feel more rewarding, they will be picked more often, even though it is a small buff from what it is now.
Being far away from the scion circle of life is also something that... well does not help the shadow.

It also feels like a shadow can't stay in his area to get some favorable nodes, he needs to delve into the ranger, even duelist side when going melee/range, witch side for spellcasting. Currently he does not excel at either, while most other dual based classes don't need to travel that far for some basic offensive/defensive needs.

As a character itself the shadow is nice, it has it's own unique feel and suits well within the game(even though he could be even more assassinate-like), same goes for the skills associated and play style given to the shadow. So I think it's really a matter of adjustment, make his tree little less unforgiving :)
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TDA wrote:
Clearly the core of the issue is evasion is godawful.

Iron Reflexes is just poor design creating a large gap between the two.

Iron Reflexes turns the 3 defensive system (evasion,armour,energy shield) into a two defensive system (armour, armour 2.0 and energy shield).

Also due to armour being better placed in the tree Iron Reflexes is much better. Maruader, Duelists, Rangers , Scions and even Templars have a much better build when they travel to Iron Reflexes rather than the right side of the tree to grab Acrobatics this doubles the effect since not only is Iron Reflexes better than Acrobatics but it is also better located as well.

Iron Reflexes is a lot stronger than Acrobatics but Acrobatics is just that bad that it isn't worth investing into.


I think the opposite, I think way too many people are just afraid of evasion/acrobatics. I stepped away from IR recently and I feel less squishy with evasion/acrobatics/ondar's guile. I even think armor is the weakest form of defense in this game, more mobs do way more dangerous elemental damage than there are dangerous physical mobs and those dangerous ones still hurt armor characters pretty hard just because the nature of armor. Mind you IR already had a major nerf and it's still so popular. But I again I think it's not because it's so good but because so many people have no idea what they are doing because of the lack of other options, the armor nodes are terrible for example. I think IR just needs a nicer armor keystone alterative, somewhere in marauder area.
Last edited by leto2626#2588 on Jan 14, 2014, 7:26:32 AM
This infographic is great, make another for Nemesis/Domination when those leagues ends please!

Would add skils used, a detalied one, with the most supports used per active skill (maybe I'm asking too much though).

Wont talk at this point about IR, CI, RT, AoF current status, since a lot of comments already did well. But I would like to see a more detailed data, for example, character level statistics of each keystone.
♠RaGoN♦
I find it interesting that 127 people took Acrobatics and only 72 took Phase Acrobatics.
This leads me to believe that 55 people died soon after losing half their armour/ES.
Many lewt.
Much desync.
Such rewarding.
Wow.
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Qarl wrote:
There are some balance concerns in the stats which we will look at addressing at the new content and league cycle.

Scions were prevalent in the one week league, and take a lot of the same space as Witches and Shadows, reducing the numbers in these classes. Shadow appears to need attention specifically.

While the keystones used were influenced a little by players following specific examples, clearly Iron Reflexes is too dominant in this short format.

We will also be specifically looking at death rates for specific areas.



You guys seem to have a lot of faith in your technique of nerfing things based on how many people like them. Hope that works out for you in the long run.

Fight censorship
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People really need to keep in mind that this was a one week race. Iron reflexes opens you up to many extra gear choices when you have much less options to choose from.

This is also directly related to the lack of CI characters. it generally takes many regrets to switch to CI and you also need very specific gear to pull it off. Very difficult to manage all of that in one week.
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Eepik wrote:
People really need to keep in mind that this was a one week race. Iron reflexes opens you up to many extra gear choices when you have much less options to choose from.

This is also directly related to the lack of CI characters. it generally takes many regrets to switch to CI and you also need very specific gear to pull it off. Very difficult to manage all of that in one week.


true dat!
Just a thought but maybe keeping IR the way it is now is good and buffing ES and EV in a different way would help. Something like adding a flat damage reduction based on total EV. That would encourage heavy investment in EV nodes and allow the continued use of the grace aura as it stands now. Something like 1% of total EV applied as a flat damage reduction applicable to incoming dmg from both spells and attacks. I think that's the glancing blows idea (not sure though).

Then with regards to ES and CI make the base level of ES on gear higher and the % increase possible from gear and unique's lower so that ES stays the same on the OP gear but is higher on standard drops and rares so that more players feel comfortable embarking on a CI or ES dominant build.

Thanks for making such a fun game!! Looking forward to 1.10!
I really like these stats.. Would be nice to have something like this after the 4 month leagues as well..

4 people went CI?? LoL.. Path of Life Nodes
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