One Week Nemesis Race Infographic

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When your mana runs out, you are unable to cast spells. On top of this, your arctic armour can go off, leaving you very vulnerable, perhaps without even knowing, and alot of EB builds are also aura builds which reserve a huge percentage of their mana pool, so saying that there is no downside at all to taking it is nothing short of wrong :)


I use a cloak of defiance build, I know how it works. Arctic armor will never go off as long as your mana regen exceeds its cost. You can hit 0 mana and it still won't go off so it's all a regen issue.

Not being able to cast spells from losing too much mana could also be solved by getting higher regen.
Wow, people only need 1 Week to reach Level 90? O.o"" HOW?
I needed over half a year to reach Level 85 with my best chara, including many deaths of course. Single player/selffound only and basicly without endgame maps for leveling. Not always fun.
If it is so easy to reach level 90 I guess I really do somethign wrong. ^^"

However, these stats do not cover "death through desync" which is sad actualy. ;)
Last edited by Fusion_Power#0294 on Jan 14, 2014, 9:40:51 AM
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Fusion_Power wrote:
Wow, people only need 1 Week to reach Level 90? O.o"" HOW?
I needed over half a year to reach Level 85 with my best chara, including many deaths of course. Single player/selffound only and basicly without endgame maps for leveling. Not always fun.
If it is so easy to reach level 90 I guess I really do somethign wrong. ^^"

However, these stats do not cover "death through desync" which is sad actualy. ;)


how? party, trade and no-life. esp the party and trade part. chaining 78maps that you can get while zerging trade chat and 'other sources of income' can get you to 90 quite fast so that no-life part is not necessary but it helps a lot
Imo, part of why the Scion took ever Witches and Shadows is that Vaal pact was moved to the most irrelevant part of the tree it could possibly be. Lol at 2 people specing it, and probably 2/2 respecing it in the process, unless they both speced CI aswell. That said, the low usage of CI is also supported by this fact, as noone in their right mind specs CI without specing Vaal pact, and Scion is the only class that can somewhat efficiently spec both. CI gear being expensive is irrelevant in a 1 week league. It would be interesting to know which classes speced CI. Were they Witches, Shadows, or Scions?
All of that is connected to the hardcore nature of such a league. If it was a Domination type of league, class distribution would have probably been balanced.

Iron Reflexes is fine as it is, it's just that people dont want to gamble with evasion in a hardcore league. Evasion is standard material, unless one has a Kaom's heart. Iron Grip is just a freeby in the way of getting other stuff. Thus it got speced that much. Spectral helped aswell obviously.

Just my 2 cents :)
IGN: BlondeCarnage
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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 think what your seeing is the position of the starting wheel for Scion. I'm playing one currently and have all four of the top Keystones. I was able to do this before reaching level 75? Granted I don't think racing is for me, as I play in standard league only. But I think the scion is soo versatile it can be played as pretty much any other class and get to the passives to do it.

I also think Templar should be looked at as well. It started out with a good chunk of the pie, but clearly only one made it into the top 20.
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Invalesco wrote:
Those are nice infographics! However, not to be a damp squib or anything, but the stats don't show anything new that most long-term experienced players would already have been able to figure out within one play through.

In terms of class breakdown, it's no surprise that the Scion is the most commonly played class. It's starting area is OP. This is never going to change, not unless the skill tree is enlarged further and the center of the tree made less relevant and other classes made more relevant. The only reason that there are even other classes in the top twenty is because this was a party-enabled race, and less effective/competitive builds such as colby's acro melee duelist (no offense colby, it was a good effort) and zeroes' utility freeze miner build (which incidentally will be much less effective now with freeze mine having been nerfed) could just get themselves carried. The only witch in the top twenty wasn't even a traditional caster witch but a trapper instead. if this was a solo race, the class breakdown would be much more biased towards marauders and scions. There wouldn't be any class aside from scions and marauders (and probably a sprinkling of duelists), and ranger would definitely not get top. Especially not with the presence of overtuned act3x mobs such as the ice leapers and undying evangelists.

It's not surprising that the most deadly area is the cruel sceptre of god. Cruel dominus is a huge joke and a massive MASSIVE jump in difficulty. Combined with the FPS issues on the rooftop, I'd much rather fight piety merciless rather than cruel dominus.

IR being incredibly has always been the case since CB and this will never ever change unless or until Evasion is made much much better. Nerfing IR further won't change a thing. There is little point in playing an evasion-based build when you have ridiculous physical spells rendering evasion absolutely obsolete. Of course, one can say that a high block, high evasion, acro character would be extremely tanky. HOWEVER, this is an AARPG. Players come here to KILL monsters, not TANK monsters. What's the point in having to invest heavily in more defensive (block) nodes and having to sacrifice so much DPS? The game will not be fun anymore if one has to resort to that route. No, the Acro/Evasion/Shadow part of the tree needs a huge increase in terms of HP nodes. The only thing that can help evasion/acro-based builds right now is an increased damage buffer, which MoM partly contributes, however it's proximity to IR just makes IR the obvious choice instead.

I'm actually rather surprised that 127 people took acrobatics. However, I would be interested in their death rate as well as their "give-up rate" (i give up, this build doesn't work, reroll). Acro has been buffed since CB, however, it's completely random nature renders it completely unreliable and thus completely useless in the absence of a healthy amount of damage buffer. This is not to mention it's complete and utter uselessness in coping with DoT effects such as corrupting blood. There is no one skill/spell in this game, not since the implementation of chaos resists, that armour users are unable to defend against. But physical spells that deal such high damage completely bypass evasion, and that is a broken mechanic that needs to be altered.

CI has traditionally always been low in one week races, however this has got to be a new all-time low. 6?! That is completely ridiculous. Enough with "CI is powerful in the end-game, yada yada stuff." No it is not. Glass cannon builds are viable only in SC and not in HC, and the only reason glass cannon builds choose to go for CI and not HP is becausse the crit/dagger nodes are all at the top part of the tree, where there isn't enough HP nodes to begin with and the logical decision would be to go CI. Nerf dagger/crit nodes and buff HP nodes and you'll see a complete change in direction from CI --> HP. Caster builds don't even go for CI anymore because to be a CI caster these days would be to spend 10x the amount of currency that an EB caster would spend and deal 1/2 the amount of DPS with 2/3 the amount of survivability.

Also, the decision to move VP even further away from the shadow is horrendous. It's great that you're looking to buff shadows again, and I'll be glad to provide input if so desired.


sadly IR and evasion VS PHYSICAL spells (sic!) was just like that in CB, OB and it is now. that slight nerf (because it was SLIGHT nerf) changed nothing and people will use IR just like now in several months from now. because if ggg wanted to fix IR they have had PLENTY of opportunities during last 2 years. removing dex bonus was a little sticker applied on an open wound.

CI is partly due to life builds finally not being crap and partly because people sheep to the FOTM (life builds). esp because Spectral Throw build is so easy with life. i bet that huge proportion of guys in top 100 used ST. CI got very little changes recently, if antything it was the life nodes buff that altered dynamics. VP/GR unholy combo being removed also changed that.

what they should look into: block. this stuff is crazy good, has little to no drawbacks. i think that something between d3 and poe should be the final block shape - you block significant part of the dmg but some of it still hurts. currently if you roll 'block' you can stop cargo train (modded brutus smash from uber maps) without loosing single HP. it is somewhat absurd
GGG, I understand game balance is a difficult beast to manage, especially one so complex and deep as POE. A three legged chair is easy to balance, a 4 legged chair slightly more difficult and a 50 legged chair… nearly impossible to have all the legs touching the ground. The convention is to find the long leg and cut it down to size… nerf hammering away. The problem is eventually all the legs are too short. Please please… instead of taking the easy route and just cutting down the tallest leg, take a look at the short legs and see what can be done to make them just as tall!


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Betrunken wrote:
GGG, I understand game balance is a difficult beast to manage, especially one so complex and deep as POE. A three legged chair is easy to balance, a 4 legged chair slightly more difficult and a 50 legged chair… nearly impossible to have all the legs touching the ground. The convention is to find the long leg and cut it down to size… nerf hammering away. The problem is eventually all the legs are too short. Please please… instead of taking the easy route and just cutting down the tallest leg, take a look at the short legs and see what can be done to make them just as tall!




iron reflexes is a brain-dead mechanic - let it die

and 'buffing' everything to its caliber equals POWER CREEP.
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sidtherat wrote:

sadly IR and evasion VS PHYSICAL spells (sic!) was just like that in CB, OB and it is now. that slight nerf (because it was SLIGHT nerf) changed nothing and people will use IR just like now in several months from now. because if ggg wanted to fix IR they have had PLENTY of opportunities during last 2 years. removing dex bonus was a little sticker applied on an open wound.

CI is partly due to life builds finally not being crap and partly because people sheep to the FOTM (life builds). esp because Spectral Throw build is so easy with life. i bet that huge proportion of guys in top 100 used ST. CI got very little changes recently, if antything it was the life nodes buff that altered dynamics. VP/GR unholy combo being removed also changed that.

what they should look into: block. this stuff is crazy good, has little to no drawbacks. i think that something between d3 and poe should be the final block shape - you block significant part of the dmg but some of it still hurts. currently if you roll 'block' you can stop cargo train (modded brutus smash from uber maps) without loosing single HP. it is somewhat absurd


At least in CB/OB it was just perpetus and Vaal that I had to deal with as an evasion-based character. I go mia for half a year and come back to stuff like undying evangelists, dominus chaos EK unique, library boss, museum map boss, villa map bear-trapping boss, jungle valley boss, labyrinth boss, shock and horror DoT boss, academy map boss...

I mean, having a difficult game is good. But there comes a point when a difficult 'challenge' becomes pure keyboard head-banging frustration.
Build of the Week 14
The first Righteous Fire/Non-Shavronne's/Shavronne's HC
Shameless self-proclaimed theory-crafting extraordinaire and forum crusader
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Dreyloch666 wrote:

I think what your seeing is the position of the starting wheel for Scion. I'm playing one currently and have all four of the top Keystones. I was able to do this before reaching level 75? Granted I don't think racing is for me, as I play in standard league only. But I think the scion is soo versatile it can be played as pretty much any other class and get to the passives to do it.


Yeah. Scion starts in center with many ways to spread out. Every other char starts with the 'back' at center looking forward to their quarter of skill tree. Need to circle around, or turn around and get through scion part to get the rest of their build stuff.

Skill tree needs it's next iteration badly. Unfortunately GGG likes to frustrate the players...

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