One Week Nemesis Race Infographic
My last shadow end up lvl 40 with freezing pulse in 3link with low mana regen with mana regen nodes too far from build.
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" Doing that little summary was a great idea - not only is it interesting for us, players, but it may also help you, the Devs, see the possible balance issues in various areas of the gameplay! Good job :) |
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" Please, bro, don't put GGG developers and balance in the same sentence. They can only fail at it big time. Also, as it was mentioned earlier in this thread, judging game balance by 1 week race is an ill concieved idea, unless you find some serious bug/abuse cases. But then again, GGG fails at dealing with those too. Ask L100 on nemesis or any crash dead person. In the eyes of the perfect machine, what is life, a mischievous delusion or a purposeful try, and if so, then at what. One can guess. But however you feel, once you look in the eyes of the perfect machine, you can imagine it all as a dance of the light in the hall of illusion. Last edited by irdunecat#1712 on Jan 16, 2014, 11:08:40 AM
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Now this is interesting new form of providing data and info to the community. This is pitch perfect, hope this becomes standard or implemented system in-game in the future. So when the race finishes you would get this graphical pop up windows showing data after the end of the race.
Mmmmm :) GGG thank you for all the great things you are doing. You have combined every element of all other great Rpg's and joined them together as one Diamond, that will shine Forever.
This is coming straight from the heart <3 |
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"While you will not evade 5 hit out of 10 guaranteed, the way evasion is calculated makes this incredibly close, although I think 'guaranteed' requires 11 or maybe even 12 hits and of course Precise monsters mess with the equation as well. BreakingHearts/RhoaHood/BackAndVeryLate (Standard) | HushtailSweep/HushtailWeeps (Ancestor)
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Top 10% with my first HC Charakter since a long time. Should've leveld a bit in Ledge to reach 5%, but yeah. :)
Went pretty fine with my ST Scion, 3k HP at level 52. ;-) |
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Can we get the number of player ( and high level player ) using Spectral throw please ?
Can we also have it about races ? Then, after it ... Can you do something about it ? :/ Because there is an issue here, either coming from the skill, or the balance around the others, I'm not gonna judge it, but just seeing how much that is used ( especially in races, that's ridiculous ) ... shows that there is an issue. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" a unique...maybe a piece of jewelry,...or a keystone even with 'takes phys reflect damage as "" elemental' could be viable? (i feel like a keystone would be better, if positioned somewhere between the witch/shadow/ranger. putting that onto a piece of jewelry would be too intrusive into ppls builds, and would sacrifice a slot...unless it were to have nice hp/ele res/etc etc-could ideally be a level 60+ piece of equipment also, since upwards of those levels is where reflect becomes noticeable, and a problem for some) Last edited by awave#0377 on Jan 17, 2014, 2:38:25 PM
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RE: Iron Reflexes
I don't think it is terribly weird to see it in any hardcore game setting let alone a race. 1) Gear options: As stated Iron Reflexes greatly widens gear options available to you, so for races you are much less dependent on pure armor gear. 2) Armor is a much safer choice over evasion in hardcore play. Taking a guaranteed smaller hit every time versus an occasional sonic boom that has the potential to one shot is tremendously one sided. Most would choose the safest option when death means you start over. 3) There is no evasion equivalent to IR. Pure evasion set-ups lower level are not tremendously easy and coupled with gearing problems of only having pure evasion as the available armor choice it can be hard to set up till later in ones play. 4) Crit builds (usually shadows) need phys mitigation for reflect or they will kill themselves quite often. Shadows are specifically far from any strength gains for wearing pure armor gear and in getting the nodes greatly detract from the builds themselves. 5) Evasion gear has higher values than armor. So, if you wore pure evasion armor you can reach a higher phys reduction with IR than pure armor gear. My proposed fix for this would be an adjustment to the IR keystone and/or a similar keystone for evasion being made. Changing IR to be you receive a percentage of the evasion as armor rather than all of it such as 60% and then 3 nodes only available after you obtain it that raise that 5% each to a cap of 75% (Percentage due to change depending on balance needs of course). This would require more points to make it effective and reduce some from taking it to save points for other things. Making a similar node to IR for Evasion would be a nice additive as well. However here I would make the nodes afterword affect things like dodge chance, spell dodge chance, etc. Also, you could make IR only affect evasion on gear. Therefor, evasion flasks would not be able to be used in tandem with granite flasks to double stack the armor bonuses. Finally, something regarding phys reflect and phys damage spells seems like it would need addressing for pure evasion chars. Like a keystone that does -50% phys reflect damage taken +50% elemental reflect damage taken that is behind phase acrobatics. Or a conversion of phys damage taken to elemental damage taken. Maybe even Phys damage conversion to chaos damage with the stipulation that it cannot be taken in conjunction with CI. RE: Chaos Inoculation Again, how CI is implemented currently, it is not surprising to not see this as prevalently in the race. A good CI char is really meant for at least a second character. 1) CI is not a possibility from the beginning. Meaning you will need to spec into life to survive only to have to reset those passives later. If you mess up, you will need regret orbs. 2) Good CI pieces are rare to find and, consequently, quite expensive. Leading a person to either farm for the gear or the money to buy it from others. 3) It makes the player extremely vulnerable to any ailments (I.E. freeze/shock/ignite/stun) do to them being still based of the characters now 1hp. Creating long durations for these ailments. My proposed fix would be an adjustment to ES equipment and a keystone. Adjust ES only equipment (NOT Armor/ES or Eva/ES) to increase the base ES available an item can have, but lower the max possible roll of +ES an item can obtain. Resulting in the same possible high outcomes but with medium rolls more available to beginners. A keystone behind CI at the end of the 12% more energy shield node that does all status effects are based off 65% of energy shield instead of life to help with stun/freeze/shock/ignite. |
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10k life WITHOUT Koam's Heart. It's like CI but with 13k armor. Berek's Grip Ice Spear
http://www.pathofexile.com/forum/view-thread/780707 Budget Magicfind and/or Hardcore Flame Totem http://www.pathofexile.com/forum/view-thread/1211543 |
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