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On December 09 2014 05:33 Sn0_Man wrote: GGG are somewhat restricted in terms of balancing by cast time now that trigger gems exist.
As in, its hard to just "nerf" a spell by making it cast slightly slower when it's being procced 20 times a second with mjollnir or cast on crit.
Then rather balance those few trigger thingies instead of nerfing 92635962+-2 spells that could interact with it.
I also think that this whole balance discussion is vastly overrated. People just jump from game to game and complain about balance without thinking about the fact that games are inherently different. People complained about imbalances in Legend of Grimrock, lol. Who the fuck cares, there is no need for balance. In which world is everything balanced? It's way more immersive and real if some things are overpowered in RPGs (mostly single player of course, see later) and the feeling of the game really depend on your party/builds. Otherwise, balance really only matters in a competetive environment. And that's only the case in racing and pvp (for PoE that is). So GGG should focus their balancing on those two and do it secluded from normal pve stuff (they already did the right steps in that direction). For normal PvE there only has to be a rough balance. It doesn't matter if someone clears a map in 5 minutes or in 6 dependend on the build used. What matters is that there is no skill that one-shots an entire map and at the same time no skill that is thought to be a dmg skill but needs 2 hours to clear a map.
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i suppose In other news i wanna see new new skill tree lol
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On December 09 2014 05:58 Sn0_Man wrote: i suppose In other news i wanna see new new skill tree lol
It's out. Tiny tweaks, no major changes is what I'm hearing, though I haven't looked in-depth yet.
+ Show Spoiler +I swear if Templar spends 3 months with a strictly worse Shadow node and that flat life/flat mana node I am going to...eat a sandwich, I guess, because at this point it looks like he will.
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On December 09 2014 08:31 TheTenthDoc wrote:Show nested quote +On December 09 2014 05:58 Sn0_Man wrote: i suppose In other news i wanna see new new skill tree lol It's out. Tiny tweaks, no major changes is what I'm hearing, though I haven't looked in-depth yet. + Show Spoiler +I swear if Templar spends 3 months with a strictly worse Shadow node and that flat life/flat mana node I am going to...eat a sandwich, I guess, because at this point it looks like he will. Is it that bad? Looks like they buffed his starting caster nodes. Unless you have a very specific build in mind I don't think you go through those Life/Mana, Life/Mana Regen and Armor/ES nodes anyways?
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On December 09 2014 09:45 Nub4ever wrote:Show nested quote +On December 09 2014 08:31 TheTenthDoc wrote:On December 09 2014 05:58 Sn0_Man wrote: i suppose In other news i wanna see new new skill tree lol It's out. Tiny tweaks, no major changes is what I'm hearing, though I haven't looked in-depth yet. + Show Spoiler +I swear if Templar spends 3 months with a strictly worse Shadow node and that flat life/flat mana node I am going to...eat a sandwich, I guess, because at this point it looks like he will. Is it that bad? Looks like they buffed his starting caster nodes. Unless you have a very specific build in mind I don't think you go through those Life/Mana, Life/Mana Regen and Armor/ES nodes anyways?
The flat life/mana wouldn't bother me nearly as much if the other node wasn't flat-out worse than Shadow's ele damage node. Toss 10 flat mana on that 14% ele damage or something, or even 10 flat armor if you want. Just something to take it distinct but not worse, ya know?
Also, it's kind of annoying that the Strength/Int class gets boned going Searing Bond. Try to make a Searing Bond Templar right now, you burn so many nodes on stats you don't need (unless GGG went insane and decided to make spell damage benefit Searing Bond I guess).
Edit: Actually you only lose like 4 points I guess, and you can get pretty freakin nutso. http://poeurl.com/y74iymA.
(Highlights: 204% max life, 82% armor, 272% total increased Searing Bond damage). But I'd have to hack out a Shadow start to compare it to.
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They nerfed mortal conviction.
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lol mortal conviction nerf. people raving about the soul of steel cluster...that might be good if armour was buffed.
also some clarifications by Mark on the lowered block chance on taking acrobatics: "The penalty applies to all base block chance, for attacks or spells. "% of Block Chance applied to spells" is taking the block chance value (which has the penalty applied) and applying that as spells. The penalty is not applied a second time to this block chance. But sources of base spell block, such as the linked quiver, will have it applied.
I've changed the stat description to make it more clear it applies to spell block."
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I totally see Tornado Shot getting utterly dumped on this patch.
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Yeaaah, soul of steel isn't bad but it ain't great, really is just passively +1 end charge. I think armor did receive a buff but it's sort of back to the old idea of "gotta run it with 7 endurance charges" sort of mindset, with it that way I think the damage reduction would be very substantial.
As regards to the templar vs shadow starting nodes, I don't think the 10es is that significant, just it does feel a little awkward that shadow has the pure elemental nodes whereas the elemental / spell dmg belongs to templar. End of the day, the new templar starting zone is insane with all of its really good notables; but yeah the 10es kicker feels a little weird.
On another note, duelist sucks dick and I'm somewhat happy Mortal Conviction took a nerf, shit was real good, though I think I'll have to see just how running aura's totals up now.
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On December 09 2014 10:45 Nub4ever wrote: Yeaaah, soul of steel isn't bad but it ain't great, really is just passively +1 end charge. I think armor did receive a buff but it's sort of back to the old idea of "gotta run it with 7 endurance charges" sort of mindset, with it that way I think the damage reduction would be very substantial.
As regards to the templar vs shadow starting nodes, I don't think the 10es is that significant, just it does feel a little awkward that shadow has the pure elemental nodes whereas the elemental / spell dmg belongs to templar. End of the day, the new templar starting zone is insane with all of its really good notables; but yeah the 10es kicker feels a little weird.
On another note, duelist sucks dick and I'm somewhat happy Mortal Conviction took a nerf, shit was real good, though I think I'll have to see just how running aura's totals up now.
Unless immortal call is changed there is no reason to take armor at all. You can get infinite physical immunity easily if you invest in picking up a couple endo charges.
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On December 09 2014 09:51 TheTenthDoc wrote:Show nested quote +On December 09 2014 09:45 Nub4ever wrote:On December 09 2014 08:31 TheTenthDoc wrote:On December 09 2014 05:58 Sn0_Man wrote: i suppose In other news i wanna see new new skill tree lol It's out. Tiny tweaks, no major changes is what I'm hearing, though I haven't looked in-depth yet. + Show Spoiler +I swear if Templar spends 3 months with a strictly worse Shadow node and that flat life/flat mana node I am going to...eat a sandwich, I guess, because at this point it looks like he will. Is it that bad? Looks like they buffed his starting caster nodes. Unless you have a very specific build in mind I don't think you go through those Life/Mana, Life/Mana Regen and Armor/ES nodes anyways? The flat life/mana wouldn't bother me nearly as much if the other node wasn't flat-out worse than Shadow's ele damage node. Toss 10 flat mana on that 14% ele damage or something, or even 10 flat armor if you want. Just something to take it distinct but not worse, ya know? Also, it's kind of annoying that the Strength/Int class gets boned going Searing Bond. Try to make a Searing Bond Templar right now, you burn so many nodes on stats you don't need (unless GGG went insane and decided to make spell damage benefit Searing Bond I guess). Edit: Actually you only lose like 4 points I guess, and you can get pretty freakin nutso. http://poeurl.com/y74iymA. (Highlights: 204% max life, 82% armor, 272% total increased Searing Bond damage). But I'd have to hack out a Shadow start to compare it to. While I agree that I would most of the times go witch instead of templar, I would also do so for shadow. Shadow and Templar are almost not comparable because the way of traversing the tree from those start locations is about as different as you can get for classes sharing one stat. With the new content I personally take into consideration how fast I will pick up keynodes for my builds and templar got so freakin more juicy in this patch on those terms. Nevertheless, they should either nerf the 40% mana reg from Witch (put it as 2nd or whatever) or give templar/shadow more incentives for choosing those as start locations. (and by that maybe more diversification). I mean, toss in any caster build and almost everytime it is the best to start with witch cause of 40%manareg and rather travel into the start locations of temp/shadow to pick up 4% castspeed or whatever.
edit: and I never understood why templar and shadow don't have a 2 viable starting nodes for a build. Marauder got Melee Dmg + Life, Ranger got Atkspd + Eva/Life, Duelist ..., Witch Spelldmg/ManaReg. With Templar and Shadow it is not a "and/or" descision it is purly an "or" decision. (why not have those combo-mana+hpreg nodes split into 20% manareg, 1.~% LifeReg, 40% manareg. this way you would be motivated to take the 40% mana reg and the two hp/mana nodes inbefore. This way you would have an incentive to take templar if you want to go Vaalpact. It is close and you didn't waste points into Lifereg.)
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The prog crashes for me all the time. Skimmed through the thread and can't find anything that helps me... Whatever.
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The mortal conviction nerf is unfortunate since i really wanted to abuse that passive and its literally 10+ points to get as any build that wants to use it. Thats disregarding the fact that that node has continued to be a complete failure at enabling BM builds ever since the removal of flat auras, and this nerf certainly isn't helping.
All the new armor nodes continue to suck ass unsurprisingly. cwdt made armor in all forms obsolete unless GGG change the armor damage reduction formula or something similar next patch.
I actually am coming around to the new templar start zone although there's simply not that many ES nodes available there anymore, you do get to the good ones in a hurry which i like.
GGG are also finally making life nodes in marauder better than life nodes in other parts of the tree which is kinda nice. We still have the issue of "reduced mana cost of skills" being synonymous to "this node does nothing" which is quite unforunate. It's still an unreasonable amount of points to cut your mana costs in half, which is simply useless since it allows you to link like 1 more support gem.
Duelist start is probably now good since the start nodes are viable for ranged characters as well and actually provide a useable amount of HP. Plus you can get out of that area hella fast which is always a plus since block doesn't exist anymore.
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On December 10 2014 00:22 Sn0_Man wrote: Duelist start is probably now good since the start nodes are viable for ranged characters as well and actually provide a useable amount of HP. Plus you can get out of that area hella fast which is always a plus since block doesn't exist anymore.
Duelist start is now actually worth considering over Ranger start for non-crit ranged builds, which should open some decent possibilities. You can get a lot of attack speed, decent life, good damage, and actually run both armor and EV pretty easily which is a pretty novel concept for the game and could be good if armor formula changed.
Also someone made a reddit thread about the flat life/flat mana, maybe that will make them change it. Or at least change the other node to add +10 mana or something.
+ Show Spoiler +Who am I kidding, it's not changing at this point.
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Yeah it's decent, but I think there are hardly any reasons to go for non-crit bow (I think that's what you mean with ranged?) builds. Only good reason I can think of is a Chin Sol build, which can be really good. And for those being tanky is quite important.
But of course, even normal non crit builds not using Chin Sol are strong enough, just inferior in their potential.
Though for low level dueling I can easily see Duelist bow being better than Ranger bow.
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This is maybe the dumbest question I have asked but:
Ancestral bond says you can't do damage with spells. But it doesn't say you can't cast them.
Curse on hit says it curses when you hit with the spell, not when you do damage with it.
So can I use dual totems and curse on hit arc?
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On December 10 2014 03:50 travis wrote: This is maybe the dumbest question I have asked but:
Ancestral bond says you can't do damage with spells. But it doesn't say you can't cast them.
Curse on hit says it curses when you hit with the spell, not when you do damage with it.
So can I use dual totems and curse on hit arc? Should work no problem
also note that traps and mines still do damage with ancestral bond but ummm yeah i don't recommend using mines at least. U could definitely do like lightning trap multitrap curse on hit to get some shocks + curses in plus do some minor damage (and proc Elemental Equilibrium) if it fits ur build. Note that EE requires damage I think.
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On December 10 2014 03:50 travis wrote: This is maybe the dumbest question I have asked but:
Ancestral bond says you can't do damage with spells. But it doesn't say you can't cast them.
Curse on hit says it curses when you hit with the spell, not when you do damage with it.
So can I use dual totems and curse on hit arc? Yes, you can use it afaik. Didn't test it myself, but you can still cast things with Ancestral bond. You can also gain power charges with Ice Spear and Power Charge on Critical because of that. But keep in mind curse on hit will just curse the monsters you hit with Arc, it won't have AoE anymore.
nvm you are right, traps deal dmg so it can shock. ^^
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Im gonna make a defensive dual decoy totem build. Dual decoy totem, double curse (enfeeble/temporal chains). Run past all content.
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