VP was never the problem

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Just checked Warlord's profile, turns out he's actually serious about quitting the game because GGG is making a stand against some of the brain-dead players.

Elitism aside, GGG should be wary of alienating their biggest source of income.
IGN: Arlianth
Check out my LA build: 1782214
Последняя редакция: Nephalim#2731. Время: 20 нояб. 2017 г., 18:31:27
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I_NO написал:
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OneLameDad написал:
VP wasn't the problem... Berserker and Slayer are..


VP was ALWAYS A FUCKING PROBLEM and that's coming from me.

The offset to remove VP is obviously not going to go well like there likely not going to fuck with reflect and monsters one shotting you and shit in addition that most defenses other then EHP IS DOG SHIT.

Yes VP was a big issue but it doesn't change the fact that other defenses are fucking terrible.

Nothing wrong with slayer and berserker it's doing there job see the insta-heal shit is stupid like I'm not going to lie and say it isn't because it is fucking stupid VP wise.


My god for once I agree with I_NO...

Pretty much all of the defenses are utter crap and have in the past required ES+GR+VP or, now, pure life & VP.

Evasion will let strikes through - you die.
Acrobatics will let through even more - you die.
Block will let strikes through - you die.
Armor mitigates *ONLY* physical - you die (to elemental)
Resitences cap out at 75% without spamming pots or careful skill tree setups and even then 80% is a stretch.

1 of your pieces of equipment MUST be dedicated to immortal call or - you die.
Only pure ES with Shavrone's mitigates everything, gimped as it is.


A hybrid of anything fails at pretty much everything.


GGG needs to take another close, HARD look at defenses and making things other than ES+CI or [the old] VP viable.
Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive.
Patch Notes 3.19:
Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment.
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CaptainWARLORD написал:
Implying something?

Not against you, specifically, but rather the players that follow the hype trains that you generally seem to dislike as well. This wasn't an attack on you, it was an attack on the people who play the flavor of the month until it gets nerfed, then cry about it for a week and play the next. You don't seem to fall entirely into that description, but you do hit some of the checks, so I could understand why you'd think it was aimed at you. Sorry I suppose.

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CaptainWARLORD написал:

Just... LOL.


My Gladiator with 60/60 block and 74/64 dodge, as well as 5 Endurance Charges that are up 100% of the time, finds it pretty funny as well. If you don't temporary buffs, it's still at something like 50/50 block 40/30 dodge. Could easily get closer to capping block if I wanted to, but it would drop my damage by a shit ton. Or unless I wanted to burn a bit of currency on a legacy Rumi's, but I'm pretty sure if that was included you'd call me out for using it. After all, anything that isn't budget isn't fair, at least according to you, right?

Considering you didn't even really respond, I'm going to assume you don't understand what I'm talking about. Block and Dodge are both very accessible to melee characters, and while they are available to every build, melee can take advantage of them the most. Especially block. Capping block on a melee character nowadays is a joke if you play a Gladiator and use a Red Nightmare. Throwing Endurance Charge on melee stun onto a movement skill is pretty much free generation, easy 12% phys mitigation for nothing. Acrobatics happens to be right by some strong melee nodes, such as the sword, dagger and claw nodes.

Isn't the only melee character you've ever made that wasn't total shit your Wild Strike Raider? And even that wasn't really that amazing. I know you made that one Molten Strike build that wasn't terrible as well, but as far as I'm aware that's about it. 2 builds using above average melee skills isn't really much in the way of experience with an entire category of builds. Correct me if I'm wrong though.
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CaptainWARLORD написал:

You seem to think that those options are only available, or rather more accessible, to melee characters. They are not exclusively.


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Shazamarang написал:

Block and Dodge are both very accessible to melee characters, and while they are available to every build, melee can take advantage of them the most.


Of course Block and Dodge aren't exclusive to melee, I didn't even come close to suggesting that. Acrobatics is literally right next to the Ranger start, which is generally considered by most to be a bow or ranged class. Though, obviously any character can be used for any type of build.

Block is generally considered to be a melee mechanic, however that doesn't make it melee exclusive. Aside from bows, every single build has at least some block chance by default, unless for some reason you don't want to equip weapons or a shield. That doesn't mean every single build is a block based build, though. Having access to mechanics doesn't make them effective for that style of build, though. A vast majority of the block nodes on the passive tree also grant bonuses to melee damage, or damage with melee weapons. The same goes for unique items granting block chance, most are suited for melee over any other build archetype, though there are a few for casters. The only real exception is Rearguard.

There's a very good reason you don't see people playing bow Gladiators, or other max block bowers. If Rumi's Concoction was still as powerful as it once was, you probably would. I mean, if you've ever seen standard Explosive Arrow builds, then you'd be aware a lot of people go max block Pathfinder with their builds. You can't do that nearly as well in a temporary league, and it's not even that relevant since aside from Explosive Arrow investing in block for a bower is a waste. Losing a flask in a meta where unique damage flasks are king, and losing a quiver for a bit of block, is very wasteful. Especially when you couple that with the 30% penalty from Acrobatics, which ruins block unless you invest hard into it.

You mentioned The Bringer of Rain and The Stone of Lazhwar, both of which are terrible options if you want to make a bow character go block. The Bringer of Rain was only ever good because it gave you access to a cheap 6 link, which doesn't even work for bows since it includes "Melee Physical Damage" as a support. Even if it did, BoR is garbage nowadays. Lazhwar is also bad since you want either max damage or a Bisco's for your amulet slot, and it's only a 50% spell block conversion. Though, Lazhwar is also bad for melee builds wanting to go block as well since it offers literally nothing else. There's also Lioneye's Fall which can grant block if socketed into the socket next to the staff nodes, though you need a base block chance for that. And there's also Reckless Defence and The Red Nightmare which are better ways to scale block and spell block than a Stone of Lazhwar is, at least in my opinion.

Regarding the whole budget issue, as far as I'm concerned the definition of budget is relative. You dismissed someone earlier on in this thread for suggesting a 7 exalt chest could be considered budget. I personally would consider a gear set of 10-15 exalts to be a decent budget for a build. You were also dismissing someone for using mirror gear in an argument, which is a bit more understandable, but would also mean you would probably dismiss me if I presented to you a build using gear such as a legacy Rumi's. It was mostly banter and sarcasm when I said you wouldn't find anything out of your budget fair.

I feel like we're beginning to get off track; the discussion was and should be limited to Vaal Pact changes, albeit mostly my fault that we got off topic in the first place. I don't really want to spend more time on a debate that isn't all that relevant to the main topic, and I feel like continuing it anyway would be a waste of time.
Последняя редакция: Shazamarang#3101. Время: 20 нояб. 2017 г., 23:05:05
did you know you can actually dodge Atziri's flameblast? Shocker. it takes about 2 seconds to cast, you have to have the reaction time of a snail to not leapslam/whirl/flame dash away, if you cant cast these spells in time maybe that is the problem with the build.
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TheAshmaker написал:
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CaptainWARLORD написал:

Every creative way to break the game gets gutted, which is one of the most fun parts for me. I grind my ass off and for what? So I can feel like shit after the next patch?


Completely agree. Character building is the best thing in the game and they rape it every single patch.


Quit acting like you don't know this. This is how it's been, and how it always will be.

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tm10067 написал:
Builds are leaves on poe tree: they fall every patch and they grow again every league.
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BlaqWolf написал:

My god for once I agree with I_NO...

Pretty much all of the defenses are utter crap and have in the past required ES+GR+VP or, now, pure life & VP.

Evasion will let strikes through - you die.
Acrobatics will let through even more - you die.
Block will let strikes through - you die.
Armor mitigates *ONLY* physical - you die (to elemental)
Resitences cap out at 75% without spamming pots or careful skill tree setups and even then 80% is a stretch.

1 of your pieces of equipment MUST be dedicated to immortal call or - you die.
Only pure ES with Shavrone's mitigates everything, gimped as it is.


A hybrid of anything fails at pretty much everything.


GGG needs to take another close, HARD look at defenses and making things other than ES+CI or [the old] VP viable.



Honestly mate I think the majority of what you said here isnt actually correct. Esp with regards to stuff like hybrid of anything fails, hybrids of things are far and away the best defenses in the game. Defenses are great and the more different ones you stack the better they become. I think you need to take a harder look at defenses, GGG has already looked at them properly and they know that they are extremely strong when used well.

I guarantee you what Im saying is true and if you were to look at the math involved, the incoming damage numbers, what defenses are possible to equip, what investments that takes, what those defenses will do to that incoming damage, actually try more of them out in game Im certain youll see what Im saying is true.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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VenGanZa9 написал:

It never ceases to amaze me how the community is happy to moan about balance changes between leagues. You would think the sky had fallen in when the ES changes were announced, and yet the world kept turning, we all jumped on the life meta and had a ball in Harbinger.

Yes, as long as there's a single option left viable, people will find new things to go for after nerfs.
But it's still _removing_ options. Not rebalancing them, not making them less stronger, i haven't seen anyone play CI in Harbinger, if people still do, please comment on how it feels.

Same with double-dipping, yes, the mechanic was broken and i'm glad it got canned, but replacements that came after were wa-ay too weak, ignite being the worst offender.

Nerfs, ideally, are not supposed to destroy options. They're supposed to delete an OP part of the mechanic, while leaving that mechanic as a viable option to go for. At least that's how i see balancing, clearly GGG's on another page.

I think one of the most interesting things that PoE has taught me is that many monster spells have a physical component to them.

I remember a while ago, someone sent a bug report, claiming that a detonate dead (fire damage) instantgibbed them on their 10k ES character last league. While their juggernaut with 7k HP with the same resistance shrugged off the same exact attack, wondering why an elemental attack would pierce their resistance on a ES character, given no elemental map mods.

And GG response was something along the lines of 'monster spells may use the similar skills as players, but they have their own modifiers and damage calculations'.

And this lead to a lot of speculation whether a lot of spells in the game actually did partial physical damage along with elemental damage. Now, this doesn't mean ALL monster spells do physical damage. There are a few like Piety's 'ball of lightning' and Atziri's Flameblast that seem to do pure elemental damage.

But yeah, I'm finding myself agreeing that quite a LOT of spells do some partial physical damage. My armor capped characters don't get hit as hard as my ES characters for quite a lot of spell things. Makes, me wonder if this is GG being sneaky and slowly buffing defenses while nobody's looking.
(⌐■_■)
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Nephalim написал:
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shaunika90 написал:

VP isnt really for bosses (especially not shaper)

it's more for those insane double beyond/beyond breach nasty mob maps with insane density where you jump in the middle of a pack and every single one of them keeps chunking you for half your hp :P


Absolutely correct. There is only one attack you can even face leech from shaper and it does not take any effort or much net loss of dps to spend the .5 seconds to manually side step.

VP is not enabling players to trivialize end game bosses, its enabling players to progess exp in the face of random ass spike damage from conventional mobs and letting players progress exp is like anthrax to GGG.

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