Marauder Start Area Feedback

Where is my 'Can dual-wield 2h weapons' node?!! Mara is a STR guy. Define his part of the passive tree like that. A node like that would allude to the sheer amount of brute strength of the marauder.

Duelist is very well defined thematically as well as Templar. Marauder's tree just looks like some super generic tank guy.

You can balance the node above with something like a ridiculous str requirement. Can dual-wield 2h weapons if has over 400 str
Последняя редакция: vvolf#7234. Время: 7 нояб. 2013 г., 23:44:41
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vvolf написал:
Where is my 'Can dual-wield 2h weapons' node?!! Mara is a STR guy. Define his part of the passive tree like that. A node like that would allude to the sheer amount of brute strength of the marauder.

Duelist is very well defined thematically as well as Templar. Marauder's tree just looks like some super generic tank guy.


Go play duelist then
I do play duelist when I wanna play melee. I want to 'like' playing the clumsy mara as well.
Okay, this is coming from a noob (me), I know that the characters/classes are purely cosmetic since you can turn them into anything you want but... when I saw the maraudeur artwork (http://images4.wikia.nocookie.net/__cb20110119012333/pathofexile/images/5/5e/Marauder.jpg <---- btw is there any weapon that looks like the one in the artwork?) I always visualized him as a brute rushing into his enemies while screaming and waving his giant club, he does give that kind of feeling when you highlight him in the character selection menu.

Sadly, ingame he doesn't really deliver much, been leveling up one up to lvl 41 using the ground slam build and so far I feel he's squishy & underpowered, I have an easier time playing as an reaver shadow, and that guy looks like that youtube "leave Britney alooOoOoOne" emo.


So what would be my suggestions? Probably like the above posters, buff his starting dmg nodes, increase his health bonuses, throw a couple more of health regen nodes, dunno, something would give him a unique touch.

Maybe some kind of AOE nodes for his physical attacks (could also be a gem)? Kinda like the Gravity Hammer from *raises flameshield* the Halo games (http://www.youtube.com/watch?v=SGdhtDIVJzY watch the first 10 seconds, forget the rest)?


Anyway, this was just my 2 noobish and lack of sleep cents.
Последняя редакция: Yoomazir#7573. Время: 8 нояб. 2013 г., 00:32:13
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vvolf написал:
Where is my 'Can dual-wield 2h weapons' node?!! Mara is a STR guy. Define his part of the passive tree like that. A node like that would allude to the sheer amount of brute strength of the marauder.

Duelist is very well defined thematically as well as Templar. Marauder's tree just looks like some super generic tank guy.

You can balance the node above with something like a ridiculous str requirement. Can dual-wield 2h weapons if has over 400 str



The game can't work this way, you can duel wield with any char, including marauder. We can't base a core gameplay mechanic on 1 node like that. If duel wielding 2h would be possible, it should be possible to all classes by default but EASIER for a marauder (i.e. marauders have more access to str, but a vaal pact shadow could still get the str with gear or high level to do it)

A lot of people have mentioned some of the detailed issues with the Marauder tree, but I think a bigger problem is that the area lacks build-defining nodes. There really isn't anything in the Marauder area where you can't get something similar (or even better) elsewhere. For example, something like...

Weapon Mastery - 50% more effect on implicit modifiers on equipped melee weapons.

would make the Marauder tree a lot more interesting.

As far as specific suggestions:

Armor Mastery - Since it shouldn't just be a copy of the Duelist defensive nodes, how about moving it closer (and connected) to the Shield section and changing it to "20% Increased Armor, 30% Increased Armor from Equipped Shield?"

The Stun circle is a good idea but really awkward. How about making it a simple 3 node with a notable? Since there's those critical multiplier nodes nearby, the notable could be something like reduced enemy stun threshold when hit with a critical.
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Ardziv написал:
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vvolf написал:
Where is my 'Can dual-wield 2h weapons' node?!! Mara is a STR guy. Define his part of the passive tree like that. A node like that would allude to the sheer amount of brute strength of the marauder.

Duelist is very well defined thematically as well as Templar. Marauder's tree just looks like some super generic tank guy.

You can balance the node above with something like a ridiculous str requirement. Can dual-wield 2h weapons if has over 400 str



The game can't work this way, you can duel wield with any char, including marauder. We can't base a core gameplay mechanic on 1 node like that. If duel wielding 2h would be possible, it should be possible to all classes by default but EASIER for a marauder (i.e. marauders have more access to str, but a vaal pact shadow could still get the str with gear or high level to do it)



That's exactly what I said. It only works if you have over 400 str and marauder has the easiest access to str nodes. So marauder would be most suited to getting that node. Getting 400 str on shadow will be much much harder than getting 400 str from mara. You can even make it so if you get 400 str Just from passive tree.
Последняя редакция: vvolf#7234. Время: 8 нояб. 2013 г., 01:04:02
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werezompire написал:

The Stun circle is a good idea but really awkward. How about making it a simple 3 node with a notable? Since there's those critical multiplier nodes nearby, the notable could be something like reduced enemy stun threshold when hit with a critical.

I really like the idea of turning that into a three node + notable, but this doesn't work too well. You ALREADY effectively get that bonus, since if you hit a crit you basically do 50% more damage. Since damage is basically the numerator in the chance to stun function, 50% more damage is 50% more chance to stun.

I really like the idea of an '...on melee stun' notable there. Some cool little thematic effect that's useful and not available elsewhere in the tree to make the marauder feel more...on theme. Like an onslaught effect, where you're more likely to hit the next stun check. That would work. 'Lucky' at stunning enemies for 2 seconds after a melee stun, maybe?

I also like the 2H weapon in one hand thing, emphasizes the brute strength. A keystone that was something like "can wield 2H weapons in 1H if 2.5x STR req is met. 10% less attack speed" would be nice. That means new animations though so it would be a lot more work.
Последняя редакция: C0Y0T3_SLY#2226. Время: 8 нояб. 2013 г., 01:35:44
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C0Y0T3_SLY написал:
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werezompire написал:

The Stun circle is a good idea but really awkward. How about making it a simple 3 node with a notable? Since there's those critical multiplier nodes nearby, the notable could be something like reduced enemy stun threshold when hit with a critical.

I really like the idea of turning that into a three node + notable, but this doesn't work too well. You ALREADY effectively get that bonus, since if you hit a crit you basically do 50% more damage. Since damage is basically the numerator in the chance to stun function, 50% more damage is 50% more chance to stun.

I really like the idea of an '...on melee stun' notable there. Some cool little thematic effect that's useful and not available elsewhere in the tree to make the marauder feel more...on theme. Like an onslaught effect, where you're more likely to hit the next stun check. That would work. 'Lucky' at stunning enemies for 2 seconds after a melee stun, maybe?


How about some sort of "Gain X life on melee stun" notable then? Would fit the theme of the Marauder well and I can't think of anything really similar elsewhere. It also avoids the potential danger of making stuns too effective at stun-locking.
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vvolf написал:
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Ardziv написал:
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vvolf написал:
Where is my 'Can dual-wield 2h weapons' node?!! Mara is a STR guy. Define his part of the passive tree like that. A node like that would allude to the sheer amount of brute strength of the marauder.

Duelist is very well defined thematically as well as Templar. Marauder's tree just looks like some super generic tank guy.

You can balance the node above with something like a ridiculous str requirement. Can dual-wield 2h weapons if has over 400 str



The game can't work this way, you can duel wield with any char, including marauder. We can't base a core gameplay mechanic on 1 node like that. If duel wielding 2h would be possible, it should be possible to all classes by default but EASIER for a marauder (i.e. marauders have more access to str, but a vaal pact shadow could still get the str with gear or high level to do it)



That's exactly what I said. It only works if you have over 400 str and marauder has the easiest access to str nodes. So marauder would be most suited to getting that node. Getting 400 str on shadow will be much much harder than getting 400 str from mara. You can even make it so if you get 400 str Just from passive tree.


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Yoomazir написал:


Maybe some kind of AOE nodes for his physical attacks (could also be a gem)? Kinda like the Gravity Hammer from *raises flameshield* the Halo games (http://www.youtube.com/watch?v=SGdhtDIVJzY watch the first 10 seconds, forget the rest)?


Anyway, this was just my 2 noobish and lack of sleep cents.


These ideas can work as a keystone nodes, they only needs to add what you lose when you take them.

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