Crit Multiplier + Diamond Flask (still) too powerful

I've built perhaps 15 or so chars throughout the last year, many of which were "successful" in terms of being able to kill very fast. What many of the most powerful builds had in common is that they focused on crit multiplier.

This is also true for current builds. A general recipe for an overpowered build is:
1. Pick an AoE, or a projectile skill with LMP/Chain/whatever
2. Stack crit multiplier
3. Activate diamond flask
4. Kill entire screen in one second
5. Repeat
You can substitute pretty much any skill and class, but the general idea remains the same. Because you're wiping out entire screens of mobs with each flask, you can easily get crits more or less permanently.

I therefore suggest that diamond flasks are changed to make this mechanic more difficult to abuse.

Ideas:

- Crit flasks double your crit chance. This would make it at least required to also invest in crit chance and not just crit multiplier.

- Crit flasks give guaranteed crits, but decrease (or apply a cap to) your crit multiplier. This would make them useful for applying elemental ailments, but less useful for wiping out entire screens.

- Items with ridiculous crit multiplier boosts like Death's Harp are nerfed. This only addresses the most abusive builds but doesn't solve the general issue.

Discuss :)
Последняя редакция: ptt_frmr#5341. Время: 4 дек. 2012 г., 02:43:37
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I like your second idea to an extent, but I really don't see it changing much.

I'm not particularly fond of the idea of just doubling or using some other factor for the crit chance.

If anything, I think it should just add a constant amount to crit chance, possibly with a crit damage reduction.

Diamond flasks, along with granite flasks (early anyway) just seem broken to me.

Also, more variety for the flasks and more tiers.
I prefer the first option.

The main reason why I wouldn't see GGG wanting to change however is they may feel it is designed to enable builds that don't have access to crit chance.
I completely agree. The only thing that could possibly stop this game from being hugely successfull is the proliferation of cookie cutter uber builds. It takes away all the fun. Please guys don't funnel me into builds I don't want to make.
I would add an option 4: diamond flasks add an additional 50% chance to crit. This way, they still "enable" mult-stacking builds, but with only a 60% crit chance or so they're not quite as dependable anymore.
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I don't have alpha access, that was a LONG time ago.
Последняя редакция: Zakaluka#1191. Время: 4 дек. 2012 г., 11:58:07
Zakaluka,

This is what I suggested too.
I was thinking a few variants of diamond flasks beyond that, ones that buff purely damage, others for purely chance, or combinations.
1st option makes most sense but nerf the Granite Flasks while you are at it.

"
ratfacekick написал:
I completely agree. The only thing that could possibly stop this game from being hugely successfull is the proliferation of cookie cutter uber builds. It takes away all the fun. Please guys don't funnel me into builds I don't want to make.


Noone forces you to play any build & I don't see how other people using certain builds would mean any less fun for you. Every game has builds that are the 'best' but noone makes you play them if you don't want to.
I think critical multiplier overall just needs to be reduced. It's too easy to get too much of. Critical Strike Chance is also WAY too hard to get a lot of; we just need to even out these stats. Reduce availability of multiplier on Maligaro's gloves (Death's Harp is fine, it's very low level) and passive skills. Increase availability of strike chance on items and passives.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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anubite написал:
I think critical multiplier overall just needs to be reduced. It's too easy to get too much of. Critical Strike Chance is also WAY too hard to get a lot of; we just need to even out these stats. Reduce availability of multiplier on Maligaro's gloves (Death's Harp is fine, it's very low level) and passive skills. Increase availability of strike chance on items and passives.


Ya, ammys is the best example. You can get 66% multi but like 35% (ish?) chance. Assuming the normal 5%/150% the ammy gives about 1-2% chance but almost 100% more multi. Seems like the two should be swapped or chance should at least be similar to multi. Someone else said it best, you need 1000% crit chance to have 50% crit. Meanwhile crit multi it isn't too hard to get to 1000% if you really focused on it. I'm just getting it as extra dps atm on my shadow and have 800%.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
I'd go with that too, but even then, with Diamond flasks as they are, it totally cheapens chance nodes, even worse than the effect of granite flasks on gear. At least granites get less powerful with time. All it is is a damage buff that is easily exploitable and not very general.

So really, I'd just like to see there being more kinds of damage buff flasks.

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