Damage reflection is death for witches

Epic game design for an ARPG:

"skip things don't work."

Should we replace all resists with immunities as well?

Ooo, I know, how about we give all Zombies insta-kill attacks? So melee would have something fun to skip?

"Hey guys, we invented all these cool challenging enemies for you to fight. Except, the optimal solution is to skip them!"



I would GREATLY prefer it if the reflect mechanic was automatically lethal and attached to something you can use actual, player decision in combat driven, counter-play.

Curses, cursed areas, temporary reflection buffs. Anything that actually promotes the action part of the ARPG label.
Последняя редакция: konfeta#2391. Время: 17 нояб. 2011 г., 14:29:55
You have multiple options and none of them are good enough. The only option you will accept is, "Mash Q until all mobs are dead without paying attention."

You can run.
You can fight slower.
You can buy a cleave rune and switch to an axe or sword and cleave them to death while using multiple auras.
You can summon minions.
You can switch to a bow and use poison cloud.

You don't want to adapt. You want the game to adapt for you.
Последняя редакция: Ixath#2473. Время: 17 нояб. 2011 г., 14:28:05
-You can run.
I do. Content beatable by ignoring it is bad game design. I don't want this option to even be viable, kitefest gets old.

You can fight slower.
-I tried that. The balance is such that it is not worth the time to do so. Its tedious. ARPGs should not be tedious to play.

-You can buy a cleave rune and switch to an axe or sword and cleave them to death while using multiple auras.
-You can summon minions.
-You can switch to a bow and use poison cloud.

Are you serious? You want me, to take a ranged glass cannon build, to carry a full set of melee/ranged/summoner gear, waste passives to be able to equip the said gear, to whack away at a very specific type of enemy?

Extrapolating further, you seem to support class builds that do everything at once. Go build variety, everyone must be able to Cleave, Fireball, Shoot Arrows, and Summon at the same time!
"

You don't want to adapt. You want the game to adapt for you.

I already adapted. Drop the "u bad" bullshit. Reflects are a speed bump in the grand scheme of things even for the purest glass cannon. But its a very obnoxious speed bump that shouldn't be there in the first place instead of actually making the game hard to play.
Последняя редакция: konfeta#2391. Время: 17 нояб. 2011 г., 14:37:21
"
konfeta написал:
I already played at maximum capacity for 'not being lazy' in this game - at the apex of my build before further optimization naturally drove the usefulness of supporting abilities out of my skill roster, I used:

1. Three curses.
2. Three different attacks.
3. Phase Run.
4. Ice Wall.
5. Summons.
6. Intentionally putting my self into greater danger by running behind the enemy packs to ensure there is no elemental reflection and to round up packs of enemies into tight balls to improve my killing speed.


This is also very true. I mean people can talk about tactics and strategy all they want, but at the end of the day there are only so many active skill slots. I have currently slotted 2 summons, 1 frost wall, 2 curses, and 3 attacks, all of which I use regularly. There are also more skills I'd like to use, but which I cannot due to the rules of the game.

There seems to be this myth going around that everyone is just running around using shock nova 100% of the time, which is just not true.
What if a pack of mobs could have two resists max, so there would always be one element that worked on it? And the reflect damage levels were raised to compensate. Would that be acceptable?
If you are suggesting that elemental reflect be done to reflect only 2 or 1 elements instead of 3, this would eliminate them as a speed bump and promote multi-elemental builds (a smart Witch will do this anyway right now).

This would probably solve the issue players have with this in terms of how much of a speed bump this aura is, it would further remove incentives from specialist mono-elementalsit builds. To some this is probably acceptable.

Me, it wouldn't really impact the game. If a specialist can increase the net killing speed by supercharging a single element and ignoring reflects, it will be advantageous to do so. Though, if we get weapon switch implemented, it would be the thing needed to push the act of killing a reflect pack into a cost effective one.

But, as I said, none of this makes the game notably harder or easier. Simple status effects like resists, shields, regeneration, reflects don't actively alter gameplay enough to impact how it plays. We need more active monsters.
Witches got raped last patch, you cant even play at the same monster level with them.
What the hell is everyone storming about? The reflect isn't even too bad unless it's with life regen+shields. Just get your crowd control up and get into safe distance, blast away with your spells till your shield drops, wait few seconds, finish the job. Against shields you can just wand the boss once to stop shield regen, life regen is a little more tough deal.

Or... just get the resist of the element you're using and ignore most of the reflected damage and keep blasting away with full power without getting slowed down at all.

I confirmed that I am still in HC league. Then I died.
Yeah, I suggested just adding resists to the reflect because that simply makes *sense*. Now I think it's just fine, if, from what I understand, is too nerfed.

I'll always have a minion or another spell leveled up and on my person if I can to take out elemental immune/reflect. :3

Or weapon-switch to a big ole always-hit unique. ;P

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