Damage reflection is death for witches

Lol, rework the mechanic, 20% should not stack, make the reflection an attribute... 10 mob= 200% reflect damage? Forced to use single spell target? mmm I don't like the idea.

If it was an attribute you could also do a 80-100% reflect on some bosses... but 20% as an aura, with this mechaninc no please, at least make the aura very very visible... so you immediately see which foes has that aura
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piov1984 написал:
Lol, rework the mechanic, 20% should not stack, make the reflection an attribute... 10 mob= 200% reflect damage? Forced to use single spell target? mmm I don't like the idea.

If it was an attribute you could also do a 80-100% reflect on some bosses... but 20% as an aura, with this mechaninc no please, at least make the aura very very visible... so you immediately see which foes has that aura


the reflect melee aura is pretty visible, glowing spike aura

if you cannot see that one then you have different problems then reflect.

haven't seen the reflect elemental damage one yet though ^^
Monster auras are intended to be difficult and to force the player to change their tactics and skills. You simply can't expect to go up against these monsters using the same old 'spam aoe til dead' tactic that you use against trash enemies. If you've built your character in a way that you can't easily adapt to these situations then that's your own problem. Consider playing in a party where other players can make up for your own over-specialization induced deficiencies. For many good reasons, there was a conscious effort made to move 0.9.3 away from the shock/ice nova spam that characterized 0.9.2 and this is part of that.
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Последняя редакция: tpapp157#0336. Время: 14 нояб. 2011 г., 08:40:55
Word of advice to the devs: NEVER FORGET Iron Maiden in Diablo 2. Sure it made you stop and think, and regroup and use special weapons on switch, or resort to parying (which I find unacceptable, due to my playstyle), but ultimately it just made melee builds useless in such encounters. And then Blizzard finally decided to ditch the curse altogether, which was a good call.

I can't yet comment personally on how I feel about damage reflection aura, but seeing such feedback I would recommend being more cautious about such features. Or maybe nerf it a bit.

At the same time, I'm okay with really really deadly boss packs. Such packs were always fun in Diablo 2, a huge adrenaline rush. Yet at the same time, packs that do huge damage, or move fast, or are immune to something can be very overpowering, but at the same time, they can be countered with your own stats and gear. However, a damage reflection aura that IGNORES all your stats is not a good example of fun challenge. It should either be limited or mitigateable.
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Chris написал:
Trust me when I say that certain combinations of boss mods being instant death is a lot more fun than not having those things in the game!


Iron Maiden Removed In Chaos Sanctuary...

Rings any bells? ^_^
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braincrash написал:
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Chris написал:
Trust me when I say that certain combinations of boss mods being instant death is a lot more fun than not having those things in the game!


Iron Maiden Removed In Chaos Sanctuary...

Rings any bells? ^_^



That was manageable. there should NEVER be a combination in an ARPG that a character can't kill over time, and I think the amount of damage reflection that is currently + Health regen makes it literally impossible to take something down if you specialize in elements, even if you have a minion skill for backup.

Have it take FOREVER? Sure. Impossible? Bad news bears.
You could:
1) Not over specialize.
2) Party with someone who can help you out.
3) Carry gear/gems specifically for these.
4) Skip it.
5) Redo the instance, possibly re-gearing first.
6) Expect to kill everything with the same tactic and request the devs to change the few (random) things which might prevent such a monotonous ploy.

I really dislike option 6.

Specializing can be very rewarding, so why shouldn't it also carry risk? My only real concern would be if they didn't also have combinations of traits that are just as lethal to other types of builds. If everyone is being pushed into diversifying (their character, gear, and/or party), then assuming that's the point it's a good thing. If only one group is, then it's a bit unfair.

Fortunately, I think that everyone will find some combination of lethal mods (unless they prepare). This game starts out easy for the learning curve, but it's not meant to stay that way. :)
Damage reflection, IMO, is terrible game design in an ARPG. The entire game is designed around outputting as much damage as possible as fast as possible, and all of a sudden a single enemy kills you instantly for doing exactly what the rest of the game requires you to do. It doesn't make sense and it's not really challenging because most of the time, there's really very little you can do about it.
Well I definitely feel that you should be able to prepare for it, meaning that if you use a particular element for aoe, then you should be able to penalize the reflected damage from that element with resist gear.

It seems like the main thing is you have to be on your toes. Spam all day long, but stop when you see an aura, check it out, then go back to spamming.

Is a break from relatively mindless spamming really detrimental?
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Nate_Prawdzik написал:


Is a break from relatively mindless spamming really detrimental?



I don't think this is the point, I think he/she is saying is that it breaks the flow of the ARPG genre, and that it's a bad thing. To a point I think it's correct.

You should not be able to throw an AoE spell down for a monster to run in from off screen and insta-kill yourself before you'd even have time to form a strategy.

And btw, this would insta-kill a witch that was non-specialized too, I'm sure--Or even dual-specializing and just happened to cast the wrong spell.


@GGG
I think a way to help with this would be allow elemental resists to apply to the reflected damage to mitigate some of it. Does this happen already?

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