Removing shotgunning was a bloody mistake

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Exialis написал:
Fork needs a buff. Or a rework.

I don't know any Fork builds currently.


the problem is that chain is always better then fork because it's reliable
the only kind of projectile where fork might be better is where even chain can't be reliable.
this boils down to spark pretty much.
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SjakaWaka написал:
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Exialis написал:
Fork needs a buff. Or a rework.

I don't know any Fork builds currently.


the problem is that chain is always better then fork because it's reliable
the only kind of projectile where fork might be better is where even chain can't be reliable.
this boils down to spark pretty much.


Or something like Ball Lightning, if they changed the mechanics to allow fork to work with it somehow. It would be quite useful, actually.
We're all in this leaky boat together, people.
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666lol666 написал:
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RestInPieces написал:
]You don't go GMP gimping your damage because there are many single targets that NEED to be nuked between packs. Rogue exiles, voidspawns, certain dangerous rares etc. You HAVE to have both single target spells and AOE, IF you will be using something that is GMP depended in order to AOE.

All I do in this game is running high level maps and I use gmp for killing EVERYTHING but a few bosses, Minara Anemina & Atziri. There is absolutely no need to swap gems while clearing trash except you run into Minara Anemina which happens to me only 1 time in 20-30 maps. I think the key is to use:
Elemental weakness + increased area of effect
I link these with empower & enhance too to further increase the usability. In fact I curse about 90% of the mobs before they enter the screen.



Do you think it is the same with all the builds and skills? For example if you try FP with GMP you can't even chill a rare at high level maps. You can't survive like that - maybe for SC it's ok but not for HC. At the same time, you can't possibly sacrifice 2 items for the same skill to be both single and AOE in HC. And obviously you can't be using it without GMP or at least LMP for map clearing.
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RestInPieces написал:
How many 2.0 multiple projectiles builds have you seen since awakening's launch?

How many projectile builds didn't use GMP/LMP before 2.0? (apart from specialised ones like PA)

It was more or less mandatory, overpowered too, so had to go... Good decision!
Before it worked as a damage multiplier, now it is functioning (correctly IMHO) as a damage spreader.
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Cyzax написал:
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RestInPieces написал:
How many 2.0 multiple projectiles builds have you seen since awakening's launch?

How many projectile builds didn't use GMP/LMP before 2.0? (apart from specialised ones like PA)

It was more or less mandatory, overpowered too, so had to go... Good decision!
Before it worked as a damage multiplier, now it is functioning (correctly IMHO) as a damage spreader.


It was mandatory, I agree. That's why my point is that it could be nerfed, instead of removed, so that it was just a viable option. Now it is functioning as a way of gimping your character with excess gems or have him curse on hit with multiple ball lightnings, at least admit that.
As an Incinerator main, I find the shotgun change to be a sad one, but a much needed one. Now I can AoE with incinerate RELIABLY, instead of having to facetank stuff.

It causes a minor change of play style in certain builds, but it's nothing to be 'afraid' of.

Hell, I even thought Malachai was starting to become a JOKE after doing him again for like... the 6th time (includes Beta attempts)

Heck, now I can just swap out LMP/GMP for an added damage gem and watch my damage go THROUGH THE ROOF with incinerate.
Unique Map Making~

http://www.pathofexile.com/forum/view-thread/1174961

I like music. Do you like music? Cause I sure as hell like a lot of random music.
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SerythXavier написал:
As an Incinerator main, I find the shotgun change to be a sad one, but a much needed one. Now I can AoE with incinerate RELIABLY, instead of having to facetank stuff.

It causes a minor change of play style in certain builds, but it's nothing to be 'afraid' of.

Hell, I even thought Malachai was starting to become a JOKE after doing him again for like... the 6th time (includes Beta attempts)

Heck, now I can just swap out LMP/GMP for an added damage gem and watch my damage go THROUGH THE ROOF with incinerate.


Between you and me inci's damage is a little ridiculous atm indeed, I have played with a friend's character a little.

Anyhow, I used to enjoy this risk/reward mechanic. It added its little something to this game. And when clearing maps with my late 1.3 incinerator, having GMP was much for satisfying and when a boss enemy appeared I could adjust my distance and damage on the fly.
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RestInPieces написал:
...instead of removed...

As I have several in my stash, I don't think it was 'removed'...

There are plenty of support gems that increase damage on single (or a few) targets, but quite few that spreads it out to more targets. I find having different gems more important than having many doing essentially the same.

To me, it sounds like you want to have your cake and eat it too... You want high damage against single targets, spread out so you can face multiple ones too... and of.c. the mobs shouldn't have the same advantage...

It is fine as it is... If it had only been changed as you suggest, it would still be mandatory as the benefits would heavily outweigh the disadvantages.
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Cyzax написал:
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RestInPieces написал:
...instead of removed...

As I have several in my stash, I don't think it was 'removed'...

There are plenty of support gems that increase damage on single (or a few) targets, but quite few that spreads it out to more targets. I find having different gems more important than having many doing essentially the same.

To me, it sounds like you want to have your cake and eat it too... You want high damage against single targets, spread out so you can face multiple ones too... and of.c. the mobs shouldn't have the same advantage...

It is fine as it is... If it had only been changed as you suggest, it would still be mandatory as the benefits would heavily outweigh the disadvantages.


The thing is that if they changed it *enough* it could actually be an option - a viable one. Neither something mandatory nor not an option at all.

The mobs shouldn't have that advantage because of many other reasons. Certain map mods combined + shotgunning resulted to something broken that killed players without giving them the chance to react. It was a no-brainer that monsters should have this removed.

Mate, I only want the cake that the rest of the builds already have, in a figure of speech. If you look at the popular builds atm they already have what you describe - high damage against single target and good clearing speed aka against multiple ones. And that is the reason some GMP dependent skill gems like FP are now neglected.

Fine-tuning it so that the multiple projectile damage is mitigated could achieve the perfect result. Having an additional non-mandatory playstyle in our arsenal.
I was very disheartened when I heard 2.0 was removing shotgunning. I was almost angry over it killing my build.

But I tried a new build and its fine. I'm actually glad they removed it. Really. I cant shotgun them, they cant shotgun me.

Its fine.

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