Removing shotgunning was a bloody mistake

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RestInPieces написал:
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.

*shrug*

Use one of those builds then... Why should all builds be the same? There will always be some builds that are better than others.

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RestInPieces написал:
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.

Again, you seem to want the advantages of GMP/LMP without having to sacrifice anything (essentially make it into a 'melee splash' for projectiles without lower damage to the single target). To me, that's unbalanced. If done as you describe, it would have no downside and again be mandatory (and no, there is no other word for what it would be).
Последняя редакция: Cyzax#3287. Время: 13 авг. 2015 г., 14:10:52
Applying a shotgun penalty to players as you suggest would only favor piercing and/or AoE projectiles. ST projectiles would be utterly screwed by what you propose-- as is, they can each hit one enemy apiece for their full MP potential damage; as proposed, a single enemy could eat two or more projectiles for a diminishing fraction of MP potential damage.

This would render ST projectiles in a state of imbalance, requiring them to deal with an MP support that otherwise would be balanced around its potential for Incinerate and the likes.

The outright removal of shotgunning was much healthier for the overall game-state.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Shotgun removal wasnt healthy for the game, effectively killed off many builds that were fairly subpar.

Shotgun nerf was mostly targeted at "nerfing" incinerate if you ask me. What did it do in turn ? Hurt the sub par spells like Fireball, Arctic Breath (which was already trash), Freeze Pulse, etc. Ive said this time and time again, theyre balancing around top builds which just end up hurting everything else. They should not be balancing around a forced meta, they should be balancing around making everything viable when built correctly and using good enough gear.

Whats worse is they then added in Magma orb which can overlap AOE with enough AOE, on top of that it hits multiple times, its like "Free shotgun+pierce". Renders Fireball hilariously useless in comparison by all means.

They nerf abilities, then add in new ones which render the old ones sub par.

Any projectile skill replaced by Spectral Throw (though now that 100% pierce is easily accessible other ones can outshine spectral throw)
Spectral Throw replaced by Tornado Shot (then tornado shot got nerfed)
Spark replaced by Ball Lightning
Fire Ball replaced by Magma Orb

There are older skills as well too that have been completely dated by their newer counter parts. Its not healthy to kill off gems and builds to make new ones (which again could be potentially killed off again).

Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
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CanHasPants написал:
Applying a shotgun penalty to players as you suggest would only favor piercing and/or AoE projectiles. ST projectiles would be utterly screwed by what you propose-- as is, they can each hit one enemy apiece for their full MP potential damage; as proposed, a single enemy could eat two or more projectiles for a diminishing fraction of MP potential damage.

This would render ST projectiles in a state of imbalance, requiring them to deal with an MP support that otherwise would be balanced around its potential for Incinerate and the likes.

The outright removal of shotgunning was much healthier for the overall game-state.


Non-piercing and non-AOE ST projectiles would be utterly screwed? They are already screwed! Seen anyone using a ST fireball? A ST FP? An ST ice spear? Spark? Etc etc. And because MP gems are the epitome of gimping, without any benefit, they will not be used with them either.

They wouldn't be screwed at all. The only difference will be that people will be using them with MP. Now they are not using them at all. Or are they?

The class guides are a mirror of what is viable in the current patch. Go ahead and read them. Compare them with their pre-2.0 state. Many skills have fallen to obscurity. Why do you think this is?

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Tin_Foil_Hat написал:
Shotgun removal wasnt healthy for the game, effectively killed off many builds that were fairly subpar.

Shotgun nerf was mostly targeted at "nerfing" incinerate if you ask me. What did it do in turn ? Hurt the sub par spells like Fireball, Arctic Breath (which was already trash), Freeze Pulse, etc. Ive said this time and time again, theyre balancing around top builds which just end up hurting everything else. They should not be balancing around a forced meta, they should be balancing around making everything viable when built correctly and using good enough gear.

Whats worse is they then added in Magma orb which can overlap AOE with enough AOE, on top of that it hits multiple times, its like "Free shotgun+pierce". Renders Fireball hilariously useless in comparison by all means.

They nerf abilities, then add in new ones which render the old ones sub par.

Any projectile skill replaced by Spectral Throw (though now that 100% pierce is easily accessible other ones can outshine spectral throw)
Spectral Throw replaced by Tornado Shot (then tornado shot got nerfed)
Spark replaced by Ball Lightning
Fire Ball replaced by Magma Orb

There are older skills as well too that have been completely dated by their newer counter parts. Its not healthy to kill off gems and builds to make new ones (which again could be potentially killed off again).



Very true. I am baffled at why some people don't see the obvious. Or is it that they are ok with older skills being essentially "replaced" by newer ones? Patches, especially expansions are supposed to introduce many new options to the already existing ones. The latest patch may have even reduced them if we take leech, ailments, auras and this change into account.
Последняя редакция: RestInPieces#6294. Время: 13 авг. 2015 г., 19:55:52
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RestInPieces написал:

Very true. I am baffled at why some people don't see the obvious. Or is it that they are ok with older skills being essentially "replaced" by newer ones? Patches, especially expansions are supposed to introduce many new options to the already existing ones. The latest patch may have even reduced them if we take leech, ailments, auras and this change into account.


Maybe you didn't notice, or didn't heard but ; yeah that's pretty much what GGG does since day 1. They balance the game by shifting the meta each expansion or so, which means that what works in 2.0 won't be good in 2.1 and so on. It's the magic the gathering way of keeping the game fresh and exciting to come back. So yeah, you can expect that what's good and largely played right now (cyclone, inci, PA, ..) will be bad or replaced when the meta will shift again, and skills unused / underperforming will be brought back to light.
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Dawmz написал:
"
RestInPieces написал:

Very true. I am baffled at why some people don't see the obvious. Or is it that they are ok with older skills being essentially "replaced" by newer ones? Patches, especially expansions are supposed to introduce many new options to the already existing ones. The latest patch may have even reduced them if we take leech, ailments, auras and this change into account.


Maybe you didn't notice, or didn't heard but ; yeah that's pretty much what GGG does since day 1. They balance the game by shifting the meta each expansion or so, which means that what works in 2.0 won't be good in 2.1 and so on. It's the magic the gathering way of keeping the game fresh and exciting to come back. So yeah, you can expect that what's good and largely played right now (cyclone, inci, PA, ..) will be bad or replaced when the meta will shift again, and skills unused / underperforming will be brought back to light.


Changing the meta so that there is nothing completely cookie cutter out there is ok but shifting the meta just to change the builds people are playing to refresh the game is terrible.

At least up until now it was more subtle (with the exception of CI for HC and some other builds which were nerfed a tad harder than they should have been).

At the very least up until now I was under the impression that the variety of viable builds was increasing, yet in this patch it seems smaller (especially for HC) if one takes a look at the class guides which always explore the range of tested viable builds we have at each patch.
My point,
.
.
.
.
.
Your head.

You know what, just go read Scrotie's thread and debate this with him. He's closer to right than you are, in re: numerical balancing.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Последняя редакция: CanHasPants#3515. Время: 14 авг. 2015 г., 03:46:01
The thing is OP, Shotgunning was a MANDATORY aspect back when it was around, no matter how you'd like to change it, it'd still become MANDATORY since it increases your DPS that hard, just take a look at every single Incinerator back then, all used GMP for obvious reasons, now they use LMP though to spread their AoE enough, but that's because GMP is just bad atm.
But really, removal of Shotgunning was the best call. Now they just need to get rid of the horrendous RNG-gated playstyle and progression.
Participated in the working of the Dyadus Avatar of Fire Templar:
http://www.pathofexile.com/forum/view-thread/896505

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