volatile blood is too melee-discriminational
I HATE Volatiles. But there are many workarounds.
- A semi-ranged secondary skill (Lacerate, reave, spectra throw) + culling strike(?) - Golems - Vaal skills that spawns doubles (they are severely underrated IMO) - Traps - DoT But many players refuses to use secondary skills. Many players hate things that needs attention. Many players hates thinking. Many players hate things slowing down the clearspeed. And many players hate the clearspeed meta. Bring me some coffee and I'll bring you a smile. Последняя редакция: Phrazz#3529. Время: 15 окт. 2016 г., 10:13:16
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" 1. Proximity shield has an extremely obvious visual effect. Volatile has absolutely nothing. 2. No monster with proximity shield can do damage in a single hit that comes anywhere close to the damage of Volatile. Yeah you might take a couple shots when under the shield, but you can survive those. 3. When was the last time you took the time to even read monster affix when playing range? I probably stopped around 2014 because it just isn't necessary at all. But melee, who's already clearing slower, is expected to stop and read all fix before every fight. Melee has to adapt, range can just continue to watch Netflix and still clear faster. |
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" what the ........ ? SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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I've never died against VolatileS mod playing as a melee. I dont see any problem with proper defenses, it cant instagib.
To be honest, I see problem only with reflect. You can play very defensive but still theres situation like beyond mob with shroud walker and reflect that pops up from nowhere... |
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" You probably dont know/understand "the rules" for volatiles: IIRC its sth like: Monster "main hand" hit damage multiplied by something => volatile explosion damage. The problem comes with (multiple) elmental damage added mods on slow high damage mobs in high tier maps. Big skeletons probably take the top spot but not sure. Especially with -max res on the map. No wonder it's lost, it's in the middle of the jungle!
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" nope. not even remotely comparable. Prox shield you see it, walk inside the prox shield and kill the enemy with ur ranged attack, it is at best a 2 second inconvenience in your clearspeed. You do not need to have a melee skill somewhere in your setup to kill the monster, you do not instantly die if you attack the wrong prox shield mob with your ranged attack. Its not the same thing at all, you cant even begin to compare them. " ya if u dont think vol can instagib then you havent played enough hard rolled high maps with melee chars. Ive instantly died with full health on chars with 7k life, Ive been left with es levels at shit your pants low on 12k es toons in maps that are not even the theoretical worst combo of mods for vol blood. In the wrong situation you can be probably be instantly killed with 12k+ hp. It scales off mainhand damage so map mods, monster type, monster auras, aura totems, the amount of shit that scales it is retarded. Its impossible to balance it, the average vol blood could do virtually no damage at all and it will still 1 shot 99% of life based melee toons in the wrong conditions. If it does 500 damage on a normal rare skele in a white map thats pathetic and not even worth adding in the game, but then its doing at least 1000 for a bonestalker that has so much more on hit damage, still pretty tame, so you add double extra as ele and now its doing 3000 damage, full red map -max and now its doing 6000 damage, now multiply it by sub phys auras buff and thats virtually every life based melee dead, if this is a vaaled map maybe theres also % monster damage, so multiply it by that again, potential for damage aura totems near by, it scales and scales and scales. The perfect storm potential is absurd and if you havent played as much high level melee as some of us you could be forgiven for not understanding how fucked up it is but trust us that have played a lot of melee, its fucked up to the point where you dont even want to run any hard high map as a melee char because you might instantly die if you dont stop to read every rare mobs mods and you might die if you do stop fighting to read the mods so the potential is completely paralyzing and leaves you asking why even play melee? Why bother playing it at all when you have to deal with this fking bullshit? Reflect is a joke, if you die to reflect you have a bad build and need to rethink what you are doing. The day you can hit 20k+ life on the average melee build if you put a little effort in then we can say the same about vol blood. Until then its fucked and needs fixed. It can do over a billion damage and be perfectly balanced if its like stormbearers or the burning man where theres a little telegraphed windup after the kill to give you time to clear the area or die of your own stupidity, thats fine, right now its not at all ok. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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" Agreed, the math is clear |
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They could just change the affix to work as after time detonation, so player have chance to move out of the range before it explodes.
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" So, anything non-chaos, non-totem that isn't elementalist/slayer is bad. Got it, thanks. |
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" Anything that does not have a too high dps output ( like, something really fucking unnecessarily high ) with some proper mitigation ( can actually be optional ) will do just fine. If you cannot tune your build ... Or just using instant leech too. Also you forgot traps and mines. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Последняя редакция: Fruz#6137. Время: 16 окт. 2016 г., 13:36:24
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