Do you think GGG will recognize life vs ci issue in next expansion?

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I_NO написал:
Armor still dogshit
Evasion still dogshit
dodge still dogshit

Agreed, but only at end-game with high values of armor, evasion, block, dodge, etc. Throughout the regular progression until level 70-something, the curve is good. At end game the curve is not enough to keep up with the pumped damage output.

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I_NO написал:
Mapmods+++++ to make things worst

Agreed.

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I_NO написал:
Mobs still hit for 999999999999 damage

Only at end-game, for example high tier maps. Balance is great all the way until about level 80, then it's just a mess. In GGG's last presentation, they hinted at why: they adjust the high end content for the most veteran of players. And if you're familiar with the game (and not playing melee), then you generally don't get hit directly most of the time. And as such they probably thought to themselves, ok, they don't get hit, so let's make them cringe when they actually do get hit. And that gives us this ridiculous exponentially increasing curve.
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One thing you learn from teaching Calculus for 40+ years is that you should make changes small. 3.0 is going to be a massive change already, with the removal of Cruel and the addition of a fifth act. I doubt they're also going to radically change how basic principles of the game work at the same time. Too big of a change.

The current situation isn't intolerable... just not ideal.

I'd suggest small changes to ES/Armor/Ev over a sweeping overhaul.
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Turbodevil написал:
I wish GGG balanced life vs es, but also for players to recognize the actual issue.

There are countless threads with ideas like "armour should give +max res" or "buff all life" which would do nothing good for balance, because (heresy incoming!) life works comparable or better than ES most of the time.

The problems are only with some one shot bs mechanics that hurt es too, just less often (volatiles, detonate dead) and some endgame bosses which deal spell non-phys damage, throwing armour and evasion into a bin. Ofc these bosses are most relevant goal for ppl who play the game long enough to bother going into forum. But it's only small fraction of game that only small fraction of playerbase eventually encounter. It's not existant most of the time, so any 'fix' that simply buffs life/armour/evasion will only further trivialise 99% of game that's not endgame bossing.

Any suggestion to balance life vs es should ar least mention context where life doesn't work.



if they fix vol blood (remove it or add a bearer/burning man style timer) they would literally have fixed 50% of the problem with life vs es and 50% of the problem with melee in 1 hit.

The fact they havent done it already fills me with dread for just how stupid they are when it comes to evaluating their game tbh because weve been saying this for years, literally, and they have read the posts, theyre just fucking idiotic when it comes to this issue.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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Snorkle_uk написал:


The fact they havent done it already fills me with dread for just how stupid they are when it comes to evaluating their game tbh because weve been saying this for years, literally, and they have read the posts, theyre just fucking idiotic when it comes to this issue.


My guess is GGG acts similar to one of my profs here where he does exams with tasks that are simply not possible (at least not in the given time constraints) so nobody is able to hit the maximum grade.

Analog to this GGG dont want people to reach lvl 100 by having such dick mechanics like volatile in the game as the time constraint of grinding them maps and the costs of using and rolling them wouldnt be enough.
ES vs Life

#1 issue ES has tons more quantity.

all other mitigation issues aside that is the number one thing. since you can't mitigate all things in the game then you need that higher life pool.

Life is fine.





















If you run lvl 5 empowered lvl 5 enhanced 21 enfeeble and 21 temp chains on blas and take like 250% life with all T1 life gear.
Git R Dun!
Последняя редакция: Aim_Deep#3474. Время: 26 янв. 2017 г., 10:59:17
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IceDeal написал:
Knowing GGG they'll probably nerf ES to make everything even.


Haha probably but that would break dual wield/staff LL not to mention any build that wears volls. CI will still be king just moreso pigionholed into 900ES chests than before.
Git R Dun!
Последняя редакция: Aim_Deep#3474. Время: 26 янв. 2017 г., 11:05:48
I really think that a good solution does not look solely on life vs CI, but other forms of defense as well. I'd really like to see evasion and armour reworked and significantly buffed, as well as making most life nodes hybrid ones giving life +armour/evasion. Aslo CI should really have some sort of a drawback to it. Maybe make VP less effective with it, maybe get rid of the chaos immunity and give it a Shav-like effect instead... i don't know .. but something!

In my mind having tons of ES should not be balanced by having tons of Life, but by greatly (and i mean GREATLY!) increasing secondary defensive mechanics and hopefully making them less effective if you go CI.

I'm sure that something will be done ... i just hope that it's not a band-aid solution ... we'll see
"I'm going to show you pain you never knew existed, you're going to see a whole new spectrum of pain!!!!! Like a RAINBOW!"
Последняя редакция: KorgothBG#4084. Время: 26 янв. 2017 г., 11:16:07
there is probably going to be a lot of changes, ones which i'm sure you'll cry about

Just look at the big ones that have a lot of QQ

ES vs Life
Melee vs ranged
Clear speed
Survivability (defence, one shot, other bollocks)
double(or more) dipping
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
Последняя редакция: lagwin1980#2224. Время: 26 янв. 2017 г., 11:27:47
GGG will not nerf ES in 2.6 instead rather waiting for 3.0 to cripple it.

IS life getting buffed? Yes by .06%.
IGN: Arlianth
Check out my LA build: 1782214

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