LOL, The game is more Path of Life Nodes than ever before.

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engqvist85 написал:

There's not a single build in the game where dropping life/ES nodes in favor of damage makes your character stronger.

No! For example getting crit chance for an ice spear / fp (totem) build - because more freeze means less damage from the enemy. In addition a summoner gets stronger with minion nodes instead of life/es nodes.
Ranged characters with e.g. skele totem get stronger with damage because they kill enemys faster -> less chance to get hit.



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engqvist85 написал:

Nobody can afford to sacrifice survivability, this is a game where literally every single build in the entire game must be 100% tank, you CANNOT play anything other than a tank.

No! Of course, if you want to facetank everything and play without thinking you have to go tank. But class cannon builds with a built in defense (e.g. minions/totems and/or freeze - kill they mobs before they can reach you) works really well to.

I played in the closed beta 1 week turbo race a glass cannon totem hp/es build (got 3 hp nodes till vaal merc). And well it works. Your totems can tank everything and with a good positioning nothing hits you.


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engqvist85 написал:

The patch has at best done nothing about the absolute #1 biggest game mechanic problem in PoE (the ridiculous incoming damage levels from certain sources such as Kole and alchemists),

And well, thats what makes PoE interesting. Btw, you can kill (almost) all mobs without them hitting you (as ranged). I play with 2.5k HP atm and chaos resist < 0 (means alchemists can 2-3 shot me) and well, im still alive in HC. Played an (easy) grotto map alone with at least 5 alchemist groups and got hit once with chaos damage. Just snipe them and dont be in front.

The problem is that peoply copy builds instead of thinking. And they think the more hp you have the safer you are. And well, thats just wrong. In PoE position / build-in safety (e.g. totems, freeze, ...) is way more important than life/es/ar/ev. Don't get hit and you'll be fine.
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engqvist85 написал:


Physical damage is still merely a stepping stone for increased elemental damage, not a form of damage that's viable in itself. You still won't see builds that deal more than half of their damage as physical.



6k Aoe without auras, 10k with auras.

So....you are wrong.

Последняя редакция: WUlf1337#0866. Время: 6 июн. 2013 г., 05:59:26
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Mephasm написал:
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ScrotieMcB написал:
The intent of the patch was to make the game less Path of Life Nodes, which I believe it's done successfully.


Yes, this was their intent, however, they nerfed HP values while neglecting to buff life regen or life leech, which means many builds that used Blood Magic gems are finding it difficult to leech/regen enough HP to sustain their abilities. So now you are forced into getting even more life nodes to make up for the life that you lost because of the nerf.

You're conflating life regen with life leech and I think that's a misperception. Yes, regen is based off max life, and that has been nerfed by the patch. But leech is based off damage, and that has been buffed (or remains unnerfed) in all but a few cases. And since mana costs have not gone up, leech should continue to provide at least as much life recovery for BM users as before.

If your reaction to this nerf of life regen is to grab even more life nodes, you'll only be digging your hole deeper. GGG nerfed life nodes across the board in order to make HP-stacking relatively less effective compared to other damage mitigation options, armor in particular. That has lowered the point of diminishing returns for %life nodes, and stacking beyond that will deprive your build of other vital passive tree resources. A similar nerf was applied to resist nodes, and as a result, it's no longer advisable to attempt to stack resists into the 80+% region.

Another side-effect of these nerfs will be to make life and resist mods on armor and jewelry relatively more desirable than before. That will lower the trade value of many items previously considered uber-gear, that will now be judged as deficient in life and/or resists. The increase in BIS-rejects will make it cheaper for players with lower budgets to acquire better gear for their characters.

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WUlf1337 написал:
I now onehit also uniques in lunaris lvl 2

There is only one unique monster in lunaris 2 and that is Kole and I'm pretty sure you dont "onehit" him.
Lost ~15% of HP, didn't notice big difference in mobs damage, generally elites still hit pretty hard, because this is how armor works (big hits damage is reduced less than from trash mobs). So kinda agree with the topic. I would say "path of Kaom's Heart", even more than before.

Because of how armour and evasion works, HP is best defense you can get. You just can't purely rely on armour, and especially on evasion.

So in the end, it's only different numbers, but as a result, it's same shit, maybe even worse. I guess I'll skip this patch, a lot of changes but nothing changes. GG GGG
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mobutu написал:
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WUlf1337 написал:
I now onehit also uniques in lunaris lvl 2

There is only one unique monster in lunaris 2 and that is Kole and I'm pretty sure you dont "onehit" him.


Sry speaking of rares here (yellow mobs). Still a huge improvement, compared to prepatch, where I needed 3-6 hits.

Последняя редакция: WUlf1337#0866. Время: 6 июн. 2013 г., 06:13:57
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Thirion написал:
And well, thats what makes PoE interesting. Btw, you can kill (almost) all mobs without them hitting you (as ranged). I play with 2.5k HP atm and chaos resist < 0 (means alchemists can 2-3 shot me) and well, im still alive in HC. Played an (easy) grotto map alone with at least 5 alchemist groups and got hit once with chaos damage. Just snipe them and dont be in front.


Go and do some solo map bosses with flicker strike and high chaos damage (spider bosses). With that amount of hp and chaos resist, you'll be one-shot.
Последняя редакция: koppees#0118. Время: 6 июн. 2013 г., 06:20:19
A few months ago I had my 2h axe marauder (leap/sweep) lvld to lvl 79. It was kind of alright in terms of survivel with 80% all resist, about -20~0% chaos resist, about 5300 health and a decent amount of damage. Still, map clear speed was for me (lvl 66~70 maps) about 10+ mins. I just stopped playing that character and made it into a IIR/IIQ farming char for some lower content and haven't done any other content at all.

This morning I spent an hour or so in respeccing this build, equipped my old gear (had a stash tab just for this character). health went from 5k+ to 3500~, damage got boosted with about 10% and life regen sucked hard. I decided to give a try to drop resolute techniques and rely more on crit/accuracy with this patch.

So, after a fast gear change, new build I have been working on before (2h crit cyclone) and took some quick gear from my stash with crit, crit multiplier, accuracy, max out resist & life after that. After I changed most of it, I had about 3100 health (missing some health on items, in no way this build has been optimized yet). Dps on cyclone seems very low (4k~). So gave a piety run a try to give a quick overview how the build works.

Well, I have to say one thing; physical has indeed been buffed heavily, with only the small amount of crit & crit multiplier I had kole even down in matter of seconds (afaik, it used to take about 10 times longer), however, damage taken seems not changed at all, hell, I even have more armour then before.

I think the patch still needs some improvement in order to succeed it's goal. Anyway, I still need more testing before I can judge the patch so far.
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6k Aoe without auras, 10k with auras.

So....you are wrong.


It's a matter of simple math. If you don't understand it, that's not my problem. Take any amount of physical damage, add AFD and Hatred, there's now more elemental damage than physical. Then add flat elemental damage from all the various sources of that, add the hundreds of WED you can stack, and add the varius uniques that convert or add elemental damage based on physical. So... you are wrong.
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Spysong192 написал:
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Snorkle_uk написал:
at least you gained something, even if it was enough damage to kill yourself.

I lost 1k health, 2k damage, 4% max res, 2k armour, gained nothing :o(

cry for me


After you used your respec all, you need to skill again

so, no. not a single tear drop for you! :)



I dont even understand what you are talking about tbh. After I used my respec I need to 'skill' again? I didnt use a respec, theres nothing to respec into, no more damage, health, resist or life open to me anywhere on the tree. 'skill' again?
I love all you people on the forums, we can disagree but still be friends and respect each other :)

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