PoE's un-fun one-shot Balancing | Suggestions
Hi,
Id like to adress something thats bothering me for a while. While looking at Endgame content its seems to me that alot of boss encoutners are balanced around oneshot mechanics. The things im looking at are Uber-Izaro (triple maxed damage), Uber-Atziri or Core Malachai. I feel like these bossfights and their mechanic rule out so many builds to be viable or even playable in hardcore leagues. Evasion based builds are in a Dodge-or-Die spot at the moment. Block builds kind of have the same problem if not paired with heavy mitigation. My suggestion would be to rebalance alot of the mitigation aspekts of the game like block or dodge to allow for part-dodge or part-blocks. At this point the block or dodge builds are stuck in a spot where trash monsters (blue or not) are just a non-threat issue while bosses devliver frustrating one shots. There must be a middle ground here. I even think heavy degen mechanics (malachai puddles) are pretty cool -> cause you can in fact react within the average human 250ms reaction time to not die. Other than that, alot of encounters favor skills like EQ, TS or BF way too much. You safely apply damage and let Bleed/Poison do the work for you, while then running around dodging ONESHOTS! I would love to live in a world where stuff Lighting Tendrils could kill Uber-Atziri etc.. I even think that this issue is a huge part why the hardcore playerbase in shrinking, but I dont know. So Id like to hear your opinions on the matter.... Dernière édition par GornoDD#3738, le 19 juil. 2016 à 08:30:05 Dernier bump le 19 juil. 2016 à 15:21:20
Ce fil de discussion a été automatiquement archivé. Les réponses ont été désactivées.
|
![]() |
If they got rid of the one-shot dynamic they would also have to get rid of portaling out and Alt-F4 other wise we would be immortal.
Fight censorship
https://www.reddit.com/r/The_Donald/ |
![]() |
" But is that good game design? |
![]() |
Even better, reduce both player and monster damage by 40%, increase all types of defenses and life pool by 40% and voila! You now have a game with longer and intensive battles. Now hand me the cookie.
Edit: On a bit more serious note, the beginning of the game seems fairly well balanced, its the endgame where things go crazy - monsters die from one shot, you die from one shot, everything dies from one shot. "The only thing necessary for the triumph of evil is for good men to do nothing" - Edmund Burke Dernière édition par Toshis8#1464, le 19 juil. 2016 à 10:55:04
|
![]() |
" Thats a good idea ( i think ). They did almost same thing in different game (Robocraft) which had same issue. People got one shotted alot so.. they buffed all health by 100% ! That made it more balanced and more fun to play. :) P.S. Sorry for my english :( |
![]() |
Chocolate chip cookie?
Spoiler
I've never liked any of the mitigation in this game.
Evade... deterministically bad... really? Armor... diminishing returns, won't work on big hits... Block has a really low maxed value. RNG always kills me in the end. Resists have a really low maxed level... and those negative values in merciless? Combined with the crappy drop RNG? Ick. I heard it called "path of life nodes" several years ago... Even that is a lie. I made a character with every life node I could reach and literally zero offensive nodes. It took over one week because it was so slow to kill (it did have strength stat damage at least). Yeah... he got one-shotted. Probably by chaos, but I will never know. No combat log. Unless they change the core mechanics (not likely) it is glass cannon for me from now on.
Spoiler
Granted, GGG did make some changes to the tree... so now I rarely have to decide between offense/defense. It is all on the same node! Yay!
Oh, no, wait. I hate that. Why have a big skill web if you want to stack all the options onto a handful of nodes? Seriously? I would have preferred they just award more passive points. 2 per level? more from quests? Yay choices! Sigh. No build diversity >.< Just different kinds of glass cannons. I would support the idea of fewer one-shots on both sides. (Me vs. Monsters) |
![]() |
" This solution sounds actually quite good, but for some builds 40% might not even be enough to stop onehitting bosses. Bladefall Mines or Tornado shot would still oneshot stuff. But thats a diffrent problem. IM LOOKING AT YOU POSION STACKING!!! In all honesty... this might buff dodge or block into oblivion of op-ness. Gladiator builds might actually be immortal with such a change. Mitigation needs changes too then... |
![]() |
" Hey now not so cocky :P "This is a Buff"
------------------------------- There is an old almost forgotten prophecy, that hell will freeze over. But we just recently discovered the true cause of this unlikely event: By the time GGG manage to balance their game. |
![]() |
For many builds, 40% would make then unable to kill anything at all. Not all builds suffer from absurd power creep.
|
![]() |
" I pulled 40% out of thin air, its not the number that matters the most here, but the idea :) If more thought was given to it, I am sure that we could come up with more accurate numbers. "The only thing necessary for the triumph of evil is for good men to do nothing" - Edmund Burke Dernière édition par Toshis8#1464, le 19 juil. 2016 à 11:06:51
|
![]() |