Why POE have so many one-shots, and how to reduce it?

It's like the spikes are "balanced" around the gigantic ES pools, when EV life builds struggle to get 5k and STR builds rarely get above 6k.

Pretty much anything, even a normal swing can become oneshot given enough map mods.

The main issue here is that map mods don't discriminate, everything benefits from them equally, that white skeleton and the boss that already can oneshot you with a crit even without any mod.
Dernière édition par Raudram#2463, le 22 mai 2017 à 18:37:51
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Marxone a écrit :
From those named "normal effects" i consider maybe 4-5 to be valid, but still, very easily avoidable. Otherwise having more than 5K hp it just won't kill you.

You can ofc complaint about the game toughness over all, but there is a big amount of players for which the current difficulty level is a joke, not even playing or abusing the ES 15K+ pools with insta leech.

Just to go over this list, put up those i consider kinda valid on top, but still majority are with 3-4s reaction time meaning you have to be very bad and distracted to consider those a critical issue.

Spoiler

Volatiles - valid
Vaal Slam - valid
Izaro Slash Wave - valid if charged
Izaro Slam - valid if charged
The majority of the Guardian abilites - only Phoenix truly oneshots
The majority of Shaper's skills - valid
Atziri Skills - only double flame blast

Bearers - not valid
Reflects - not valid
Izaro Basic Attack - not valid
Goddess Firestorm - not valid
Goddess Ignite - not valid
Touch of God - not valid
Labyrinth Traps - not valid
Torture Chamber Lightning Totems - not valid
Fidelitas Basic Attack - not valid
Most of the Warbands bosses skills - not valid
Vaal Lazer - not valid

Trio Skills - not valid

Strongbox poison - just no
Strongbox detonate dead - just no
Strongbox Ice Nova - not valid

Mountain Ledge Totem Ice Nova - not valid

Crypt Boss Slam - i think if cursed, intention

Spider Boss Chaos EK - not valid

Alira Detonate Dead (Lel) - not valid

Shavronne Damage Reflection - not valid
Shavronne Lightning Storm - not valid

Most of Malachais Skills - not valid

Most of Maligaros Skills - not valid

Merveil Ice Storm - not valid

Na'em - not valid
Haast - not valid
Bameth - not valid
Tzeotsh - not valid
Abaxoth - not valid

Breaches - not valid
Breachlords - not valid

A Pack of Ribbons - not valid

Rhoas (Lel) - not valid

Devourer - not valid

Tentacle Miscreation Pack - not valid

Whipping Miscreation Unique - not valid

Whipping Miscreation Pack - not valid

Rare Undying Impaler - not valid

Grandmasters - maybe one or two

Brutus - not valid
Kole - not valid

Fairgraves on Unique Map - not valid

Gravicius - not valid

Shadow of a Ranger - not valid

Excavation Bosses - not valid

Perandus Manor Bosses - never done it

Death and Taxes Boss - not valid

Gorge Map Boss - not valid

Shrine Map boss - not valid

Volcano Map boss - not valid

Rigwald - not valid

Just to name a few


edit: a bit to map mods, rolling map as hard as you can is your choice. Considering everything with quad dmg and double curse on the map as standard one shot mechanic is just pisspoor argument.

Yes, i died to T12 Vault boss because he oneshot me. Reason? 5K life eva char, double ele dmg on the map and ele weakness , so when my res flask expired, considering uncapped res otherwise, i died to single hit. Did i had enough time to react? Yes, but i didn't since i ignored the danger.


Subjective bias
Need more brains, exile?
"
Raudram a écrit :
It's like the spikes are "balanced" around the gigantic ES pools, when EV life builds struggle to get 5k and STR builds rarely get about 6k.

Pretty much anything, even a normal swing can become oneshot given enough map mods.

The main issue here is that map mods don't discriminate, everything benefits from them equally, that white skeleton and the boss that already can oneshot you with a crit even without any mod.
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Um monster damage is way lower than old days esp like invasion days. get good. Trite but true. Please stop asking to make this game even more a casualized arcade shooter.. It's already a total joke until big 6.

You don't know enough or have the experance to be even making this thread.

Some ideas...

As a first step after res is maxed try running enfeeble on blaspehmy instead of a DPS aura.
and you can go on and on from there in defenses all the way to:

Here is a life build surviving UBER atziri double flame blast for example which is hardest hitting thing in game
https://www.youtube.com/watch?v=fKE4eXMesQY&t=8m13s

You can get 100% all resists and 95% phys res in this game making you virtually invulnerable
You can get 75% block spell block making 3/4 of the stuff miss you and near invulnerable with some mitigation backing.
You can get 25K ES and nothing hits that hard.
etc etc etc

Bottom line - spend as much researching how to increase defenses as you do DPS and you'll be fine.

Git R Dun!
Dernière édition par Aim_Deep#3474, le 22 mai 2017 à 21:08:18
This tread is about excessive sustain and it's impact on player choices leading to a game where you can heal to full in a instant but also die in a instant

The faster a player can heal to full the easier the game will look like, the faster he will advance to stronger maps, and the only way to stop such a player is to kill him even faster than he can heal

Without excessive sustain normal mobs will feel much more chalenging without killing you in a instant, the game can turn into a game of atriction where your HP may drop but not so fast that you can't react to it

Without the hability to heal to full twice a second or more, monsters damage can be threatening even if it takes over 2 seconds to drain your hp pool, your damage buffer will be far less important and the damage mitigation a lot more effective

The game can be rebalanced around defenses, no more life builds running the entire skill tree to colect life because defenses will be more effective than pure life

You guys are slowly bickering your way out of the topic - if certain builds didn't reach such huge amounts of sustain (usually coupled with huge damage), the devs wouldn't need excessive damage bursts to "threaten" those builds.


I think a way to counter sustain builds is to add a new baseline mechanic that directly counters sustain (energy shield regeneration included) by punishing you for actual mistakes.

Trauma
Trauma Treshold: X% of your (Health+ES) within 1 second.
Everytime you take damage that exceeds the Trauma Treshold, you stack 1 Trauma.
Trauma reduces healing taken (10~20%), and perhaps even movement speed (10%).
Trauma stacks up to 5.
Trauma decays (loses 1 stack) every 3~5s, but stacking Trauma resets the timer.
Damage below the Trauma Treshold does not stop the decay.
Trauma might have a harsher effect on Life Leech (15~20%) than on Regeneration or Flasks (10%).
Energy Shield would also be affected both in regeneration speed, and regeneration delay.


This means those one-shots can be made weaker, because each of them gets you closer to dying even if it doesn't outright kill you.
Even if you deal so much damage that it heals you back to full almost instantly, screwing up one too many times might stack enough Trauma to allow the incoming damage to beat your sustain.


Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro.
Dernière édition par Nurvus#6072, le 24 mai 2017 à 12:10:12
Most of this seems a little overdone accept warband bosses. No matter what version of summoner i use, they normally die. Minions do not attack them at all unless you click them and the boss doesn't go for them at all. This used to happen with rogue e's but they fixed that a while ago.
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Nurvus a écrit :
You guys are slowly bickering your way out of the topic - if certain builds didn't reach such huge amounts of sustain (usually coupled with huge damage), the devs wouldn't need excessive damage bursts to "threaten" those builds.

Thank you for your help I really appreciate it

"
Nurvus a écrit :
I think a way to counter sustain builds is to add a new baseline mechanic that directly counters sustain (energy shield regeneration included) by punishing you for actual mistakes.

Taking more than X% of your (Health+ES) in damage in less than a second would stack "Trauma", reducing healing taken (5~10%), and perhaps even movement speed (5%), up to 10 stacks, for a reasonable amount of time (10 seconds?).
Trauma might have a harsher effect on Life Leech (7.5~10%) than on Regeneration or Flasks (5%).
It might cause Energy Shield to take longer to start regenerating, on top of regenerating slower.

About this new mechanic, it is a quite complex one, IMO it should be something simple using already existing mechanics (new mechanics are prone to new bugs)

Something like DoT is enough to hinder your sustain for some time and should be used more often IMO.

Of course all forms of instant recovery will have to go (VP and instant flasks)

Complete imunity to damage (CI) is also bad for balance, IMO it should the changed to something like "Chaos damage does not byspass Energy Shield" and add few chaos resistance nodes behind it

A lot of work and testing will have to be done, it is impossible to foresee all the consequences, that is why a closed beta is needed in many cases (some games have a almost permanent beta server)


Dernière édition par CyberWizardB5#5099, le 23 mai 2017 à 09:06:48
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You guys are slowly bickering your way out of the topic - if certain builds didn't reach such huge amounts of sustain (usually coupled with huge damage), the devs wouldn't need excessive damage bursts to "threaten" those builds.


There is a lot of truth in this, but also reason why to dismiss this tread all together :)
Since there are builds that can mitigate all the damage, why to change anything?
As there is spike dmg that can kill you, you have 2 choices - play to survive, or play to go around it.
For HC, play to survive is usually the case - focusing on defenses and killing from distance. Does it limit your build choice? Absolutely. But it is still a CHOICE. GitGood argument applies if you want to play your own way, don't complain for screwing up and killing yourself.

For example, i play also D3 and Grim Dawn, two ARPGs that are competition of PoE.
D3 - has cheat death, but otherwise you can get spikes pretty much as well and die instantly in GR70+
Grim Dawn - there isn't a oneshot perse but you can get spiked quickly as well.

Both games have different pot management, which means that PoE is probably deadliest from all these 3 since you can have utility pots and 2-3 insta life pots which helps you mitigate the dmg spikes. But there is aren't any unavoidable mechanics in PoE, as mentioned by Aim_Deep , you can always build to mitigate , and everything in PoE can be mitigated, even the double flame blast from Atziri. It just takes game knowledge and build char that way. I don't think the game should be more forgiving to misplay by new players. Where would be the motivation - it would be like D3 - you play one week of the new season and then drop the game as there is no incentive in playing further as you reach the gear gap.


Big ES pool and Vaal Pact is only one of the ways to play around oneshots. There are many many more which are not being nerfed.
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
"
CyberWizardB5 a écrit :
About this new mechanic, it is a quite complex one, IMO it should be something simple using already existing mechanics (new mechanics are prone to new bugs)


My suggestion is only complex in paper - and no more complex than the Leech mechanic itself, with the limited Life per second, different independent instances of Leech, a total Leech per second cap based on max Life, etc.


My suggestion is simple:
If you take too much damage in a small amount of time, odds are you fucked up.
So instead of being punished with an instant death, you get a "warning".
That warning is Trauma.
It lowers your sustain and perhaps your movement speed.
If you keep fucking up, Trauma will stack up, further reducing your sustain and movement speed, and eventually you'll be overwhelmed by damage and die.

So in practical terms - if you take lots of damage per second and keep facetanking, Vaal Pact won't keep you alive for long.
Avoiding heavy damage for a while will drop the stacks.

I'd actually add an extra aspect to the mechanic - after 10 seconds without taking "heavy damage", Trauma starts losing stacks 1 by 1 instead of all at once.

Updated Suggestion:
Trauma
Trauma Treshold: X% of your (Health+ES) within 1 second.
Everytime you take damage that exceeds the Trauma Treshold, you stack 1 Trauma.
Trauma reduces healing taken (10~20%), and perhaps even movement speed (10%).
Trauma stacks up to 5.
Trauma decays (loses 1 stack) every 3~5s, but stacking Trauma resets the timer.
Damage below the Trauma Treshold does not stop the decay.
Trauma might have a harsher effect on Life Leech (15~20%) than on Regeneration or Flasks (10%).
Energy Shield would also be affected both in regeneration speed, and regeneration delay.
Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro.
Dernière édition par Nurvus#6072, le 24 mai 2017 à 12:10:24

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