Why POE have so many one-shots, and how to reduce it?
" Look it not like your idea is that bad I also alredy had ideas to indirectly nerf VP https://www.pathofexile.com/forum/view-thread/1894320 (mine was probably even worse) But, the following discussion, some parts in private, some in another thread, only made me realise that the hability to insta-leech have to go for good or else this game will continue to be unbalanced and the disagreement between fans of different playstyles will only get worse. Dernière édition par CyberWizardB5#5099, le 25 mai 2017 à 05:54:37
|
![]() |
" I disagree. 100% insta-leech is an issue. Not being punished for facetanking heavy damage BECAUSE you have insta-leech is an issue. So nerf VP a bit, making 30~50% of leech apply instantly (the rest normally or simply lost) AND add Trauma. 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 20:58:44
|
![]() |
" "on death mechanic" procupines, volotiles, and reflect when your dmg is high enough. |
![]() |
Did you just list Touch of God as a problematic one-shot mechanic?
|
![]() |
Regarding the insta leech and face tanking, i would actually add some punishing mechanic to this type of building, mainly to bosses, like stackable more dmg increase debuff, kinda like shock but not considered as status ailment or to be removable in general, just to add punishment towards face tanking of certain encounters.
Sure, it would have to oneshot them and survive - kinda like Phoenix detonation. Guardian of Phoenix is actually great example of fun boss encounter, all guardians are well made (except Hydra, fck Hydra) 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. Dernière édition par Marxone#0650, le 26 mai 2017 à 04:13:36
|
![]() |
" " The biggest problem is not the damage spikes itself but the wrong choices ppl make because of excessive sustain Excessive sustain makes the game look easier than it really is and encourage ppl to build glass cannons Whithout excessive sustain it will be possible to lower the char HP without killing him in less a sec and without the damage look like a joke. Dernière édition par CyberWizardB5#5099, le 27 mai 2017 à 08:05:48
|
![]() |
" the relationship between monster damage and player recovery is what made huge ehp pools OP in the first place. monster damage in the end is tuned around player recovery, if player recovery is super high monster damage becomes super high in order to still threaten the players survival. if monster damage is super high ehp becomes far more important compared to mitigation and if player recovery is super high mitigation starts being ineffective because it creates "overheal" so in the end due to current health recovery levels ehp got massive buffs while its supposed equal mitigation got major nerfs breaking the balance between the 2 things i would like to see in the game would be blanket nerfs to leech values to compensate for ascendancy powercreep, maybe some enemies having (at least a portion) of % max hp damage in their regular attacks, possibly counting the physical and elemental portion of an attack (particularly map mods) as 2 different attacks which both go through a block/dodge/eva/miss check to make these stats perform better against burst damage scenarios. im honestly not sure about armor, something like a keystone that lets armor mitigate elemental damage as well while giving you x% less armor? Dernière édition par derrurak#3882, le 26 mai 2017 à 07:59:16
|
![]() |