Why Are Bows So Weak Now? (Phys build)

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ampdecay a écrit :
I know with that lioneyes my DPS would be great but I can't afford one, only have about 1.5 exalt worth of currency


I suggest getting really lucky with a chance orb ;p

That is why I switched off my main which was a marauder.
Started doing maps last night looking for a white imperial bow with no luck yet but I'm definitely going to try and chance orb it, will probably be cheaper anyway lol
R.I.P. my beloved P.o.E.
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ampdecay a écrit :
Is it so wrong I want a pure physical no elemental no crit bow ranger that has competitive damage with pure elemental and elemental supplemental builds?


What you're saying really is that it should be viable to create a build using only armor as defense, and using no resistances. That would protect you from physical damage only, but nothing else. See how that works? :)

Thing is, in this game damage dealt is combined from several sources, much the same way as damage received is. You can't just pick one of the components and run with it, you need to look at the big picture.

So yeah, it really is "wrong" to look at it the way you do, even though I perfectly understand where you're coming from. Your desire isn't wrong, but it won't work well in the game system we have. Hope that makes sense. :)
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Ceri a écrit :
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ampdecay a écrit :
Is it so wrong I want a pure physical no elemental no crit bow ranger that has competitive damage with pure elemental and elemental supplemental builds?


What you're saying really is that it should be viable to create a build using only armor as defense, and using no resistances. That would protect you from physical damage only, but nothing else. See how that works? :)

Thing is, in this game damage dealt is combined from several sources, much the same way as damage received is. You can't just pick one of the components and run with it, you need to look at the big picture.

So yeah, it really is "wrong" to look at it the way you do, even though I perfectly understand where you're coming from. Your desire isn't wrong, but it won't work well in the game system we have. Hope that makes sense. :)



Yeah I didn't really explain myself well, I'm trying to make a physical attack speed/stun build for the most part. But that basically includes going pure physical on the tree because a few of the physical bow nodes also have stun threshold or duration, cant remember which
R.I.P. my beloved P.o.E.
Ah yes, that makes sense, ampdecay! My apologies for misreading your posts. I agree with you on that, it's far too expensive to invest in any of those nodes.

What I personally think is the problem is the myriad of low-value physical damage nodes in the tree. Most of them give far too little benefit and really should be redesigned. I feel the same way about melee physical nodes really. Too many points, too little benefit. Either that or we simply get too few points to spend. Point for point, there are very few nodes in the entire tree that are worth more than any random +life node.

It kind of is a gear problem too, as there are so few physical damage mods, and their values are so low that even with +100% physical damage from passives, the end result isn't much. If physical mods would have similar powers as the elemental ones, it could well be worth it sinking some points into all those small %-nodes. That would likely require them to remove the conversion from physical to elemental damage though, or elemental damage would truly get out of hand. I'm all for that, to be honest. That would be quite a redesign of the system however, not sure that's plausible at this stage.
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Ceri a écrit :

What I personally think is the problem is the myriad of low-value physical damage nodes in the tree. Most of them give far too little benefit and really should be redesigned. I feel the same way about melee physical nodes really.


The passive nodes need to be redesigned?

Why not buff the bows themselves and actually give the player something to be happy about when that amazing bow finally drops?

..Instead of clicking on nodes. Yay I clicked on a better phys nod now...
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ganjarak a écrit :
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Ceri a écrit :

What I personally think is the problem is the myriad of low-value physical damage nodes in the tree. Most of them give far too little benefit and really should be redesigned. I feel the same way about melee physical nodes really.


The passive nodes need to be redesigned?

Why not buff the bows themselves and actually give the player something to be happy about when that amazing bow finally drops?

..Instead of clicking on nodes. Yay I clicked on a better phys nod now...


because bows are already quite good? If you just buff bows then you buff all bow users, which are some of the most powerful characters in the game.
Dernière édition par thepmrc#0256, le 4 mars 2013 à 16:27:52
Yeah ganjarak, I touched upon that in my last paragraph.

Thing is: you can't just go ahead and massively buff physical damage on bows/gear - it would make elemental damage insanely overpowered. If you want much more physical damage - either on gear or in the tree - you will need to redesign how physical damage is linked to elemental damage, how skills convert from one to the other and so on.
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ganjarak a écrit :

Asked a random guy who was using LA and one-shoting absolutely everything on screen, what was his DPS.
It was 1100. He isn't even using a 5L or a good gear...
Sigh..
Stack-shock Lightning Arrow.


You are obviously exaggerating. First you say he is one shotting everything with 1100 DPS LA?

That doesn't happen. You need to build up enough chains/forks in order to kill everything. In certain maps that I use LA, I'm sitting at 2900 DPS LA (before frenzy because that won't matter in this calculation.) Even ILvl67 maps take me more than 5 shots with chain to kill.

With all the available elemental damage prefixes and suffixes it is not the smartest idea to try to pigeon hole yourself into a pure physical build. Sure, it could do with a little buff but blaming anybody but yourself for ignoring mods isn't right. I have 5 elemental damage nodes and the shock nodes (the rest in physical/crits because of Lionseye's Glare) and my frenzy paired with increased critical damage & chance do equivalent damage than if I had added lightning / elemental damage paired with it. For map rolls that have a bunch of lightning-resist mobs, Split Arrow attached with 6L armor clears groups as fast as LA would.

What does need to be done is add more crit chance nodes near the bottom of the tree. A freezing pulse crit build works so well because there are so many nodes bunched together that applies globably and for spells but for bows we have the option of taking around 70% crit chance and 40% multiplier before sacrificing life nodes in order to reach any other crit passives (which is useless when you can equip a unique glove that gives u 50 multiplier and chance and be able to keep around 50%+ life.)
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Ceri a écrit :
Yeah ganjarak, I touched upon that in my last paragraph.

Thing is: you can't just go ahead and massively buff physical damage on bows/gear - it would make elemental damage insanely overpowered. If you want much more physical damage - either on gear or in the tree - you will need to redesign how physical damage is linked to elemental damage, how skills convert from one to the other and so on.


See, that's the problem right there.


I should't care about elemental builds and how bows affect them, and vice-versa.

If anything, then the elemental skill mechanics should be changed, because, based on how imbalanced it is between elemental builds and pure physical.

Buff existing phys nodes? Elemental builds will benefit from that as well won't they?

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