Fixing the Aura Stacking + Pumping Single Skill Problem
Yeah, except the thing with that is, curses are not active skills. So if an enemy is overly resistant to lets say fire, and fire mage would already have a flamabillity curse, and they would slowly wittle down the mobs health
That isn't any different to what is happening now, so its not solving the problem at all |
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"Yes, they are. " The core difference between my suggest and yours is: * You are trying to force people into acting a certain way. Cooldowns get established, the skill is offline for however many seconds. * I am trying to persuade people into acting a certain way. You can still whittle away at that monster with your main skill, but you might want to try something else, it would work better. My suggestion would make skill alternation the best strategy, but not the only strategy. Yours would make it enforced completely. But both would get people alternating skills. How that isn't "solving the problem" doesn't make sense to me. Perhaps you're just overly attached to your own ideas (I know I sure am sometimes). When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" Yeah, forget what I said earlier, Scrotie's is the best idea. |
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" In practise they are used as negative auras (that is, auras that effect enemies negatively instead of allies positively). " The difference is, my solution fixes the problem, yours doesn't. And if people don't want cooldowns on skills, then they can use a cooldown reduction gem. That kind of logic is retarded, its like claiming that FP is a stupid design because it forces people to not use chain on it (since its piercing). Me forcing a playstyle would be putting CD on every skill, thats not what I am doing All immunities do is make you spam the skill more often on a single mob as you try and wear it down, it doesn't fix the issue at all, it hasn't fixed the issue in any aRPG to date, in fact its been removed from aRPGs for a good reason, its a shitty idea Immunities wouldn't even do anything against skills like LA which due to elemental damage pumping and auras, deal mixed damage Dernière édition par deteego#6606, le 1 avr. 2013 à 03:14:05
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I agree that immunities are a lazy designer's 'solution'. This game needs CC as a requirement for higher level play: kiting, stun-locking, active defenses against strong attacks (immortal call style), etc., instead of the totem faceroll it is now.
[quote="Path of Exile forums"]Draft out of sync.[/quote]
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" No, you're putting a cooldown on the best skills, which is essentially the same function as the restricted list in Magic the Gathering's Vintage format. So then the Tier 2 skills come along, and people spam those all the time (while they're waiting for their restricted skills to come off cooldown), and you're right back where you started. Your solution doesn't really solve the problem at all. "I don't believe it's a shitty idea, but I'll agree that it's had a plethora of shitty applications in the past. I think the previous design mentality to the act of bypassing immunities has been "that's OP, we need to stop that," which is bullshit, allow them to bypass the immunities, and give them the tools to do it if they want to. It's not about dictating how to overcome an obstacle, it's about setting up good obstacles. The way to do that is to balance skill-switching and immunity-bypass against each other so they're about equally viable, and both at a level where it's not too strong of a drag on the game, but still relevant to combat. " 80-100% lightning resistance would definitely do something. This isn't about making things impossible; it's about making things difficult enough that players search out a path of least resistance. As a side note, it occured to me that curse-immune monsters would really put a damper in this plan, so part of this suggestion is changing curse immunity to curse resistance. A curse-resistant monster would have the effect of curses on it halved, not utterly negated. This would prevent things like an immunity that you need a penetration gem to bypass. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Dernière édition par ScrotieMcB#2697, le 1 avr. 2013 à 10:16:02
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" Immunities (or strong resistances, though I will collectively refer to both as "immunities" for brevity's sake) are not really comparable to cooldowns. The advantages and disadvantages are completely different. -Immunities may force you to use different skills against different packs, but against a particular pack there is no reason why you wouldn't just continue spamming the strongest skill for that particular immunity. Using different skills against different packs is static diversity (determined by what the game did); using different skills against the same packs is dynamic diversity (determined by what the player did). There is a place for both kinds of diversity. The point is using either one by itself only achieves half of that diversity. -Immunities punish solo more than parties. Solo is already at a disadvantage in POE. Cooldowns do not care about party size. -Immunities are more difficult to communicate to players than are cooldowns. This applies even moreso to strong resistances. -Cooldowns can give you a period of weakness. This gives battles more ebb and flow because your character gains and loses offensive strength. -Immunities ensure that no one skillset can dominate everything in the game. Cooldowns do not make any guarantee about this. The point is immunities and cooldowns do not achieve the same goal. Whatever superficial similarities they provide are overwhelmed by concrete differences in their comparative disadvantages. |
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" I think this is what Blizzard was thinking when the designed Inferno, and the results were terribad. People just don't use crowd-control unless they have to, or it's built into the attack they're already spamming (critical Freezing Pulse, stun-build Ground Slam). In order to force the players to use these abilities, you'd have to increase the difficulty of the monsters to the extent that they couldn't survive with expected gear alone. That's a huge difficulty jump. The result is that the endgame feels like Super Meat Boy, and a broad swath of previous viable builds become nonviable. People become dejected because they are unable to progress unless they take up one of these "super-defensive" builds. However, eventually, they get good enough gear that the crowd-control aspect is no longer required (they're very tanky and/or kill the monsters too fast), and then they just stop using the CC skills altogether. The main reason for using a resistance system is that it doesn't effect player survivability directly, but it effects player killspeed directly. Even players very overgeared for the content are going to look for ways to increase efficiency. This is why the weakness part of the system is so important. Although it's theoretically possible, I doubt players will be getting such extreme DPS as to be able to one-shot an entire of 80% resistant enemies. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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Capping auras at 3 and adding passive nodes for people that want more, spread out so it's an actual investment, was my first idea.
Abusing blood magic items/gems and other shit just to run 7 auras like on kripps video is just pathetic. Dernière édition par Pinchyskree#6347, le 1 avr. 2013 à 10:45:09
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"Although I'm about to poke some holes in it, that's still a very good analysis and I'm very impressed. 1. This is an important distinction. However, I feel that a resistance/weakness system wins the comparison here. Diversity based off the content, which is randomly generated, forces a player to react to the situation. Diversity based off what the player did is something that, to a large extent, isn't diversity at all; players can go through an established macro of skill use the doesn't vary much if at all from encounter to encounter. It's not like the cooldowns will have random durations. 2. This is another important distinction. I'm going to think about this one today, as it's a key flaw; I'm hoping I can think of a work-around. Thank you for pointing it out. 3. Resistances are already very well communicated to players. The difference is a matter of seriousness. ![]() ![]() I'm also thinking max 80% resistance normal, max 100% resistance cruel (any penetration whatsoever and you're in business), max 120% resistance merciless (need one penetration effect that's actually gained some levels). Most maps would also be 120% capped, with resistance affix maps being a possible exception. Double immunities would be impossible except possibly in maps. 4. Encountering a resistance you are not prepared for is just as much a period of weakness as a cooldown you are not prepared for. 5. I think that one is advantage me. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Dernière édition par ScrotieMcB#2697, le 1 avr. 2013 à 11:29:42
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