Curse nerf is overboard.

Will be better if more curses mean some nerf, if single curse - no nerf.
But nvm. It's alrdy done and nothink we can do about it.
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Looks like the reddit fan-boys have been saying the games to easy again.

"Blue warrior shot the food"
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flab a écrit :
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slyme a écrit :
Just want to reiterate this from earlier response:
Spoiler

I think the best solution would be for each enemy to be capable of being affected by 100% of a curse (per person or per group is debatable). Once a second curse is cast upon him they each become 50% affective. A third, they are each 33.33...% effective. Fourth curse, now each only are 25% effective and so on. What do you think abou this idea?

I am only not sure how the items/passives that allow multiple curses from one player would affect this, perhaps there should not be a limit placed on curses and the items/nodes should be changed into 100% increase curse affect. Then players with the modifier can still get 100% from 2 curses, while players without get 50% if they choose to apply 2 curses.


This is really not such a great idea. This has significant issues in parties (even more than curses currently do).

Problems with it being curse refreshing/overrides.

A lot (if not most) of the time I'd want to have one curse at full strength, how do I cancel or override a previously cast curse? What about hex master? Can't have every player in a party have 100% strength curses either, would make partying even easier.


I very much agree that slyme's solution isn't a good one, but the direction of his idea is, I think, a good one. Here's my take on how curse reduction should (maybe) work:



Divide curses into two categories.

Offensive: Conductivity, Critical Weakness, Elemental Weakness, Flammability, Frostbite, Projectile Weakness, Punishment, and Vulnerability.

Defensive: Enfeeble, Temporal Chains, Warlord's Mark.

Next, reduce the effectiveness of all curses in each category (including those already in effect) by some percentage that is based on the number of curses of that category which are applied to the boss.


Like my first suggestion, this allows single-curse and multiple-curse setups to be less penalized, while still preventing ridiculous stacking of curses with multiplicative effects. This could also be used in PvP to help prevent the curse insanity which I hear is a bit of a problem.

It might not be the easiest to code/implement, but I think it has a lot of advantages over something as clumsy as "curses have 50% effect."
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ggnorekthx a écrit :
Just fought Piety today with dual curse. She was still a challenge.

I just ran Piety last night after downloading the patch, using Viper Strike and Inferno Blow with Asenath's Gentle Touch (casts Temporal Chains on each hit). Conclusion: she's still a pushover, needs to learn how to clone herself like Baal...
big problem for people skilling in whispers of doom:

the only time, when you would really need dual curses are when? right: on bossmobs.

most other mobs die fast enough anyway so that dual cursing often isnt even worth it...

really bad idea to nerf this.
Suddenly my ele equilibrium spec'd build became the main dps of 2 party plays. Loved the nerf.
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Beerlion a écrit :
big problem for people skilling in whispers of doom:

the only time, when you would really need dual curses are when? right: on bossmobs.

most other mobs die fast enough anyway so that dual cursing often isnt even worth it...

really bad idea to nerf this.


Yes although I FIRMLY disagree with the implementation of the curse nerf. If it stays all characters with points in whispers of doom and beyond should get 5 respec points to make a different choice considering the choices are somewhat different now.
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slyme a écrit :
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Beerlion a écrit :
big problem for people skilling in whispers of doom:

the only time, when you would really need dual curses are when? right: on bossmobs.

most other mobs die fast enough anyway so that dual cursing often isnt even worth it...

really bad idea to nerf this.


Yes although I FIRMLY disagree with the implementation of the curse nerf. If it stays all characters with points in whispers of doom and beyond should get 5 respec points to make a different choice considering the choices are somewhat different now.


This. I'm keeping it on my sporker because my totems are still unwieldy and not killing packs as fast as they should, but I imagine for a lot of builds, they'd want to spec out of dual curse. It's just that much worse now.
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FatesDefiler a écrit :
the entire videogame industry is entirely in the pocket of the military industrial complex. every single wtf decision made by game developers can be explained using this theory. conpiracy, want proof?
watch the xbox one reveal. MIC up, MIC out.


nah. just Aliens
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