Its time for fortify+movement skill to die
It's fine that fortify works with movement skills, a caster should be permitted the option to pair them and be given fortify - it allows for more tactical gameplay as a ranged character if they choose.
What's not acceptable is the ability to spam the combo. A simple independent, per skill, cool down of 12 or so seconds would be enough to bring it in balance. This would bring back the tactical relevance of making the choice of when to use the paired movement skill and receive the defensive buff in addition to giving the option of using up more sockets and/or possibly weapon swapping to be able to use it more often, which are more meaningful gameplay choices than what's current. Someone probably already said as much, didn't read all posts. |
|
" This isn't really going to happen, I suggested this years ago (back in closed beta) and it is against their design goals, they basically don't want skills to have cooldowns, there are only a few exceptions. Its sad, because its one of the few design pillars that GGG has which is making the game a skill-less wack a mole (this is one area where I think D3 got it right, the actual gameplay is more skill orientated even though mostly all of the other parts of D3 suck) |
|
"because fortify's existence is based solely on GGG wanting to buff melee builds. and a such, fortify was a spectacular failure. it doesn't give melee builds something that range builds lack. therefore, it's not really a buff to melee as much as a mandatory damage reduction tool for everyone aside from wanders. and as most mandatory things are, it's bad for the game as a mandatory uniform choice is no choice ar all. melee is using fortify the same way as casters and vice versa - that's a huge fail right there. melee isn't putting it on a main skill until it's a more melee damage multiplier. |
|
" This is true, Fortify was introduced to be directly a buff for melee and not for casters, it was at the time when melee (physical in particular) was worse than any other archetype in any way. Honestly the most trivial buff is to change the damage increase on Fortify to "10-20% more melee damage" or something along those lines. Then only melee can benefit from the bonus. |
|
yall just shut it and stop losing your time about something that ggg won't change for worst, deal with it; fortify is all ok;; "ohhh the dagger i want to use is too expensive let me make a forum post to nerf fortify instead".
Buff life on the right side of the tree! Just a little! Pretty Please! Dernière édition par The_Risen#6326, le 24 déc. 2017 10:08:54
|
|
fortify should be an innate of melee skills instead of a suport
single target melee skills %35 fortify small aoe melee skills %20 fortify thats all, may be add as a suport something that enhaces fortify users but fortify itself should be an innate of specific skills, that or pick champion keystone. self found league fan
http://www.pathofexile.com/forum/view-thread/324242/page/1 |
|
"the issue with that is that shield charge, leap slam, WB and such are all melee skills. Dernière édition par grepman#2451, le 26 déc. 2017 02:03:03
|
|
So if you don't want casters to use dagger/sceptres and nerf fortify then they all will use wands/staves, you are killing diversity anyway. Only reason you do that is because other movement skills are absolute trash. As someone said, you alredy put yourself at melee range if you want to proc fortify.
"In this game you're just a cow being milked, not a human being entertained" - Kiss_Me_Quick
|
|
" you are claiming that if we remove fortify from the game entirely, non-wander casters who use shield charge will switch to staves or wands ? uh no, this isnt going to happen. someone in this thread already said it, fortify is just a cherry on top for casters who want to be mobile. casters will still play sword and board because of shield charge over staves, even if staves could provide a marginal dps upside. |
|
Fortify is a disgrace atm.
I think it should be native to all melee skills - or a subset of melee tagged gems. I also think that the use of any ranged skill or spell should debuff and prevent fortify for a duration. This has 2 advantages: Melee gets unfettered access per the original intent* (*that might be giving ggg too much credit, they don't really deserve much benefit of the doubt atm). Close-range casters still have access if they really want/need it encouraging thoughtful and strategic gameplay; something PoE is sorely lacking right now. For fucks sake make choices meaningful. IGN: Victory_Or_Sovngarde
It's not a 13 week development cycle, it's a 13 week supporter-pack cycle. You can play any build you want, as long as it's the current meta. |
|