balance is bad for this game. We need more passive skill points.
Give extra skill points.
Then the game gets to easy, so give monsters extra HP and damage. People spend extra skill points to raise their own damage, to compensate for monster HP, and their own HP to compensate for monster damage. Then we're back where we started. Or they could just leave it, because it is fine. |
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" you know the game has races and tries to be on a competetive level ? yeah lets make one spec op so there is no build diversity whatsoever..... *facepalm* some ppl here...... btw you already play in noobcore so whats the big deal dont take hp nodes and die from time to time who cares ....? you can go full ddddpppppppsssss like in d3 and be ubber and imba and roxor and the ultimative pwner did i get that right ? https://poe-ssf.herokuapp.com/. Join the fun. SSF HC Legacy Witch Lvl 53 Dernière édition par ventiman#1405, le 19 avr. 2013 à 13:07:05
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Balance is a four letter word. A perfect imbalance will keep the game infinitely more interesting to play.
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" Goldfish is a 7 letter word. Halibut will taste much better with mayonnaise. |
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" Oh, I hope it was obvious that I generally agree with you. I'll just say that from leveling a few characters, and feeling the difficulty curve in various locations, and lived the reality of the HP node situation, that I think the game could use a (modest) mob damage nerf. Note that the level of "nerf" I am suggesting is one of fine tuning. Ultimately, this isn't the same as a difficulty nerf in and of itself, because you can always, always make available content which outstrips most of your players. Example: nerf incoming damage modestly, increase drop rate of current maps, introduce some higher level maps that are end-of-the-world hard. That example is not intended to be taken too literally. It's just a way of saying, "making the path easier does not have to result in easy destinations." If you see what I am saying. An apt counter repsponse to my suggestion is that "the same set of players will squeal when they get to the hardest content." Noted. However, my suggestion for a light nerf to incoming damage is more about the game design itself, the flow of the situation as it progresses, and the like, than it is about this squealing players. In and amongst all this squealing, there might be some design lessons, though. Not being a game designer, all I can do is humbly suggest that the devs consider whether or not I am right, to what degree I am, and what the proper way of handling it ought to be. In fairness, I am sure that they have, but I in equal fairness, I am not sure that the situation is "done." --C Dernière édition par Courageous#0687, le 19 avr. 2013 à 13:56:57
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More passive points? All the more for me to grab life nodes with...
That's the real issue, life nodes > all right now. |
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" Correctamundo. Whereas: midly less incoming damage, mild-to-moderate less need to get life nodes. Except in HC. All roads lead to life nodes in HC, I would think. --C Dernière édition par Courageous#0687, le 19 avr. 2013 à 13:59:15
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" Dernière édition par jake9174#7319, le 19 avr. 2013 à 14:42:46
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Nah, don't add passive nodes. Solution is to remove all +HP nodes, and half the damage of all bows.
Guild #YoloSwag <SWAG>
HSC: SwaglordYolomancerII Time zone: GMT +8 (Hong Kong) |
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Aren't we only half way through act 3 with a planned act 4? Call me crazy, but I'd kind of expect some passive point rewards are planned in the future to increase the potential maximum number already.
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