Every Single Archetype Character Fantasy in this game and how it should be. CHECK THIS.
" No. Just diferent gameplay style. But a full armour warrior with regen/leech should b abble to remain in combat for a long time in a sutainable way. Skill should b in controling damage reduction bonuses like when to rise the shield to get the 75% block bonus for short duration and timming those properly, and also using the CC to interrupt stuff or stop incoming damage to let urslef heal when u are low. A Mage with 10k shield should b abble to tank lot of damage untill its depleted and then run or CC till he get replenshed. skill based on resource managmeent. Think that pure mages will get full phys damage with no reduction so all will b about the E shield pool. In evasion character the game should b in and out. for short durations untill hitted. Then make some time to fully reengage. Also very skill related in damage control and knowing when u have to disengage and engage. |
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" I also dont understand why them use stats to tighten up our builds. Is a completly nosense that u need 230 intel to run a level 20 gem. And not just that. Cause u also need support gems that add more into it... Thats why stats are so valued in gear and I absolutely dislike it cos it cut off any attempt of personalization. But going back to my question... STR = 2 life (defensive) INT = 2 mana (not sure in current state) DEX = +5 accuracy. (attack) Just by the stat u need u will have a character more oriented into defense or offense. So u are not even free to customize ur char from the beginning... U are already being guided to certain gameplay. Last edited by Sarke#5416 on May 7, 2025, 3:57:09 AM
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Well hopefully this get into somewhere usefull...
https://www.youtube.com/watch?v=KEAJtATlTUM Last edited by Sarke#5416 on May 7, 2025, 4:43:22 AM
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I was just think another reason I hate the passive just "nope" the incoming damage (aka x% chance getting 0 dmg from infinite)
It gives you a false feedback of confidence. I have no idea if I assessed the danger correctly or was luck on my side? Like I cleared a t15 map without having any issues, then around the last rare random packs killed me 3 times. The same type of packs I just plowed through before without issues. What I call the "goliath" type beasts who are big, slow and they have some type of slam tantrum enraged phase. Since there's no combat log, neither death screen "analytic" (moba games at least tell you what type of % of damage you got in your last battle) All I could think of that I just got an unlucky strike and managed to block their dangerous attacks before, this time they managed to bypass my infinite dmg mitigation and if not one, but twoshotting me... 3 times in a row. Endgame isn't active meaningful skill its passive statchecks. My option is out get bigger numbers what the enemy can do. Since the OG design was not even die in a map, we cant even say I should have assess the danger level and retalent for a two handed crossbow spec for example. :D (there's a warrior build for that) Turtle Charm escalates the issue further, because it allows you to block any damage. So now I have 65% chance to survive even a meteor or the infamous volatile plants... And currently my option to "git gudder" is to get the unique shield that gives you lucky block? |
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" Lucky means 2 dices are throw and u get the best result.. in a 75% is quite worthy. However it has antiluck security so u will get hitted at some point no matter what cos them game prevent u from doing perfects... The false confidence is not due to the 75% block. Is probably related to other stuff u are missing like elemental penetration wich is very dangerous in this game, AOE damage that u expected u can evade by evasion but u dont or things in that line... A log screen when u die would b a nice addition. Also in POE 1. We have been already asking for it for ages... |
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The thing is I have no idea how I died even 3 times.
I already cleared like 80% of the map and chopped the same packs over and over. So no clue why that pack was different. (and the last rare wasn't even close, in case we assume some aura buffed them) At least in 0.2 we have multiple attempts. I would have ragequit ages ago. Worse experience when you do the exact same thing as before but suddenly you just die. |
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" I guess thats part of the "difficulty" and "challenge" Last edited by Sarke#5416 on May 7, 2025, 10:32:49 PM
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" Without log another potential answer: The group was too small. Couldnt leech enough health from small group of enemies. XD When completely surrounded I can damage more enemies and due to chain reactions even more damage -> health while there is a limit of how many enemy can hit me. If you're completely surrounded by melee enemies, many of them cant reach you. (...I guess) There are times when I just swing the air without hitting the enemies and I have [Resolute technique]. The enemies are just out of reach... The more we go through these topics overleveling and defenses are the baseline and in reality the game is just thug of war between your heal/second vs damage received/second. Or... more like /frame instead of seconds... Reaching the point where Im supposed to start getting health stacking now, but its not in my agency what I get. I start to need every mod on items beneficial. Here I mean in campaign almost anything was an item improvement. In Cruel, you can have all rares to progress, occasional ilvl replacement. Early maps, you need high dmg mod and resistances. Now weapon is hot garbage unless it has: - high base item - t6 %phys - t6 flat phys - t5 life leech - t4 melee skills What is the probability to get an item like this?! Other items are similar. It MUST match the resistance puzzle, need high armour, MUST have thorn for me. Oddly enough we go back to the topic of Block rework. My shield have a 7% reduced phys damage reduction to attacks. Which should be the baseline stat or flat value. Aka when you block the damage is reduced by 7% and the rest is for the armour. Well I guess we would need higher number to make shield more worthy unless the goal is to use shield as offense as they use now. Otherwise we cant use shield attack skills... |
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" If that works like in POE that 7% is additive to armour. I mean u get % reduction from armour and that shields adds a 7% extra u can add to that number. Is not like u have 2 different layers of defense there. Is the same one. Block is a diff thing. |
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I know currently its addative.
However two different topic, same theme: 1) I have no idea if that mod on the shield is a noobtrap? Since anything oneshots me, does it even matter to have that phys reduction stat? Lets say I have a same shield but with STR or Max HP stat instead... Should I pick that? 2) I meant that game should be reworked. Block as a passive skill that completely nulls incoming damage isn't good IMO. If there would be x% chance that you reduce incoming damage by Y value the armour could have handle the rest... |
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