Crit Vs Reflect Unbalanced

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Xpire wrote:
Oh how I love the logic. If you going to start a fight about who's wrong and right.. Oh well I don't have to say more. You already said it yourself. :)


I am not starting a fight lol. You derailed the discussion into a fight yourself.

But ( if you are still in the least interested in the topic ) reflect mobs are NOT what prevents players from going glass cannon. I know because they don't prevent me from doing so.
[mod edit - removed]
When a banker jumps out of a window, jump after him, that's where the money is.
Last edited by Julia_GGG#1844 on Jul 25, 2013, 8:50:48 PM
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Sodomee wrote:
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iFiNiTi wrote:
I think reflect should have a cap to 15% of your life or something.. Thoughts?


This would promote 500 life builds with 70k dps making reflect a pointless mechanic.


I'm fairly certain if you had 500 life there would be plenty of other mechanics you'd have to worry about.

500 life is not an intelligent build decision no matter how much damage you stacked.

Reflect fucking blows.

Remove it from the game and replace it with actual difficulty in the form of aggressive monsters.

If you can't manage that, and the main source of difficulty you can conjure up is to just have players kill themselves with their own damage, then you failed at game design and you should feel bad.
Last edited by tikitaki#3010 on Jul 25, 2013, 8:52:50 PM
[mod edit - removed]
Last edited by Julia_GGG#1844 on Jul 25, 2013, 8:55:39 PM
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tikitaki wrote:


If you can't manage that, and the main source of difficulty you can conjure up is to just have players kill themselves with their own damage, then you failed at game design and you should feel bad.


No, they love to cage people in certain build paths, it's great success and they feel great about it!

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tikitaki wrote:
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Sodomee wrote:
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iFiNiTi wrote:
I think reflect should have a cap to 15% of your life or something.. Thoughts?


This would promote 500 life builds with 70k dps making reflect a pointless mechanic.


I'm fairly certain if you had 500 life there would be plenty of other mechanics you'd have to worry about.

500 life is not an intelligent build decision no matter how much damage you stacked.

Reflect fucking blows.

Remove it from the game and replace it with actual difficulty in the form of aggressive monsters.

If you can't manage that, and the main source of difficulty you can conjure up is to just have players kill themselves with their own damage, then you failed at game design and you should feel bad.


My post was an exaggeration. Obviously 500 life is assuming you have 0 life or strength and only have base life. The point is, without reflect you can pretty much stack damage to the roof and get a little evasion/dodge and practically faceroll everything. I mean you will have to play safe and dodge projectiles, but you will mainly be one-shotting everything from a screen away so who cares right?

This would make melee completely undesirable.
IGN: ThrobbinRobin
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Sodomee wrote:
My post was an exaggeration. Obviously 500 life is assuming you have 0 life or strength and only have base life. The point is, without reflect you can pretty much stack damage to the roof and get a little evasion/dodge and practically faceroll everything. I mean you will have to play safe and dodge projectiles, but you will mainly be one-shotting everything from a screen away so who cares right?

This would make melee completely undesirable.


I don't really agree with your conclusion here and I don't think is about a melee vs ranged thing either.

My main concern is GGG cutting corners by having incredibly harsh mechanics as a substitute for having harsh monsters.

I like fighting against monsters, not mechanics. You could argue bullshit like "blah blah all a monster is, is a set of mechanics..." but really I think most people can see the difference between a tough monster lunging at your face and a mechanic that punishes you for simply dealing damage.

A good dungeon crawl forces you to go slow because of the threat of monsters.

PoE is forcing people to go slow because of the threat of themselves.

The counter is always "well if reflect didn't exist people would just start facerolling..."

Bullshit.

That's only true if the monsters in this game are a bunch of wimpy retards. For the most part, they are. So basically this all boils down to the game being way too fucking easy, and the only way they can slow players down is by giving monsters the ability to entice players into attacking themselves with their own damage. A lazy four line mechanic, rather than a complete "monster" with a set of skills and abilities that can damage you and be threatening in it's own right.

Brilliant! (not)
Last edited by tikitaki#3010 on Jul 25, 2013, 10:34:49 PM
What is the point of dangerous monsters if you can stand back as ranged and spam your attack until they are dead? You might as well just stack damage and kill things before they can even touch you.

Reflect is the main thing that practically forces ranged into getting some defenses and inturn sacrificing some damage. Melee will never have that choice and will always need defenses. There will never be a glass cannon melee build unless you love to die.
IGN: ThrobbinRobin
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Sodomee wrote:
What is the point of dangerous monsters if you can stand back as ranged and spam your attack until they are dead? You might as well just stack damage and kill things before they can even touch you.

Reflect is the main thing that practically forces ranged into getting some defenses and inturn sacrificing some damage. Melee will never have that choice and will always need defenses. There will never be a glass cannon melee build unless you love to die.


Really needs to be some anti-pointblank monsters, ie they do more damage based on the distance from the enemy.
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Sodomee wrote:
What is the point of dangerous monsters if you can stand back as ranged and spam your attack until they are dead?


If you are capable of doing that, then the monsters are by definition not dangerous. (at least, I think this is what you mean -- with no risk. because a skilled ranged player SHOULD be able to shoot down dangerous monsters until they are dead -- and likewise a skilled melee player should be able to beat the dangerous monsters with their weapon until they are dead.)

There has to be risk involved though. That's the definition of danger.

A reflect mechanic is not the only way to create danger. Monsters can and should be dangerous and a source of direct fear, for any character.
Last edited by tikitaki#3010 on Jul 25, 2013, 10:42:00 PM

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