Quicksilver flasks
I strongly believe that removing phase run in favour of quicksilver flasks is detrimental to build diversity (and with that i mean flask diversity).
Right now, there are a lot of builds that are using phase run. Basically any good build has one spare socket to fit in phase run. What this means, is that phase run, even though everyone is using it, is in fact not detrimental to build diversity because it fits into any build. What quicksilver flasks will accomplish, is that everyone is going to use one and thus decrease their number of available flask slots to 4. Having less flask slots available means that there are less combinations of flasks that you can use at a time, thus decreasing "build" diversity. If you seriously think that anyone is NOT going to use a quicksilver flask, then you must be playing a different game. It gives you an escape mechanism, which increases survivability. It increases farming speed. It makes the game faster, and thus more enjoyable. Whats not to like? There is absolutely no reason to NOT use a quicksilver flask. With phase run we were forced to use it, but it atleast wasnt limiting our choices regarding the build we want to use, because 1 socket out of about 24 available sockets, wasnt much of an investment, it basically fit into any available build. With only 5 flask slots, being forced to use one for a quicksilver flask, is a lot more detrimental to build diversity than losing 1 socket out of 24. I have a suggestion to fix this issue. I know that the developers dont want to completely remove the movementspeed "ability", whether it is called phase run or quicksilver flask doesnt really matter. Movementspeed in this game is so important however, that it doesnt really matter in which incarnation it is currently available, it will be a mandatory "skill/flask" (and the latter incarnation "quicksilver flask" is actually worse than the phase run option). What i have in mind is to decouple this movement speed ability from the remaining "skillbuild" (including flasks). You know how diablo 3 has a quest that grants you the ability to use townportals? That ability is completely decoupled from everything else in the game. It doesnt take an item slot, it doesnt take a specific skill build, its just there and you can use it. Why not introduce a quest in path of exile that grants the quicksilver flask as a reward (relatively early on in the game), but that flask is placed in a 6th flask slot that was unavailable until you finish that particular quest. This flask slot would only be able to hold the quicksilver flask type, and thus be completely decoupled from skillbuilds/flaskbuilds. This would circumvent the issue of the movement speed "ability" being mandatory and thus decreasing build diversity, because every build would automatically have access to it. Now you can introduce different variations of the quicksilver flasks later on, for example higher level ones that increase the movement speed by larger amount. I really dont think that the step from phase run to quicksilver flasks is a step in the right direction if it comes to increasing build diversity. If the intent was to force the player to make a decision whether to use quicksilver flasks or another flask in order to INCREASE diversity, that will completely backfire. Movement speed is just too good to pass up on it. Any competitive build will be forced to use one, or that build wont be competitive. Last edited by gh0un#3019 on Jan 18, 2013, 7:56:09 PM
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For some reason I was thinking that there would be a new designated slot just for quicksilver flasks.
I don't really want them taking up the regular slots either. Oh well. Standard Forever
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Yup - i was totaly against this move (removing PR) Just seemed like a nerf to "fun". But whatever. I dont think to many others cared enough for there to be any noticeable uproar.
GGG - Why you no?
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Ehh this kinda needed to happen because as you said Phase Run is almost good in ANY build. Something that benefits every build shouldn't be a move that takes away from build diversity. (Yeah I saw you said it being there enhances build diversity) But using a skill that every build is using takes away from that diversity. Having a flask there though balances the issues of phase run as well as making it a mechanic that everyone is gonna use without taking a slot away for a gem and allowing someone to have the speed as well as a new place to put a gem that can help them as well as be supported by other gems.
IGN ThundaBoom
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1) Haste Aura now gives (a small) amount of movement speed
2) There's nothing preventing you from *not* using a QS flask - being slow-moving *is* an option 3) Hasn't phase run simply been taken out for reworking? It'll be back when they can balance it 4) Some builds don't really require flasks, just a insta-HP pot or two and that's it 5) Why do I like making lists in my forum posts? 6) I plan (for my Witch in OB) to use 2 insta-HP pots, 2 QS pots, and 1 Mana/HP Hybrid pot (I'll be a summoner - I might have a Granite as backup and switch it with 1 of the QS if needed) "I see now that the circumstances of one's birth are irrelevant; it's what you do with the gift of life that determines who you are." - Mewtwo
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The problem is phase run is just always used, there is no reason not to, that doesn't really interact with build diversity at all, it isn't part of your build in any way.
The quicksilver flask will enhance build diversity, because some people won't take it, some people will use a couple, I plan on building a Lightning Warp char using 4 of them. It makes getting movespeed into an actual choice, as opposed to an auto-yes. For races, it will be important, and I've not done much in the way of racing, so I can't really comment on the balance there, but it is entirely possible to play the regular game without phase run. I actually usually don't even remember to use the one I have, or would rather have all my auras on my bars and don't even have phase run there. So no, it isn't 'required'. |
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Putting the movespeed on a flask is, to me, a little more interesting than having it as a skill. You have to give up a bit more to use it that way, rather than the auto-yes Phase Run currently is. While I think a lot of people will use one, I don't think they'll be quite as prevalent as Phase Run has been.
I hope Phase Run gets reworked to focus more on the back-stab aspects of the skill, as to me that's more interesting than just move-fast-now |
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I had a similar suggestion to the idea in this post, so hoping to just piggyback rather than create a new thread.
For me, phase run is one of the most enjoyable low level skill gems one can receive. The movement speed bonus is amazing, but I also love the sound of when you pop the skill on and the animation of the run. The quicksilver flask just looks a bit... awkward. GGG says the skill does not provide any drawbacks and is overly used in builds. The OP made great points as to why it is overly used, with the most important point being it is FUN to turn the spell on and sprint with a trail of particles following behind. Obviously an on demand movement speed boost is something all players want available to them. So how do we give this to players while still promoting build diversity? Like gh0un suggestions, Phase Run should be an early level quest reward for all characters. My idea for the ability is when you turn in the quest you learn Phase Run as a passive skill - no gem required. If you would like to use the ability, bind it to a key. If the skill doesn't fit in to your build, then don't. To keep in theme with the customization available in the game, as a passive skill rewarded through a quest we could do some interesting things when leveling up, allowing for the diversity GGG wants. Let's say when you first quest Phase Run it has a 10 second recast time, 3 second duration, increased run speed of 15%, increases next attack/ability by 25%, and has a mana cost of 10% mana. For this ability, each time the skill levels the player selects only ONE of the attributes to improve. If you want a quick cooldown to run from monster pack to pack, level to reduce the recast time. If you want to run longer to make it further across the map you can level duration. If you want to use the ability to sprint and burst damage your foe, level the next attack damage. If you want to get somewhere faster than the person next to you, level up the run speed. If you have mana issues, level to reduce the mana cost. By the time a player is level 50, they should have a good mix to define their character. By level 80, maybe they'll have a phase run similar to the status we have now in closed beta. I think this would help to keep the skill in the game and relevant to builds, while still promoting many different play styles. |
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" There will be plenty of players who dont use quicksilver flasks. Theres also good reason not to use quicksilvers; specifically, they cost a flask slot. Builds that dont have room for a pure movement flask but want the burst movespeed for whatever reason can get by just fine with adrenaline suffixes instead. The only place quicksilvers will be ubiquitous is in short term races, and even then, therell be a balanced risk:reward involved for running multiples. Phase runs current incarnation was poorly balanced all round and is better off gone. IGN: KoTao
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Of course phase run is better off gone, no question about that.
Point is that quicksilver flasks are not a step in the right direction. Once people can play around with them you will come to the same conclusion that i have reached already. |
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