Endurance Charges Overpowered?

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koticgood wrote:


Stun: 40% AoE groundslams don't count as melee range. The entire issue is that if you go into actual melee range, you are crossing a safety line that most people can sense just by playing the game. It may be fine for a while, but once yo start doing maps, it becomes quite apparent how unreasonable it is to expect to mitigate the damage. The problem is the inherent doom of someone who is on the front lines (read: melee range). Not having endurance charges and being in melee range is just suicidal. 100% stun threshold reduction is not going to help you.


Not sure how I respond to that, if you consider that certain skills marked as melee do not count as melee, what else is left. I heard this before in other threads, "Groundslam, lightining strike, leap slam dont count as melee"....there goes 50% of melee skills....what else is left?

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koticgood wrote:

Enfeeble: Not sure what to say. Are you trying to imply that there are people doing maps (solo or group) with melee characters who feel pigeon-holed into endurance charges, and wouldn't feel that way if mobs were enfeebled? Can't really imagine someone in that scenario not having plenty of experience with the enfeeble curse.


I am not sure you even read what I wrote...let me put it in context again in light of my findings. Enfeeble, provide almost equally good benefit to endurance charges. Both, make the mitigation benefit of Armor more efficient, i.e. you get more bang-for-the-buck with Armor if it is combined with another damage reduction mechanism.

If I had on complaint about endurance charges, is not that I am being forced to use it, but the way it is generated. While the two other charges have an "On-Hit" skill for generating them (i.e. Frenzy, power siphon), Endurance has none. I think one way to efficiently both reward melee with the risk taken as well as simplify/streamline the charges generation and maintenance, is to have melee skills (all?) have a chance to refresh endurance charges on hit. If this was the case, nobody will feel that "HE IS FORCED" to use them since they will come almost for free.


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skarrmania wrote:




If I had on complaint about endurance charges, is not that I am being forced to use it, but the way it is generated. While the two other charges have an "On-Hit" skill for generating them (i.e. Frenzy, power siphon), Endurance has none. I think one way to efficiently both reward melee with the risk taken as well as simplify/streamline the charges generation and maintenance, is to have melee skills (all?) have a chance to refresh endurance charges on hit. If this was the case, nobody will feel that "HE IS FORCED" to use them since they will come almost for free.



Couldn't agree more. The mechanic of generating enduring charges is just a huge pain.
I've been wondering how do you active endurance charge?
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Zakaluka wrote:
Wow, my mind is blown. So you're saying that armour is a given, and endurance is the cherry on top?
You don't sit in a map with 9 endurance charges floating over your head, they're variable based on actions (enduring cry, kills with warlord's mark cursed). Your armor in that instance, however, IS a constant, unless you're prone to changing gear/passives in the middle of a map. Also a granite flask is more variable, as well, as it only lasts a few seconds. It is not constantly on.

I think the two of you are arguing different things. He's arguing like I said above, and you're arguing based on build concept. They're looking at things from a completely different perspective and why you're contradicting each other so much.
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Last edited by TehHammer#0539 on Feb 13, 2013, 12:54:24 PM
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kiersz wrote:
even full stack of those charges make any melee feel underpowered in endgame
ign: ALLRAUDER
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Laststranger wrote:
I've been wondering how do you active endurance charge?


Enduring Cry gem
Strength and Honor,
Phatboi
The only way to get away from skilling and permanently using endurance charges is a Kaoms Heart and enough life leech.

With a Life Pool of 8-9k and enough Life leech you dont need anymore to use enduring cry...
but this cant be the only solution...

a rework on how armor scales against huge hits would be nice or a new unique which makes "Endurance Charges never expire" or something...

just my 2 cents

cheers
the thread is 1.5 months old why would you nerco it?
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VictorDoom wrote:
the thread is 1.5 months old why would you nerco it?


because i read it and dont looked at the date...
but on the other hand, why do you care about that^^
with your reply and my re-reply we necro it even more....
Endurance charges are fundamentally wrong because in a classless game like PoE, the different areas of the passives graph should provide alternative solutions to the same problems. Whereas frenzy and power charges add to DPS, endurance charges do something unique, forcing everyone that wants survivability (and everyone wants survivability in the game's current state) to take them. Endurance charges should provide a percentage bonus to damage, and the game's defensive systems need to be balanced with one another. Only then can we begin to see some build variety in PoE.

In short: tweaking endurance charge numbers won't fix the underlying issue with the game.
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