Bit of good news (maybe?)

I sent this email to Chris yesterday:

"Hey Chris, I REALLY apologize for e-mailing you in a busy time like this.

First, I'd like to say thank you for all those changes in the patch notes that affect PvP. TONS of good points there!

There is one more thing that would be amazing if you could squeeze into the patch notes.

"Traps cast in Sarn, 1v1 and 3v3/6v6 fade when the character dies."

This is becoming a very big problem for a lot of the PvP community. Especially in Capture the Flag where traps remain on the ground long after a character has died (and yes btw, we're bringing capture the flag back. I don't know if you can check who's been playing and when, but we've played almost every day for the last couple months).

I hope you'll consider it! It would make a MASSIVE difference. About as big as what you did for inquisitor! :D

Thanks!
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"



To which he replied:

"At the moment it's hard to slip last-minute changes in (due to the QA cycle and other stuff we have to do). I'll pass the feedback on though!"



Given that he's been keeping an open ear and that some issues were actually adressed, I'm hoping this makes its way into the game eventually.
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Last bumped on Sep 6, 2016, 11:19:25 AM
Yeeeaaaaah uh, I emailed Chris yesterday about bow skill secondary damage and he gave me a short (but less informative) response as well...

Take that how you will.
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I actually disagree with this suggestionm

Firstly, it would invalidate the usefulness of my "increased damage while dead" jewel corrupts. Heh.

Secondly, it creates a secondary dimension of complexity involved in supporting one's teammates in a 3v3 or CTF. It enables post mortem defensive zoning (or conversely, kill able entities for secondary and on kill effects). In the current PvP meta, offscreen one shots can destroy even a defensive and cautious trapper, who have less effective range than offscreeners. Traps can be played against with sweeping and cautious movement: the seconds bought by altering an enemy's approach are invaluable support in a 3v3.

However, it is notable that traps can be used to camp multiple spawn points (although normal skills could already do that). This is a problem more to do with one shot capability, just as the necessity for trap strategy counterparts against ranged foes is also a byproduct of one shots.

However, in lieu of an ideal situation, I don't believe any changes should be made. We have other problems that cause PVP balance game breaking (e
G: counterplays for 500% movespeed, doubledipped DoT, secondary damage coupled with massive AOE).
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"
Epee wrote:
I actually disagree with this suggestionm

Firstly, it would invalidate the usefulness of my "increased damage while dead" jewel corrupts. Heh.

Secondly, it creates a secondary dimension of complexity involved in supporting one's teammates in a 3v3 or CTF. It enables post mortem defensive zoning (or conversely, kill able entities for secondary and on kill effects). In the current PvP meta, offscreen one shots can destroy even a defensive and cautious trapper, who have less effective range than offscreeners. Traps can be played against with sweeping and cautious movement: the seconds bought by altering an enemy's approach are invaluable support in a 3v3.

However, it is notable that traps can be used to camp multiple spawn points (although normal skills could already do that). This is a problem more to do with one shot capability, just as the necessity for trap strategy counterparts against ranged foes is also a byproduct of one shots.

However, in lieu of an ideal situation, I don't believe any changes should be made. We have other problems that cause PVP balance game breaking (e
G: counterplays for 500% movespeed, doubledipped DoT, secondary damage coupled with massive AOE).


Given how powerful traps are, leaving 1 shotting landmines there while you're dead seems kind of over the top in my opinion. Especially considering miners get the shaft here. If they're dead, you're safe. It should be the same for trappers. If I made a mistake and got myself killed, the enemy team should be able to proceed. I get about 1/3 of my kills while dead right now so that would be a massive change.
Crit Shockwave Totem 650k +: #1657327 / Crit VMS (1 mil DPS): #1511368 / Crit self-cast spark: #1565708
1.3 crit firestorm: #1280086 / 1.3 crit Ice Nova: #1219809 / Flame Nova (sire of shards incinerate): #1359847
I agree with Epee.

I'm going to make a bear or vortex trapper and because it's me, all the uber tanks moaning about trap 1 shots will suddenly start sweeping/playing around them.

The spawn camping in ctf is an issue because you can't sweep before taking the portal and landing on sadness (and the camping is not exclusive to traps). Proper pvp games have protected spawn points where players are up on a ledge and can jump down (1-way), or X seconds of invulnerability (while allowing full actions) at spawn, etc. I wish GGG would do some improvements with CTF spawning, but with that new anti crit chest it's possible that bear trap won't 1 shot anymore, leaving vortex which can be 100% resisted.

It's not ideal but IMO it's better than making trappers completely unfun/ineffective, which would be the case if all the traps expired upon death.

Without reliable traps there's little counterplay to 800% movement speed builds, other than just filling the whole area with EA aoe, which is certainly not something we want to rely on since I'm sure we all want EA secondary damage looked at as well.

I'm not sure if you realize how significant this change would be on player behavior in ctf. As soon as the trapper dies it will be balls to the wall flag rushing, no caution. And the super move speed builds will do 2 flag runs in the time it takes for you to revive. The longer tension-filled matches where you're inching forward feel much better IMO.
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Last edited by Vhlad on Sep 2, 2016, 1:33:55 AM
"
Vhlad wrote:
I agree with Epee.

I'm going to make a bear or vortex trapper and because it's me, all the uber tanks moaning about trap 1 shots will suddenly start sweeping/playing around them.

The spawn camping in ctf is an issue because you can't sweep before taking the portal and landing on sadness (and the camping is not exclusive to traps). Proper pvp games have protected spawn points where players are up on a ledge and can jump down (1-way), or X seconds of invulnerability (while allowing full actions) at spawn, etc. I wish GGG would do some improvements with CTF spawning, but with that new anti crit chest it's possible that bear trap won't 1 shot anymore, leaving vortex which can be 100% resisted.

It's not ideal but IMO it's better than making trappers completely unfun/ineffective, which would be the case if all the traps expired upon death.

Without reliable traps there's little counterplay to 800% movement speed builds, other than just filling the whole area with EA aoe, which is certainly not something we want to rely on since I'm sure we all want EA secondary damage looked at as well.

I'm not sure if you realize how significant this change would be on player behavior in ctf. As soon as the trapper dies it will be balls to the wall flag rushing, no caution. And the super move speed builds will do 2 flag runs in the time it takes for you to revive. The longer tension-filled matches where you're inching forward feel much better IMO.


I agree with that last part, but it's kind of on the trapper to not die also. I mostly made the suggestion because there's like 5 people in total who bother sweeping and inching forward.

Maybe it could just be 5 seconds after death or something.
Crit Shockwave Totem 650k +: #1657327 / Crit VMS (1 mil DPS): #1511368 / Crit self-cast spark: #1565708
1.3 crit firestorm: #1280086 / 1.3 crit Ice Nova: #1219809 / Flame Nova (sire of shards incinerate): #1359847
before everyone is trying to cheese around with traps i must say that bear traps cause other traps to trigger whether you have cc or not. traps are beyond beeing abusive if you have some investment on traps (which is not hard to get)

im on the side that traps should keep beeing in map after the owner dies. but they should not be able to crit.(or the base crit chance should lower after the player dies).

we should spawn to a safe zone not outside of the map but inside the map also
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Last edited by Rupenus on Sep 2, 2016, 3:42:06 AM
"
Vhlad wrote:
I agree with Epee.

I'm going to make a bear or vortex trapper and because it's me, all the uber tanks moaning about trap 1 shots will suddenly start sweeping/playing around them.





Your fire totem is pretty impressive damage wise, it is sad you would prioritize skills who dominate the meta instead of making ones like the totem who are more original. I can t were the fun playing broken shit.

About the trap/death thing, I don t mind in ctf the trap stay in place if like Rupenus suggested crit is gone once dead but in sarn they should disapear completely.
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Last edited by Head_Less on Sep 2, 2016, 6:54:33 AM
Imo traps, qotf, and pathfinder flask abuse ruin the whole nature of ctf. I don't care of my team wins, but I would like us to have some fun at least before the match ends.

Sweeping and skeletons won't keep you from being spawn killed.

Even if bear trap doesn't 1shot you, if you are carrying the flag all someone has to do is wb in front of you and toss a trap anywhere and you're stuck in place for 10sec with the only way to get out being use a movement skill (drop the flag). I think for that reason, bear trap is too powerful of a trump card. You should run the chance of being able to either 1shot OR lock your enemy in place, not both with the same skill.

Plexus, some people don't know how to grind for currency, play temp leagues, or trade up in this game, so they just abuse whatever bullshit meta they can while making sure everyone knows they are martyring themselves in order to get things nerfed. *rolls eyes*
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Last edited by Ahfack on Sep 2, 2016, 6:20:46 AM

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