What is the MINIMUM PvP needs? (ignore balance)
" Really bro? https://www.pathofexile.com/forum/view-thread/1704588 Avatar of fire, Only reason Bear trap's so strong, is because it has huge X-Y physical damage, but later converted to elemental, scaled with elemental damage, and elemental penetration. Did you miss the "(There's a reason, why every single "successful" pvp player/ huge damage is from elemental damage base)" " I'm not the strongest one, when comparing to your numbers super powers. However the 70% came from your pvp calculator, a good long while ago, It took me a good few hours, and multiple posts, I enjoy learning, and I appreciate your effort in the post, I'm not really up for pumping those numbers into that calculator again, if you wanna run the test's again, you can borrow my gear. If I remember correctly, according to the chart, a +3 bow, did a mere 200 flat more damage, than a quill rain +0 skill. however if your hypothesis is true, that's fucking absurd, and GGG should fix it. I see where you're coming from, if there's a global nerf to penetration values, across the board, as I'm not a fan of trolly aegis immortals myself (a safe guard should be in place, in 1vs1 matches (highest damage dealer wins, if draw)), but from a melee's stand point, it's a huge buff, and may be the push melee had needed since forever. As right now's meta is, whoever can 1 shot first, with the quickest succession, with the quickest possible source of delivery. with these penetration nerf's inplace, slower and more sustainable damage spells would be infavor rather than, 1 shot, 1 kill spells/ attacks. Immunity limits far too many builds, whispering ice's hypothermia/ curses etc, we'll have much greater build diversity alone, if immunity is removed / reduced, I greatly appreciate 1vs1's flask warfare, however imagine if you got full flask refill, after every round? So that PvP 1vs1 / 3vs3 is much much less, snowbally esk? (perhaps add a minute or 30 seconds per round though), I wouldn't even bother with pathfinder, I hope they wont go full inquisitor, and just remove it all together. I believe we're roughly on the same page, apart from the tvalue slower > harder hit, bypass thing, which is news to me. [Gear & Club] ¯\(°_°)/¯ #1 Professional Afk Club /2133058 [Hideout] New Oriath /2505008 [Pvp Trophy] PVP #1 EU & US EA /1591888 | | BM EA /1431163 [Dead] PSC La /1682118, Build BM PA /1296491, BM IG LL ST /1121092, Shop /874905 "God's in his Heaven, All's right with the world!" IGN: Libritannia Last edited by 1Tokimeki2003 on Jan 10, 2017, 4:45:43 PM
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It must have been correct then, and the point is, that skills do normally suffer reductions of that amount, it is not exclusive to EA, or nerfed skills, thats how the formula works.
The +3 to quill difference can be legit, because low attack speed EA suffers a big reduction due to the fixed T value. It was designed to nerf the top damage 5-stack EA, and not the current wallspam version. It's not just a hypothesis, these are facts, confirmed by every aspect I know. I hope you understand the negative behaviour by others about EA better now. The suggested penetration nerf, however could be positive, would still leave many significant problems intact, and promote yet another low playstyle effort build, CI fulltanks even more. IGN: Márkusz
My builds: thread/1600072 ( •_•)>⌐■-■ (⌐■_■) | |
For a PvP game to require any sort of player skill, the very core requires the following two things:
1. No 1-shots (or even close). You can punish someone for bad positioning and chunk them significantly, but flat out dying instantly is a no-no. Especially with the skills we have in PoE. There needs to be a possibility for counter play. Take Diablo 2 as the closest example. Their formula for damage was reducing it by a factor of 10. That may not be the most appropriate for Path of Exile, but it's fairly close. If all the damage we deal to each other was 1/10th of what it is now and rule #2 was in full effect, we'd actually have some real PvP fights on our end. 2. Damage needs to stick. That means no absurd regen. Regen needs to be completely gutted to the point of becoming a long term sustain. Flask use needs to be extremely limited as well. In a world where 1-shots and insane damage doesn't exist, for 1v1s and 3v3s, it would be perfectly fine for flasks to fully refill every new round, but have no way of filling from hits/crits/running. This severely limits instant healing and constant immunities. It forces you to utilize your flasks in moments where they're really needed and you don't have infinite sustain. Obviously after that, you need to take care of T-values and AoE overlaps, but those 2 main rules apply to any balanced PvP game. League of Legends, Battlerite, Bloodline Champions, Dota, etc. The difference here is that we make our own champion through builds and game items. There can't be player-skill involved without those rules. " Also this is very true. Whether it be from ranking on the PvP ladder to having PvP points to grind towards alt arts...Just having a fucking incentive to do it would be amazing. 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 Last edited by Simplesim45 on Jan 10, 2017, 5:50:22 PM
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" Why'd you put me on ignore when I spectated HelloKitty mauling you in 1v1? I was merely a silent observer. GGG, the ADA of gaming....huuuur i gotz mai skilz. IGN: MullaXul Last edited by MullaXul on Jan 10, 2017, 6:31:18 PM
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Lib, I'm sure your attack speed is faster than 5 per sec. That means the fixed T-value for EA is actually a major help for your build. It probably acts as a free 7th link as another more damage multiplier for you at the moment. Basically the best skill for abusing aoe overlapping also gets help from the pvp formula.
Where as a guy a like mulla who uses glacial hammer with a 2hander has to use his attack speed of 2 per sec as his T-value (0,5). No help was had here from the pvp formula. " I had to clear my ignore list a while ago because it was full. I just put you back where you belong | |
To answer OP directly w/o a text wall:
The MINIMUM PvP needs is:
Spoiler
just one week time and a good dev.
(╯°□°)╯︵ ┻━┻ - I suck at this game.
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Simple start fixes :
- 100% less damages to all secondary damages skills and effect (if it can't be fixed, nuke them out of pvp. We have plenty of skills to play around, secondary damages are an old design not used in new skills since at least 2 years). - 100% less damages to all skills supported by a defensive trigger support (you can still use them as defensive option) - Make every spell supported by trap and mines behave like BF (no auto target) and increase the T value to compensate for the shotgun effect. - Bring back 1vs1 arena layout rotation and include the 3vs3 layouts. - Bring back old sarn arena minimap partial vision to nerf offscreening. Bim, pvp is now 6% more fun (this is a buff). Last edited by IceDeal on Jan 11, 2017, 11:49:26 AM
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reduced T value - less pvp dps for big hits.
increased T value - more pvp dps at higher hit rate. Trap override T to 0.9, it should be 0.2 instead. Problem: impostor syndrome Solution: nerf everything Result: depressing mess Last edited by a_z0_9 on Jan 11, 2017, 7:39:37 AM
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Actually cluster trap and mindefield needs a different T value than single trap/mine. Currently it causes a very big reduction bypass.
IGN: Márkusz
My builds: thread/1600072 ( •_•)>⌐■-■ (⌐■_■) | |
" I'd also say to reduce the range at which spells target you with CWDT, they increased it recently and now lazy builds are that much more lazy! I'm also infuriated by CWDT flame dash, but what can you do? Lavender or Leave.
PvPresident, 2016 // You'd better run. “EA is fine” -relith |
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