Short term PvP balance needs

I think it's pretty important to state what short term pvp balance should be applied and what should take priority right now...


My 4 ideas ;

1. Revision of T values for everyskill available to be used in PvP.

2. Should AOE Shotgunning be disabled for bows like it is for casters ? ( My opinion, yes. )

3. Make more PvP uniques, so we have more options to counter other players.

4. We badly need new map layouts and more creativity into them, less cluterred small spaces and more wide maps with lots of objects in them so we dont get offscreened by anything and can use the map to cover distance and stay out of range. I'm pretty sure everyone agrees that current maps are way too outdated and old.
IGN:Hauntworld - ICU Omniscient PvP guild
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Yes to all 4.

At least in the short term enable the 3v3 layouts in the pvp rotation.

Pvp unique ideas:

Boots - elemental res can't be penetrated

Belt - reduce nearby enemy radius of area skills

Gloves or belt - nearby enemies cannot gain flask charges
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Last edited by Ahfack#1969 on Jul 19, 2016, 8:15:46 PM
"
dalb3 wrote:

Boots - elemental res can't be penetrated


You really want that 100% inquisitor meta to happen apparently.
Man I'm just spitballin, something to help this insane ele shit meta. What you got? If they can nerf phys DoT with a boot, they should be able to whip out something to help.
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Last edited by Ahfack#1969 on Jul 19, 2016, 8:49:55 PM
Simple, same shit I have been saying for years now.

Nerf the damn secondary damages skills, traps and crit effectiveness (and Inquisitor obviously but today you don't even need to go that way to got 75% penetration).
"
dalb3 wrote:




Boots - elemental res can't be penetrated



terrible idea also:

"Hi Head_Less,

Thanks for the message and sorry for the delayed response. I've been pretty busy lately so I have't had time to check the forums much.

I've passed on your suggestions to the team to consider. I'm not sure what the plan is for future Leo mods, but I'd be wary of making hard counters to solve this. They may just force everyone to run them regardless of their build, whereas a more direct nerf to Inevitable Judgement could do the job more elegantly.

Best regards,
Dan

"

inquisitor will get nerfed.

about other elem builds,
Afhak if you make an item that can t penetrate elemental resistance you will few month later complain about players with 90% all res and ES users trolling in sarn and there is few melee build using elemental instead of phy damage out there you will fuck pretty hard.

A cap to penetration is a better idea, like can t penetrate more than 50% is a better choice Imo and add elem convert to leo mods (this was what I asked dan, sadly they won t do it it seem :( )

And like icedeal say a cap to crit in pvp + secondary damage nerf would do the trick pretty well.



PS: yea no bleed boots is an hard counter haha and mandatory those days vs melee phy haha, Dan you should nerf this shit if you don t want hard counters in the game haha.

But bleed could cheese a fight way too easy, even more with shit like earthquake and annoying offscreen icedeal st build.

Those boots should have just reduce 30% bleed damage, so couple with bloodgrip it would have been balanced.

total immunity is always a bad idea.
Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302
Last edited by Head_Less#6633 on Jul 20, 2016, 4:28:54 AM
Haunt, the AOE shotgun effect is not disabled anywhere, not even on casters, that's why my fireballer is viable. What was nerfed before is the projectile shotgunning, the AOE overlap isn't changed. So it's not just that simple to turn on a setting for it, it has to be coded, but yes, it should be done.

Ahfack, the no penetration item should come with a cannot increase max resist drawback to be balanced.
IGN: Márkusz
My builds: thread/1600072
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Boots? please put it on a chest, would be more fair if you want such an op thing that will make elemental user so useless.



Royens/TempGaely/LygaeTemp
Headless, that Dan response is awesome

"
Márkusz wrote:

Ahfack, the no penetration item should come with a cannot increase max resist drawback to be balanced.


That's a great idea!

And again, these were just ideas, not married to them but thought they were good enough to share.
🎆🎆 www.youtube.com/c/Ahfack
🎆🎆 NEW #1 LLRF Helm -> 30% MORE|25CON|25BURN|-12fire|352es
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Last edited by Ahfack#1969 on Jul 20, 2016, 6:56:25 AM
I don't know, I think we're actually sitting on a decent set of useful PvP uniques finally. If you get too many it's as bad as not having enough. Elemental penetration capped at 50% seems reasonable but then again RT builds need as much as they can get to even be viable. Id take the 50% versus none at all though because it takes a ridiculous amount of damage to make up for it.

Given the same x-x damage and aps an elemental build needs on average 40 penetration to deal the same PvP scaled damage of a physical build per the calculator. Calculator also shows id need 1.5 to almost 2x my damage output with 0 penetration at all just to get back to where I was...which is no where near obtainable without crit.

As for top priority fixes

1) T values for sure on new skills and re-assessed on older ones

2) right after that frost wall interaction and/or inquisitor

3) crit multiplier cap and partnered with that some sort of nerf to pathfinder and other trolly ass tank mechanics so people don't get immediately butt hurt over the damage loss versus trolls. Resulting in a solid buff/nerf scenario across the board for every build...actually "attempting to fight" in PvP.
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Last edited by MullaXul#2277 on Jul 20, 2016, 6:41:20 PM

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