Reflect should get tossed out in every single ARPG. Gone.
Reflect should get tossed out in every single ARPG. Gone.
I agree. Leech is problematic because of the reasons you mentioned previously: Damage output far outpacing effective health.
I don't even play hardcore modes in PoE anymore because of the imbalance. Which is actually ok, since even normal mode has penalties for death, so I guess it's a fair trade, all things considered.
I think this is probably the correct solution. If they can't fix reflect to be a credible threat without insta-gib situations arising, then they should probably just not use it as a threat at all.
They should make it intermittent like Diablo 3 reflect and not work off screen. Leave it at the same damage levels so you can one shot yourself, just make it avoidable with careful play.
Its only a problem now because its always on, so there is no way around it unless something other than yourself does the damage (minions, totems).
Well, the mechanic should be reworked. As said above, last iteration of D3 reflect makes you think about what to attack, safe for pets that go wherever but don't take basically any damage from it.
Passive % of damage as unavoidable backlash is a pretty outdated concept and is kinda useless given the damage scaling.
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Unavoidable damage is a good way to keep things in touch. May it be monsters base attacks, environmental damage or similar, it helps to keep players from going simply glass cannons and makes survivability/defense stats more valuable. Obviously needs to be balanced, but makes the choices matter more.
Non ti fidar di me se il cuor ti manca.
I do not like it, i understand what you say but IMO, the penalty for being a glass cannon should be that a minor mistake is enough for killing you, but getting one shot by a mechanic you can not avoid with perfect timing, skill or a good strategy, it is simply not fun for me.
Yeah, i know it has been part of Arpgs like forever, but still i do not like it, i would rather it be unforgiving if you make a mistake, but not unavoidable.
Tat's not unavoidable damage, that's simply wrong/broken. I agree with everything you said - unavoidable damage should be present so you cannot "perfect" (= beat an encounter not taking any damage) a boss; however if you managed to do a perfect execution, this should end with relatively small total damage taken.
It needs to be enough so you don't ignore it, but you shouldn't be dying of it until you pretend to soak everything.
Non ti fidar di me se il cuor ti manca.
Any News on how the new leveling process will be with all the new zones and other info?
There is a ton of info in POE forums, and quite a bunch of details all over youtube, but to be honest i am trying to avoid all of them, thankfully i played the game very little in the past, and everything is pointing on the direction i am gonna have hours upon hours of things to look at, once the expansion hits.
I must confess i am totally hyped.
Yes, i'm really hyped too at this point. Cannot wait to roll the new char and see the story. Harbringers look really cool and i wonder what new uniques we will have available. Too bad the Unique jewel for VS is on Standard - i'll get that when this league ends (or drop another)
I don't know, maybe it's "stupid" but SSF as an official mode has a very peculiar feeling. It's (for me) all about "this is my char, and all i have is earned through effort and time spent". It feels truly mine. I'm not aginst trading, but it will always look like a shortcut to avoid farming. And i like farming.
But again, it's me. I'd like that SSF will receive seperate rules to make some kind of stuff more manageable without going all out "free lot" or crap like that. Harbringers should help, but it's mostly about things that are balanced around the possibility of trading with others. Anyway, one can always opt out of SSF so it shouldn't be a problem.
Non ti fidar di me se il cuor ti manca.
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how long is a league typically?
Development Manifesto regarding these changes on the Beta.
On Balance Feedback and Charge ChangesAnother quick note: Power Charges now grant 30% increased Critical Strike Chance per charge (down from 50%) and 4% more Spell Damage per charge,
and Frenzy Charges now grant 4% more damage with Attack skills (as opposed to 4% more Damage). You can see these changes in the Charges page of the Charcter Panel.
3 months. In Legacy they added a month instead of having a new 1 month league before the launch of 3.0
Every time they release a balance update it makes me want to play less.
Shitcanning poison for a theoretical 1m+ dps build no one will be able to do without skipping every defensive node on the tree; obliterating charges, releasing a new +Trap skill chest piece and nerfing the synergy between it and frenzy charges (Attack skill =/ Trap skill).
Double boss HP, nerf the shit out of Shock and Chill. Barf.
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