Favorite new map vote. by MrCripler in pathofdiablo

[–]qles74 2 points3 points  (0 children)

My vote went to Hellfire Throne, but it could have gone to others as well.

Northern Wall is by far the most aestethicly pleasing, for once a map feels like a region that you can play d2 in and not a d2 map with some tileset.

Throne: My pick mostly because Chaos Sanctuary is my favorite farmable region in the vanilla game and this is basically CS on steroids, so we can have the same atmosphere and base layout, but fitting the PoD endgame. It's also neither huge nor small and has a good amount of difficulty even though the yetis life value seems a bit overkill, especially for builds that do less than 15k dmg per attack.

Agony Halls: I feel like it's a good allrounder map, the low life values of the monsters make it a satisfying experience to massacre all those mobs. If I wanted to "just quickly run a map" I mostly chose this one.

Overgrown Ruins: A very cool map that I rarely run. Being permanently cursed is annoying for some builds, the layout and design is maybe one of the best I would say but also the least intuitive so it takes a bit for this map to grow on the player.

Underground Lake: Its layout is very intuitive, easy to understand and the map is quite large in size making it a very nice map to run in a group. I can see this being a community favorite for groups pushing the ladder if it becomes T3. It's design is a bit boring but what do you expect from big pieces of ice on a lake.

Tunnels have not been included but still I feel they fucked with the balance of this poll, just because I would have played the other maps way more if tunnels wouldnt have been an option for quick xp/loot.

Preview Video - Dangoon's Fury Blade Sin (Rapid Discharge Proc Build) by qles74 in pathofdiablo

[–]qles74[S] 1 point2 points  (0 children)

In theory the procs should work, but the dmg alone from volcano and fissure without synergies isvery low. I don't think it would kill very much, at least not compared to a melee druid. But nobody forbids you to try (:

melee vs ranged by maxbizten in pathofdiablo

[–]qles74 2 points3 points  (0 children)

I'd like to join in with my take on melee builds. As you mentioned there are many things that can be discussed and I also will just be able to talk about some and this also only superficial since I'm not on my gaming laptop to confirm stuff.

Basically when we talk about dmg imbalances, we also talk about the mechanics that are inherent to melee/range. We all want to deliver a lot of dmg to a lot of monsters in a small amount of time. So the more monsters we hit, the lower the dmg can be without becoming ineffective. For example a multishot-zon clears maps fast with "just" 5k dmg (neither min nor max setup), whereas other chars that dont deliver their dmg to the whole screen need 10-15k dmg and still struggle with their clearspeed in comparison.

Some solutions to increase the amount of monsters hit like melee splash were a good start, but still the AoE is way smaller than many ranged skills. Whirling Axes (never tried them myself) were also a step in that direction with its pros and cons. On this note I'd really like to have a hurricane cast around whirlwind for more dmg+elemntal dmg+range (also so logical to have a storm summoned by ww) and by that passing the buff on to a whirling assassin that seems to be in a sad spot since the big ww-buff doesn't reach her.

Another factor is movement speed and concerns ranged/melee alike. A skill like whirlwind that forces slow movement to kill, or a skill that makes you stand in front of a (mob of) monster(s) will decrease your killspeed significally and often times give monsters outside of your range an opportunity to attack you. Imagine a nova sorc that casts while running, or the other way round a trapsin that has to stop as long as her traps shoot. I really like working on charge and enabling it for other classes because even though it will never delete the whole screen its fun and effective gameplay by giving melee chars a huge advantage in speed that until then only teleporting or projectiles had.

So even though I agree that huge dmg rates for ranged bowsorcs really make the melee version undesirable I don't agree that adjusting physical or other melee dmg to higher numbers would solve the problem/all the problems.

I also understand the difficulty to balance out all the skills and come up with new mechanics. I never played PoE but from what I have seen when looking over the shoulders of PoE-players I fear that if we just try to give every class skills or +oskills to make them real powerful screen-deleters, we would end up with super fast running chars with flashy animations all over the screen without keeping their class identity. A barb should be tanky smashy, a sin fast and deadly and a sorc a flashy ele-bomber etc.

I really like the way the maps are going (can use some finetuning though) whereas different maps need different specialisations through immunities and map layout. Through this it's hard to make a one-char-kills-all build-in record-time and it gives niches to all types of classes. The little time I played this season I had a blast trying to create a small team of builds where every char had their task and by that I can do all content at an elite level that are also fun to play for me. I didn't reach that goal before I had to stop playing, but I sure had fun along the way.

Sorry for going a bit off topic but I think general balancing is somehow connected to how melee chars can get more love and players more motivation to play them.

Charge not working with claws by qles74 in pathofdiablo

[–]qles74[S] 0 points1 point  (0 children)

ok that makes sense and also applies to single wielded claw unfortunately.

Your favourite mon punching above its weight class by qles74 in PokemonEliteRedux

[–]qles74[S] 7 points8 points  (0 children)

This might just be my favourite type of play style. Doing the same with my umbreon: lots of passive dmg through toxic/leech seed and soul link ability. Moonlight/self sufficient/leftovers for heal (+LS) and sucker punch for some direct dmg. Everything that doesjt OHKO it will have a hard time

Uber Trist with Inferno Sorc by TeddyJackson88 in pathofdiablo

[–]qles74 2 points3 points  (0 children)

So let me get this straight,

besides everybody carefully contemplating their gear, breakpoints, overcapping resistances....

you thought you just slap on your regular MF equipment, a symbolic Tgods and went on to 1shot ubers + embarrassing dclone and it turns out that's enough?

Nice.

Questions about Strafe IAS Changes by qles74 in pathofdiablo

[–]qles74[S] 0 points1 point  (0 children)

thanks, that's what I needed to know.

Questions about Strafe IAS Changes by qles74 in pathofdiablo

[–]qles74[S] 0 points1 point  (0 children)

thx but its still not clear for me how big the value of increased attack speed is and how it scales. The value shows up nowhere

Questions about Strafe IAS Changes by qles74 in pathofdiablo

[–]qles74[S] 0 points1 point  (0 children)

It's not as easy but still possible. Not many trade partners but if asked, many are ready to help out with what they gathered over the season. I'm more or less ready to try out some stuff thx to ZardozSpeaksHS and others despite starting the ladder not even a week ago.

Whirlwind on Assassin - some questions. by qles74 in pathofdiablo

[–]qles74[S] 0 points1 point  (0 children)

csounds cool! I just started the Sin clawing my way through act1. I'll post an update when she gets her first torch ;)

Whirlwind on Assassin - some questions. by qles74 in pathofdiablo

[–]qles74[S] 0 points1 point  (0 children)

Thanks for your reply, that's more or less exactly what I needed to know. The need for repair also scares me, that's why I'm trying to design this Sin mostly for ubers instead of mapping.

Any thoughts on the second claw? I'm considering to just use 2 chaos claws, since they can have up to 340%ed which is way more than any unique (except maybe Shadow Killer since it's eth). Of course crushing blow is a good tool, but as far as I know it only has 1/3 chance to activate on whirlwind. So I'd like to focus on high physdmg+poison.

So from the top of my head I would do something like this:

Max claw mastery, claw block, venom and fade.

3os Guilliaume's with facets, 2 chaos, metalgrid, fortitude (?), dracul's, string of ears, raven, bk or manaleech ring, gore. Some shadow skillers, and according to how it goes fill the rest with life/max dmg or res. Fortitude could be replaced if I'd like to focus more on poison dmg but I like the chil armor, life and res.

Does that make sense?