Path of Exile - Page 955
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Guild invites: Message any of EvoSenseOfPride, ScionViableORly, neophyteWham, TheTouchOfGOLD in game OR post your character name in the thread and ask for an invite Private league ladder (finished): https://www.pathofexile.com/private-leagues/league/TeamLiquid and friends | ||
Faeny
647 Posts
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IMR
70 Posts
Increased leech rate does not modify the leech rate cap, just as additional resistances do not modify the resistance cap. The only way to modify the cap is with this new stat that adds to the cap. Old Leech: One at a time: Only one leech effect was active at any time. If you hit 10 enemies, the leech from each hit ticks down simultaneously, but only one is active. Fixed Rate: All leech took place at a set rate. The base rate was 20% of maximum life per second, and this was modified by increased/reduced leech rate. Such modifiers were rare. No cap: There was no cap on leech rate, as one was unnecessary - all leech happened at a set rate which could only be modified a small amount. New Leech: Multiple Simultaneous Leech: All leech effects are active at the same time. If you hit 10 enemies, you'll leech from all of them at the same time. Since multiple of these effects can be active together, your actual rate of life recovery from leech varies based on how many enemies you leech from - if you hit 10 enemies, you're leeching 2% of max life per second from each of them, so you're gaining 20% of max life per second from leech. Lower Rate, Easier to Modify: Each leech effect takes place at a set rate. The base rate is 2% of maximum life per second, and this was modified by increased/reduced leech rate. Such modifiers are likely to be more common now. Capped: Since the total rate of life gain from leech is now limited only by the number of enemies hit, a cap has been added to leech rate. The base cap is 20% of maximum life per second. This means with base values, if you hit 11 enemies, and leech from all of them, you would be leeching 22% of your max life per second, but this value is capped to 20%, and you're not getting any benefit over the 10 enemy case. Obviously the point this occurs is different if using increased/reduced leech rate modifiers. This new stat adds a flat amount to this new leech rate cap, in this case adding 4% to the 20%, making the new cap on the rate you can recover life from leech 24% of maximum life per second. //TLDR: leech cut to the ground not worth getting even vaal pact. src: http://www.reddit.com/r/pathofexile/comments/3a0818/cb_vitality_void_leech_cluster/cs99982 | ||
Lachrymose
Australia1928 Posts
It sounds like needling a whole screen with small damage packets very quickly will return way more leech relative to your damage than it used to. So spells possibly get even better at clearing and even worse at bosses. How exciting. | ||
HolydaKing
21225 Posts
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Miragee
8292 Posts
On June 20 2015 15:56 HolydaKing wrote: New map droprate is super sad, makes playing very unfun. I can't manage to keep playing 72+ maps at lvl 85, despite using all my chisels & alchs. Zana is the only way. So if you just play somewhat casually I don't think it matters, because Zana does somewhat allow to play 75+ maps or higher with the right Zana level. Did they lower the map drop rate or what? | ||
HolydaKing
21225 Posts
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Miragee
8292 Posts
On June 20 2015 17:08 HolydaKing wrote: Yes, now rare monsters can't drop +2 maps anymore. They said bosses should become the only monsters that drop +2 maps and said they buffed their droprate. I found like 5 maps from bosses until lvl 85 and only one of them was +2 levels, while most others were below the map level. Omfg. As if sustaining a map pool wasn't painful enough already... | ||
HolydaKing
21225 Posts
It all just serves one purpose: They don't want people to reach lvl 100 in a month again. Still they decided to increase zone levels as well as map levels. So because they're too lazy to change the EXP formula, they decided to make maps even less fun. | ||
Probemicro
3708 Posts
nolifers (0.1% of playing population): getting to 78 maps in 6 man teams so ez, lvl100 within a month, NERF and even with the nerf the nolifers will still reach lvl95+ very quickly anyway(albeit a bit slower than before), simply because they are...nolifers. in the end? the rest of the playing population with real life/job have to suffer because of these tards. anddd map system is trash as long as nonsense like having 68-69 maps drop in 78+ map exists. only when this shit is gone can we say the map system is actually decent | ||
TheTenthDoc
United States9561 Posts
On June 20 2015 17:08 HolydaKing wrote: Yes, now rare monsters can't drop +2 maps anymore. They said bosses should become the only monsters that drop +2 maps and said they buffed their droprate. I found like 5 maps from bosses until lvl 85 and only one of them was +2 levels, while most others were below the map level. They did this in addition to gutting the base drop rate, too. It's clear that GGG does not want solo mapping or magic maps to be a thing. | ||
Deleted User 3420
24492 Posts
i know how GGG is. even if they make map drops a little better they are still going to release awakening with retardedly low rates in awakening. i honestly probably just won't play. | ||
Blitzkrieg0
United States13132 Posts
On June 21 2015 03:51 TheTenthDoc wrote: They did this in addition to gutting the base drop rate, too. It's clear that GGG does not want solo mapping or magic maps to be a thing. There is no way you could reasonably balance maps such that it'd be more efficient to solo map rather than party. | ||
Smuft
Canada318 Posts
we probably don't have enough information to say whether new mapping dynamics are going to be good or bad but what we do have is tons of data on how mapping dynamics worked on live - not so good: You roll perfect easy to run blue maps up to a certain level (usually 72-75 depending on league maturity) then you start rolling them perfect and regal'ing them. Boss tiny bit risky? EZ skip, not much incentive to fight them. Obviously something needs to be done. Stop being whiny little step children and have some faith GGG will sort it out in an interesting and enjoyable way as they almost always do. | ||
Probemicro
3708 Posts
On June 21 2015 16:37 Smuft wrote: so much complaining before everything is finalized and before most of you have even tried it for yourselves? we probably don't have enough information to say whether new mapping dynamics are going to be good or bad but what we do have is tons of data on how mapping dynamics worked on live - not so good: You roll perfect easy to run blue maps up to a certain level (usually 72-75 depending on league maturity) then you start rolling them perfect and regal'ing them. Boss tiny bit risky? EZ skip, not much incentive to fight them. Obviously something needs to be done. Stop being whiny little step children and have some faith GGG will sort it out in an interesting and enjoyable way as they almost always do. wasting so much currency on precious high level maps to get shit all (or getting a few 68-69 maps) is "interesting and enjoyable", fuk lel. | ||
oneofthem
Cayman Islands24199 Posts
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TheTenthDoc
United States9561 Posts
On June 21 2015 05:53 Blitzkrieg0 wrote: It's really disappointing, but I have a good record of dying before I reach that level of maps anyway so it shouldn't affect me There is no way you could reasonably balance maps such that it'd be more efficient to solo map rather than party. I mean, it's not more efficient, but it's certainly possible to roll solo blue maps to the mid 70s on live. That's how I played the power ranger 1-month races anyway. I haven't had time for beta lately due to work, but it certainly seems like that's not possible with +2's glued to rare mobs from what others are saying, and GGG's development manifesto more or less said that they want that possibility removed. I mean, it's not like these changes will affect how quickly people hit 100, as the most hardcore parties only do optimal maps boss-wise and have currency to spare anyway. Edit: Note that I'm not trying to say GGG is really in the wrong here. Putting the reins on mapping, EB, and a whole host of other things was pretty necessary, and this is the best time they're going to have to do it. They just need to tread carefully about public perception once these things go live. | ||
Deleted User 3420
24492 Posts
On June 21 2015 16:37 Smuft wrote: so much complaining before everything is finalized and before most of you have even tried it for yourselves? we probably don't have enough information to say whether new mapping dynamics are going to be good or bad but what we do have is tons of data on how mapping dynamics worked on live - not so good: You roll perfect easy to run blue maps up to a certain level (usually 72-75 depending on league maturity) then you start rolling them perfect and regal'ing them. Boss tiny bit risky? EZ skip, not much incentive to fight them. Obviously something needs to be done. Stop being whiny little step children and have some faith GGG will sort it out in an interesting and enjoyable way as they almost always do. yeah what needs to be done is that the maps themselves need to be made more difficult in relation to the rewards. what does not need to be done is making them harder to access them if you have the capabilities. I mean some grind is understandable.. .but come on I played the game when maps were new content, did you play it then? it was fucking horrible how hard it was to get maps. so repetitive and grouping was mandatory. it seems they want that kind of experience again, and if you want that kind of experience too then you want a different game than I do | ||
Blitzkrieg0
United States13132 Posts
On June 22 2015 10:19 travis wrote: yeah what needs to be done is that the maps themselves need to be made more difficult in relation to the rewards. what does not need to be done is making them harder to access them if you have the capabilities. I mean some grind is understandable.. .but come on I played the game when maps were new content, did you play it then? it was fucking horrible how hard it was to get maps. so repetitive and grouping was mandatory. it seems they want that kind of experience again, and if you want that kind of experience too then you want a different game than I do This is my viewpoint as well. I'd rather see something like the greater rift system in Diablo 3 where you're guaranteed to move onto the next level as long as you can clear it in a reasonable amount of time. I wouldn't mind starting at say 74 and then being guaranteed a 75 map all the way up to 78. Requiring the boss kill and being less able to cherrypick running Shipyards instead of Shrines would make the game more exciting. Build diversity might suffer without some serious boss rebalancing though. On June 22 2015 05:12 TheTenthDoc wrote: Edit: Note that I'm not trying to say GGG is really in the wrong here. Putting the reins on mapping, EB, and a whole host of other things was pretty necessary, and this is the best time they're going to have to do it. They just need to tread carefully about public perception once these things go live. I like that GGG fixes things, but how the fixes get implemented is often disagreeable. | ||
Jayme
United States5866 Posts
On June 21 2015 16:37 Smuft wrote: so much complaining before everything is finalized and before most of you have even tried it for yourselves? we probably don't have enough information to say whether new mapping dynamics are going to be good or bad but what we do have is tons of data on how mapping dynamics worked on live - not so good: You roll perfect easy to run blue maps up to a certain level (usually 72-75 depending on league maturity) then you start rolling them perfect and regal'ing them. Boss tiny bit risky? EZ skip, not much incentive to fight them. Obviously something needs to be done. Stop being whiny little step children and have some faith GGG will sort it out in an interesting and enjoyable way as they almost always do. You sound like someone that didn't play when maps were new content. It was the most miserable experience ever. You couldn't get maps without grouping and a host of other nonsense. You don't want those times again. Make the maps harder and give incentive to actually do the bosses and people will do them. | ||
Probemicro
3708 Posts
On June 22 2015 11:38 Jayme wrote: You sound like someone that didn't play when maps were new content. It was the most miserable experience ever. You couldn't get maps without grouping and a host of other nonsense. You don't want those times again. Make the maps harder and give incentive to actually do the bosses and people will do them. based on his attitude i think thats exactly what he wants, since to people like them only nolifers "deserves" the maps. everyone on this thread obviously wants a better risk/reward experience but ggg continues with their archaic thinking of holding lvl100 as some sort of grand pedestal that only a select few can ever reach. however all their current changes will not do anything for the top percentile but make it worst for the rest of the population that struggles to maintain their mappool | ||
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