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 Post subject: My thoughts on Melee
PostPosted: Mon Aug 29, 2011 5:51 pm 
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First: Necro Amp is still required to do a good job. I thought as a team game having a competent team was central to the idea of being able to do things well.

Second: Using end game gear to test isn't a valid test. Poison zons were OP the second they got Decoy in Normal. So by the Summoner they could breeze through the game.

Third: The Amp Change. It happened to monsters to. Max DR won't be hit on anything wielding a two-hander with monamp also getting fixed.

Fourth: Stacked meteor and poison is still better DPS than Fury will ever be (Excluding poison on Andy).

Fifth: Test it on another boss other than the first one in Hell. I guarantee Dury will rock your world and you won't leech Meph near well enough to not chain juv and Diablo well you won't get near him without Dia Wep Fade Cleanse and hope you don't get caught with IM at a bad time. Baal minions well it isn't pretty.

Sixth: I still don't know why we're basing a whole patch's validity over the first Act Boss. Any party has breezed through this game with competent players if a Melee and Necro happen to be that party I see no fault in it good luck with clearing trash solo on that melee it's a chore.

Seventh: I in all honesty forgot about the Blue strength buff. This should've been toned down a bit and I never really paid attention to it anyway because melee's sucked donkey balls anyway.


I tried to avoid any negative comments in this post and tried to lay it out for you the best that I could. I agree with you in some places but with a few MINOR changes everything should be kosher.

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Aug 29, 2011 6:07 pm 

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1st: Obviously a necro is required to do the job but I killed Andy with Decrep so I imagine it can be done aka all act bosses with a L1 amp wand. Again some more testing would indicate the effectiveness of that. Maybe it takes 30 sec instead of 10. If Dec can take andy out I'm sure L1 amp can take dury/meph and several other bosses out. There is a difference between a team who takes down a boss effectively than a team who makes Hell Bosses look like weaker than Shiboshi in Cold Plains or whatever his name is.

Second: Melees have never excelled in normal,nightmare and started showing some better damage in Hell. In HU melees have always played a tank /support role in NORM/NM and then in Hell they always go from one extreme to the other. End game gear is much stronger than whats available in norm/nm. This is not to say the same with caster items throughout the game.. part of which why besides decoy poisonzons excelled more effectively. +skills are much more easily accessed earlier in the game and that is what makes builds like poison excel. Melee weapons.. you can't say the same about. A simple breakdown in actual melee gear throughout the game shows this.
It goes from one low extreme to one extreme high.

Third: DR is still accessible and I imagine with such over kill high damage and high leech you can effectively leech any leechable boss and survive w/ amp. You don't need decked out DR if you are leeching accordingly and with 100k listed damage and Feral + Whatever else leech your gear provides... I'd be interested in knowing how much you can leech a hit.

Fourth: Stacked meteor taking out andy in 10 seconds on a 2 spawn? I don't believe that is possible. I'm sure a fury druid with amp will beat any poison char or meteor on the first 3 act bosses and any non im boss. I'd be surprised to see them beat the FuryDruid with AMP.

Fifth: With amp/feral you'll take dury out easy and with a necro you have some support summon wise. You won't take every hit. On top of leech you can still juv. I don't know how leechable dury is but again with extremely high damage I'd imagine it's decent. Diablo and others I can't speak on because no one has tested it yet.

Sixth: It's not basing it off the first act boss alone. It's taking an educated guess on what it means when you can take down Hell Andy in a 2x spawn as fast as a Shamaan in Blood moor. Further testing only validates what is obvious already.

Seventh: I agree on the Blue stre buff. It should be toned down because on conjunction with the buff amp and boss shard nerf Melees are buffed big based on 1.13z. They only lost some CB and how much I don't even know.

I'm avoiding negative comments as well. I'll keep this post clean. I noticed Mancer closed the last topic so I'll tone down quite a bit.

I will add to say this. I actually put the argument on this to rest and agreed that the IM check/balances was ok for now but persistent discussion let me back to defend what I still think is true.

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Aug 29, 2011 6:15 pm 
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How much are you thinking of bringing the str bonus down by? I like the option of going pure str on a melee char (that needs to be in the danger zone already) and trying to balance power + life. The old str bonus wasn't worth the tradeoff over pure vita. I'd like to see the option of going pure str offensive remain, as it differentiates melees (DPS or tank).

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Aug 29, 2011 6:17 pm 
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Dury has an extra 20% DR he's still beyond physical immune.

Meph still has horrid drain resistance.

Drain effectiveness is 1/8th listed in Hell. (I believe would need clarification for the actual number)

Without testing it is basing it on the first act boss alone. You can't extrapolate D2 tests from Andy to Dury it doesn't work like that. Dury has 20% Extra DR and can OHKO you with leap attack. (Remember blades and decoy all got nerfed as well)

What's level 1 amp? It may not be able to do it. Decrep is flat and doesn't change amp progresses.

And Kevin maybe...something like

2 handers 375%
1 handers 300%

or something of the like.

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Aug 29, 2011 6:23 pm 
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1/6 drop on most 2 handers and 1/5 on the majority of 1 handers then. I could live with that. 3 str on a 1 hander = 9% skill ED. Still decent i guess.

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Aug 29, 2011 6:26 pm 
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I don't believe in over nerfing

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Aug 29, 2011 6:33 pm 

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At least things are starting to get productive and we are agreeing on a nerf. I have never seen dury leap attack kill anyone in HC and I use to run him solo on a fire druid for shards. No idea how common it is in SC but it just doesn't happen on HC. Never seen anyone die on dury actually.

Even with the boss shard nerf and AMP dury is still PI? Are you sure? I don't think that's right. Again.. actual testing has to be done. Speculation does us no good.

If pure Stre remains then other things need nerfed such as two hander %damage on weaps.

If your killing HELL andy that fast you can do any boss in the game on SC I'm sure of it Dury may be an exception, however, if andy drops that quickly not much will change.

You can either CB baal or dia and kill them or you can fury skillfully and avoid an IM death and still kill them. They have MONCURSE the chance of IM being casted is what? 10%? Skilled players may be able to avoid the death of a IM hit and on SC death means nothing anyway.

Again my test was not with a fully decked out Fury druid. The damage was very low. You can get CB on eth rares now, correct? You could roll a eth T maul with 3% CB and hit 100k damage probably maybe higher with 350 stre or so. Which is a 200 stre investment.

1/6 a drop isn't a bigger nerf than you proposed LDown you said 2hand 375% and 1h 300% that's like a 25-30% nerf.

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Aug 29, 2011 6:36 pm 

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1/6 would take a 450% ed to 375% if I'm right.

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Aug 29, 2011 6:40 pm 
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I was agreeing with what Kevin said. People on softcore don't gear massive PDR MDR (well outside of a select few) it happens all the time.

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Aug 29, 2011 6:41 pm 

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Oh well the main emphasis needs to be on end game items more so than mid/low level items. It's the higher end items like Sorrow and eth Tmauls etc. that are extremely powerful due to all the %ED buffs available.

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Aug 29, 2011 7:36 pm 
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Actually a lvl 1 amp is only like 22%. A decrep proc would actually be stronger. Lvl 3 amp is -33 physical resist. Lvl 4 amp is probably 37%. Lvl 5 amp is -40 physical resist. Lvl 6 (charges on some unique) is -42 physical resist.

A -60 amp isn't till like lvl 38. Duriel has 105 base physical resist including boss charm's +40. His smite gives +28 physical resist if I recall correctly (which means duriel should no longer become a hard physical immune). You won't be breaking duriel with decrep or a real low level amp while the smite is active. Hell Difficulty Mephisto, Diablo, Baal have 110 base physical resist including boss charm's 40 and 15 leech effectiveness. Hell Andy has 25 leech effectiveness and 105 base physical including boss charm. The hell Leech divisor is 4.

This means you would be getting 6.25% of your actual leech % vs andy. For duriel leech is going to be hurting due to all the physical resist from smite cranking it to like 133 physical resist soft immunity (meaning you will need more than lvl 3 amp to break). Against the likes of Meph, Diablo, and Baal in hell you will only be getting 3.75% of your leech %.


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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Aug 29, 2011 8:22 pm 

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we'll nerf the str bonus from 450 to 300. 1 handers will also get a corresponding nerf to the str bonus. plenty of ed can be had from items and skills, considering most melee items got a generous buff. bows may also see a change as well.

on a side note the patch most likely won't be ready by friday. it may take another 2 weeks or more. the new resolution has a lot of problems and needs a lot more testing. we're still waiting on ki4m for that.


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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Aug 29, 2011 10:39 pm 
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One other thing to consider... Life leech is a very slippery slope to balance just like flat DR. It's entirely possible to have too much of it. Depending on how quickly life leech recovers the health orb and how quickly a boss can can shred a health orb a change in life leech can actually have surprising effects. I'll give an example in the next paragraph.

Let's say hypothetically a boss isn't physical immune so a smiter beats on it with life tap. Due to the life tap the smiter is recovering a full health orb in one second. If the smiter wasn't leeching/potting the boss would destroy 90% of the smiter's health orb in one second. If lifetap's strength were cut in half then that smiter would die in 2.5 seconds without rejuvs.

While it would be entirely valid to say this sort of context would not apply to tank melees the problem is this context could prove entirely valid for a DPS melees. While the DPS melees may not have very much life it still won't change the fact they have very high damage like Pious's barb Behemoth. You combine that sheer damage with life leech and all of a sudden you got a very strong defensive force from the leech and potentially a leech lock.


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 1:18 am 

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@Pious it sounds like a start. No idea how much ed that is I'm assuming 450 is 4.5 and 300 is 3.0? It'll be a 300% drop on 250 stre and a 500% on 350. . Kevins idea of nerfing base damage is much more better because attacking the weapon base makes overall % ED less useful. But again it's a start. I'm sure even with 1/6th of a nerf they'd still have extremely high damage. But in comparison to 1/6th wep nerf with same ed verse ed w/o 1/6th wep nerf have no idea what the numbers would be maybe Kevin can throw a range out there.

@Baerk a L40 feral rage has 51 percent life leech alone. 51%.. so I'm sure even L35 is pretty high. Add any LL from gear and you can hit pretty high LL theoretically. Add that to the crazy high fury damage and intense FPA your pretty much a God in any leeching area with IM being the only thing to strike you down. If your skilled enough to avoid a strike on IM you could take down bosses like Diablo and Baal.

And again if you kite/are skilled enough you can kill the bosses.

Again it was my recommendation to allow Fury druids to only use Feral. Feral should also take a significant LL hit. More or less half the % that is now. 50% is insane high.
Also that leech becomes effective on the 1st strike unlike Maul which requires multiple hits to reach the height ( which isn't hard on a fast wep )

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 4:23 am 
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I think you guys shoud nerf that mele druid if it bothers you that mouch...and what about fire arctic blast druids and poison amazons every one knows this chars are all op but you know what lets nerf mele!excause my french but wtf?if you nerf mele again you will get same result next lader you are forcing people to run poison zons and other op chars to farm with them,I dont like the idea of having to build something that I dont want just to stay competetive...and beeing able to farm gear for my meles cous they are crap.


Last edited by Zen1337 on Tue Aug 30, 2011 1:20 pm, edited 2 times in total.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 5:09 am 

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@Zen hard to understand where you are going there...

@Baerk one thing I may have missed previously is...

How much was boss charm phys res brought down by? 10%? 20%? 30%?

And something to estabilish real quick for me please.

A boss who has phys res 120% will a 70% amp drop him to 50% phys res?

What I don't understand is.. someone differentiate the difference between nerfing boss PHYS res and not simply upping AMP.

If amp was UPPED rather than nerfing boss charm phys res is the effect the same? Or is nerfing boss charm phys res + conjunction of amp = result of higher pierce?

Need some clarification on how this works. Thanks.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 7:29 am 
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Boss charm wasn't touched base physical res was. You're also missing the part about leech effectiveness in hell Lee. IDC if you have 100% life leech because you'll really have 3.75% because of the overall leech effectiveness. And Decrep is stronger than amp until level 8-9 anyway.

I think Leech is fine where it's at you have to have a lot of it to compete. Cobra Strike has almost double the amount of leech feral has but it's a charge-up skill so that shouldn't be a problem.

Amp was returned to soft point progression and boss base phys res were lowered charm is still there. I believe if immune it works at 1/5th effectiveness or some such shit. Don't quote me on that though I know thats how convic and LR work.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 7:42 am 
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is conviction and lower res also getting soft lvl progression ?? :)

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 8:11 am 

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Zen1337 wrote:
I think you guys shoud nerf that mele druid if it bothers you that mouch...and what about fire arctic blast druids and poison amazons every one knows this chars are all op but you know what lets nerf mele!excause my french but wtf?if you nerf mele again you will get same result next lader you are forcing people to run poison zons and other op chars to farm with them,I dont like the idea of having to build something that I dont want just to stay competetive...and beeing able to farm gear for my meles cous they are crap.r my meles cous they are crap.



Fire druids and artic druids were only OP because of Valor/Armageddon runewords. The fire/cold mastery has been removed so their dmg should come back to down to earth.

As far as poison zons are concerned... I have the best Pzon on HC.. Hands down she has complete perfect gear except for LoS charm and she struggles to do Hell bosses now. Thats with last patch's gear mind u.. So 6/6 facets +3 templars. Those have been scaled back so the killing power is even more reduced. The people in control have done a good job scaling back poison and the ele druids.


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 8:24 am 
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I haven;t attempted anything on my poisonzon I may log on and try a baal run with her and see where they stand. I use to run Meph Ice Dragon and Baal without issue I'll see whats up.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 9:38 am 
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Concerning the boss charm's physical resistance boost... As long as a given boss's other sources of physical resist don't hit 100+ to create a hard immunity then the boss charm can only give a boss a soft immunity. A different kind of immunity results when a boss reaches 100+ resists only because the boss charm helped boost them that far.

Hard immunities get the prominently displayed immune as well as the 1/5th strength breaking penalty everyone is familiar with. Soft immunities (which currently only occur for physical since that's the only resist the boss charm grants) do not display the immunity on the monster and are broken at full strength. This is why a lvl 4+ amp can break duriel's physical immunity while his smite is active despite the 133 physical resist (which would be impossible to break if it was a hard immunity which is what it used to be in patch 1.3a).

In context of meph, diablo, baal even if you had an awesome necro amp this would only bring their physical resist down to around 50. If you had 100% LL you would be leeching under 2% of your listed damage each hit. I would especially interested in hearing the damage values for fury and the CTH values that go with them. Even if the fury boasts incredible attack speed if it lacks a certain degree of CTH the zeal bug will prove crippling for it.


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 10:45 am 
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So amp is only 1/5th as effective against Meph Diablo and Baal? If so then most of Lee's concerns an be put to rest.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 10:49 am 
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Wrong... All the act bosses have soft physical immunities (meaning full strength break from amp and decrep but duriel's smite makes him too high for decrep to break). Anyways... I'm currently working on an actual chance to hit table for Fury for what's your actual chance to hit at a given CTH listed on the character screen.


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 11:06 am 
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You need somewhere close to 35k-40k AR to hit Baal consistently 25k-30k for Diablo.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 11:31 am 
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Here's a CTH table for Zeal and Fury at 5 swings.
Code:
1st CTH   2nd CTH   3rd CTH   4th CTH   5th CTH   Ave CTH   
.95      .9025      .8574      .8145      .7738      .8596
.9       .81        .729       .6561      .5905      .7371
.85      .7225      .6141      .5220      .4437      .6305
.8       .64        .512       .4096      .3277      .5379
.75      .5625      .4219      .3164      .2373      .4576
.7       .49        .343       .2401      .1681      .3882
.65      .4225      .2746      .1785      .1160      .3283
.6       .36        .216       .1296      .0778      .2767


Was a pain to get that table to format nicely but atleast I did. Anyways... I recall Steel accusing Lee that Lee's preferred weapon which was a RW only gave him 60% CTH against andy. Given that a 5 swing zeal type attack only actually has about 28% average CTH when the CS CTH is 60% I kind of find it hard to believe a fury druid would be totally out of control when 2 out of 3 swings whiff (so much whiffage that it pretty much offsets the sheer attack speed). Would you care to explain further Lee how a fury druid could be totally OP when that zeal bug could prove crippling?

I prefer not to hear any further AR numbers. They are meaningless without the boss defense numbers that oppose them or at least the CTH it generates. If you want to throw around AR numbers then you better throw around the CTH they generate or accurate boss defense numbers as well.


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 1:02 pm 
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Those numbers were for a poison necro with an ETH in wand so for melee the number is going to be higher.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 6:01 pm 

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Baerk wrote:
Concerning the boss charm's physical resistance boost... As long as a given boss's other sources of physical resist don't hit 100+ to create a hard immunity then the boss charm can only give a boss a soft immunity. A different kind of immunity results when a boss reaches 100+ resists only because the boss charm helped boost them that far.

Hard immunities get the prominently displayed immune as well as the 1/5th strength breaking penalty everyone is familiar with. Soft immunities (which currently only occur for physical since that's the only resist the boss charm grants) do not display the immunity on the monster and are broken at full strength. This is why a lvl 4+ amp can break duriel's physical immunity while his smite is active despite the 133 physical resist (which would be impossible to break if it was a hard immunity which is what it used to be in patch 1.3a).

In context of meph, diablo, baal even if you had an awesome necro amp this would only bring their physical resist down to around 50. If you had 100% LL you would be leeching under 2% of your listed damage each hit. I would especially interested in hearing the damage values for fury and the CTH values that go with them. Even if the fury boasts incredible attack speed if it lacks a certain degree of CTH the zeal bug will prove crippling for it.


So if you had 50% LL and you did 100k damage with Ds thats 200k you'd leech 2,000 damage a hit or 1,000 on 50% Phys res. Is that correct?

Regarding the boss charm.

My sole reason is to compare 1.21z or 1.13 whatever it is the last patch Mancer himself worked on to the current values that are suggested.

That means I want to know how much boss physical resistance was brought down in conjunction with the amp nerf in comparison to AMP from 1.21Z.

That means In 1.21Z let's say amp was 80%? I don't know if it was that high.

Now amp values highest is 63% in conjunction with boss phys res nerfs what is the total %? Does it beat AMP last patch or is it close? That's what I am trying to figure out.

Baerk wrote:
Here's a CTH table for Zeal and Fury at 5 swings.
Code:
1st CTH   2nd CTH   3rd CTH   4th CTH   5th CTH   Ave CTH   
.95      .9025      .8574      .8145      .7738      .8596
.9       .81        .729       .6561      .5905      .7371
.85      .7225      .6141      .5220      .4437      .6305
.8       .64        .512       .4096      .3277      .5379
.75      .5625      .4219      .3164      .2373      .4576
.7       .49        .343       .2401      .1681      .3882
.65      .4225      .2746      .1785      .1160      .3283
.6       .36        .216       .1296      .0778      .2767


Was a pain to get that table to format nicely but atleast I did. Anyways... I recall Steel accusing Lee that Lee's preferred weapon which was a RW only gave him 60% CTH against andy. Given that a 5 swing zeal type attack only actually has about 28% average CTH when the CS CTH is 60% I kind of find it hard to believe a fury druid would be totally out of control when 2 out of 3 swings whiff (so much whiffage that it pretty much offsets the sheer attack speed). Would you care to explain further Lee how a fury druid could be totally OP when that zeal bug could prove crippling?

I prefer not to hear any further AR numbers. They are meaningless without the boss defense numbers that oppose them or at least the CTH it generates. If you want to throw around AR numbers then you better throw around the CTH they generate or accurate boss defense numbers as well.


Hold on. I've never heard anywhere that Fury was bugged as Zeal is. Are you sure that is the case? Also you will never hear of a zealer doing 100k or even close to 50k damage zeal. Another thing to note is within simple testing you find that even Pious barb @ 100+ k WW could not kill Andy faster than a fury druid @ 15-67k Fury W/ 25k AR. I have no idea what gear Steel was using but sacrificing some life charms for ar/max or ar/life and playing with gear should allow you to hit high ar and even using emers if you want.

I don't know how many attacks per second a Fury druid with max FPA has but it's single target attack decimates targets quickly. Much much faster than WW.

Again are you positive Fury shares the same bug as Zeal? I wasn't aware of that...

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 6:02 pm 

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Baerk wrote:
Wrong... All the act bosses have soft physical immunities (meaning full strength break from amp and decrep but duriel's smite makes him too high for decrep to break). Anyways... I'm currently working on an actual chance to hit table for Fury for what's your actual chance to hit at a given CTH listed on the character screen.


OK so explain this to me.. did bosses have the same soft physical immunities in 1.21z? What I mean is.. was amp in that patch JUST as effective as it is now on bosses or was it at 1/5th effect.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 6:49 pm 
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If the boss charm actually gave physical resist in 1.21z then yes they would of had physical soft immunities that broke at full strength. The 1.21z amp actually got up to like -90 from what I recall (I know that -90 was possible at one point because my necro that attempted LOS actually obtained an amp that big). A maxed amp in 1.3a with + skills could hit around -55 or a bit higher. Considering this beta's amp is -60 at lvl 38 and only budges a couple % points higher from there it really isn't improved all that much from 1.3a (aside from no longer having to max it for a good drop and actually having item procs drop physical resist more than a drecrep proc).

I just looked in the skill.txt file concerning fury's coding structure. It uses the same exact skill functions as zeal and the only real differences are that it's restricted to werewolf and has different ED/AR/mana progressions. So that would be a dead certain yes that fury is a clone of zeal and as such subject to all its bugs.

One thing concerning the boss charms and quest monsters though. This is a bug that has actually cropped up in Purerage's mod at random. Purerage basically took Blood Raven and turned it into a door monster. This door monster has a mon equip that gives it a bunch of unbreakablely high soft immunities so that its immune to all damage without displaying immune to all. This immune all so that a player is forced to find a special item to bypass its immunities. For some strange reason sometimes the "blood raven" door monster spawns without the its immunity charm (all purerage's other door monsters never suffer this no immunity charm equipped bug however). Considering all the act bosses spawn the same way as blood raven save for except maybe diablo they could be subject to this no boss charm equip bug at random as well.

--Double Post--
Concerning Fury's attack speed. Technically the final breakpoint is actually a 1 frame attack. It's just this mod doesn't have enough on weapon attack speed to actually hit it or a 2 frame fury for that matter. With the right weapon though a 3 frame fury is possible though.

--Triple Post--
Someone on the forum lately has been insisting that Deadly/Critical Strike don't increase the amount of leech you gain even though the damage is doubled. Given that Crushing Blow itself has no leech the idea isn't off the wall itself (especially since deadly strike can supposedly surpass the damage cap meaning it would be a separate hit just like crushing blow).


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 8:02 pm 
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Quote:
One thing concerning the boss charms and quest monsters though. This is a bug that has actually cropped up in Purerage's mod at random. Purerage basically took Blood Raven and turned it into a door monster. This door monster has a mon equip that gives it a bunch of unbreakablely high soft immunities so that its immune to all damage without displaying immune to all. This immune all so that a player is forced to find a special item to bypass its immunities. For some strange reason sometimes the "blood raven" door monster spawns without the its immunity charm (all purerage's other door monsters never suffer this no immunity charm equipped bug however). Considering all the act bosses spawn the same way as blood raven save for except maybe diablo they could be subject to this no boss charm equip bug at random as well.


I know what the problem was, she had 2 items on the same line in monprop.txt meaning she had to choose between them. You need 1 line for each item they have or it will pick 1 item from 1 line. All bosses here have 1 item so they will always get it.

The highest attack speed you can get on fury is 4,3,3,3 frames. Also, don't forget that druids shapeshift skills all go thrugh the chance to hit routine TWICE. if any one of those chances gives a miss, it will override a hit. If you don't have 95%CTH on a ss druid you will suffer alot more than you might think.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Aug 30, 2011 8:50 pm 
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Ah... so that was actually a misplaced concern. Good to know. Atleast that guarentees the bosses always get their boss charm.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 12:07 am 
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The Arreat Summit wrote:
Attack Ratings - The first field represents the Attack Rating for the action linked to your Left Action Icon, while the second field represents the action for the Right Action Icon. The higher the value, the more often you will hit in battle. Magical attacks and non-combat skills do not have Attack Ratings, and if these are selected in an Action Icon, that field will be blank.

Melee fighters need at least 50-75% Attack Rating to hit their targets reliably. If you are a melee fighter and your hits are missing too often, add more points to Dexterity or find (or gamble for) a Dexterity-boosting item. Additionally, you will have a better chance of hitting your targets if your character is a higher level than your target. Spend some time leveling up if you're having trouble hitting even after boosting your Dexterity.

Chance to Hit: 100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)

where AR = Attack Rating of Attacker; DR = Defense Rating of Defender; alvl = Level of Attacker; dlvl = Level of Defender.
That's why all attempts to use 99lvl chars vs 87lvl boss(hell andy) are fail.try to use a 88lvl barb with full IK for testing. Or higher lvl boss, meph is 97lvl. Or learn to play.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 12:15 am 

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You don't need to use a L97 char LOL. 90-95 is just as capable of the same damage. Thanks for your useful input again.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 12:45 am 

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After further testing I've just done now.

A fury druid W/ 19-60k damage because I never did charge maul fully really I just mainly used feral/some maul and then fury killed all three seals bosses with around 3-4 juvs.

I was expecting Dia to kill me. I had no fire abs% but I was able to easily kite him. That means hit and run, dodge his attacks, attack again etc. I was able to kill Diablo in around 15-20 seconds probably more close to 15. Feral allowed me to leech most my life. I used less than 4 juvs I believe 2 because I had no belt on.

This was with around 28K Ar.

Who wants to see me rape meph with like 2 juvs and 4-5 mana pots?? It's pointless to continue testing what I already know to be true. Every boss is going to get the same rape. The only thing TRULY capable of striking down a fury druid is IM in trash areas.

If you die to IM at Baal/Dia you suck horribly at kiting because you're killing them so fast so it's much easier. It's quite easy to stop attacking once the IM curse is casted and wait for it to end but due to such a fast killing speed the chance is much higher that you'll kill dia or baal before they even cast IM on you. If boss fights were 3-4x longer the chance of death to IM increases by a lot.

So much for the assumed Zeal bug btw and Ar issues. I'm sure even 30k can be hit with a ETH T-Maul. Hell you could 1xETH it and still do more damage than a sorrow wep.

I don't want to hear anything about AR/Zeal bugs etc. if I'm killing bosses this fast than they are completely irrelevant. Feel free to go test yourselves on SP L40 amp ctc on attack and put on a good wep make reasonable gear just put the mods of gear u'd wear on a charm or something to make it easier.


Of course WW barb doesn't have the same luxury of kiting like a fury druid can because you can get IMed while you WW but theoretically it's possible on SoftCore anyway but hey It's SoftCore mod, right?

So again my recommendation is to do something. Even removing maul usage from a fury druid won't stop the rape. I hardly used maul on any of the bosses. End game damage is just too high.

What would Pious 450 to 300 on stre drop the damage by anyway? 5-10k?

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Last edited by Lee on Wed Aug 31, 2011 1:01 am, edited 3 times in total.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 12:48 am 

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Baerk you never answered me.. how much was boss physical res dropped by?

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 2:30 am 

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the problem isn't melee damage lee. the problem is feral rage leeching at unusual potency. i've discussed this before with several people.

possible options:

1. hard points only will grant life steal to feral rage. 20% at max life steal feral rage is not nearly as strong as 40+

2. cut the gains in half. 1% life steal per 2 points hard or soft. this may reward end game chars a bit more who have more skills gear.

the idea is to keep a topped out feral rage at 20% range and no more.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 2:42 am 

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@Pious I think your right. Feral should be cut down accompanied by the stre nerf it should tone them down acceptingly.

I mean I was using 100% DS also which isn't possible with a eth rare maul. I think. You can get what.. 15 rends 10 belt 15 forsaken moon 25 on highlords

So a total 65%? That lowers the time u kill by a 1/4th prob. Accompanied with the stre nerf maybe it'll tone em down quite a bit more. Also.. the longer it takes aka less damage Fury druids do more than likely they are to be struck by IM or killed by it I suppose.

Anyway I think Pious suggestions are the best so far actually.

Reduce the stre 450 to 300

And cut feral and I think they are going to be balanced pretty well.

You won't get much DR/ABS and if the LL is toned down It makes it much harder/difficult to just kite/smoke bosses you'd have to juv like crazy.\

The 2nd option is best Pious I think. It'll more than likely balance at around 15% LL which is what feral should be considering you get the LL on 1st attack unlike maul which charges up by consecutive hits.

WW barbs again have to deal with IM upon WW = insta death so It's easier to see a check/balance IM system on then again. I think FuryDruids are the only real physical/melee threat which is why all I'm talking = them.

Sorrow also had 25% LL which means I had a total of 75% LL. But ofc using sorrow is a pain in the ass due to decrep can't really use it on bosses but of course you get LL from other gear as well. So that 25% can be made up through other gear but anyway would have used a eth t maul just can't edit one in SP no idea how to.

Skillwise let's see

with a eth tmaul +skill wise let's see..

Uh +5 Rlore
+1 end game armors
+1 highlords
+2 rings

Thats the ideal range.. you can't get much + skills unless you switch around gear etc.

So then you'd need all 5 shards anni + 5 skills @ 99 so it's 11

Total is 20 = Lvl 40 feral

Again u can reach +40 with a different setup then what I suggested by using more +skill gear but yeah the 2nd option is by far the best.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 3:16 am 

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Pious wrote:
the problem isn't melee damage lee. the problem is feral rage leeching at unusual potency. i've discussed this before with several people

Lee did you just shit up 5 threads and go all psycho over an issue pious was already aware of? Stand down sir, stand down! Really though, you should take it down about 5 notches, you're scaring the children.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 7:48 am 

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U still used lvl 40 amp for it Lee.. Which means you had to group with someone else to get that amp (on servers ofc).


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 7:59 am 
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yes a lvl 40 amp (-60) is very much a player necro cast only amp. It either has to be decrep or an amp no more than lvl 6 amp (-42) for soloability purposes.

As for old boss resistances... In 1.3a between base and charm hell baal was the highest at 145 (90+55).


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 9:07 am 

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That means -63+35 = 98%

You said Baal is 110 now, right? So with AMP bosses actually have lower phys res than previously.. which explain why AMP+fury decimates everything.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 9:29 am 

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drrod wrote:
Pious wrote:
the problem isn't melee damage lee. the problem is feral rage leeching at unusual potency. i've discussed this before with several people

Lee did you just shit up 5 threads and go all psycho over an issue pious was already aware of? Stand down sir, stand down! Really though, you should take it down about 5 notches, you're scaring the children.



Well aware of it maybe but the damage is still something to think about now that AMP is buffed and boss res have been dropped substantially. If you think nerfing feral rage to 20% can stop LL well technically it can but I was at 75% during my test.

Cerebrus can get 18% LL
Nos coil 10%
12% on rends
6% on 1 bk

U could hit 66% with that right there. 9% LL won't make much difference with that kind of damage. Btw isn't that all standard gear for a fury druid? I think so. But without L40 through soft points you'd prob realistically hit 60% which is a 15% nerf. Not sure again how substantially that effects your leech.

LL may be part of the problem but with AMP/boss shard nerf on major bosses it totals to 98% pierce at least according to Baerk anyway.

Damage in some form or another has to be touched as well. I think the ed nerf on stre will do something.

And yeah five threads of chaos I know.. but it's worth it if we want to play a balanced patch this time around. The whole point of so many people being involved was to create something much better than Blue. Seeing one class over dominate again is like going in circles.

Again.. I'd probably be the first one to capitalize on builds like this. Remember SoulKhan? lol. If I was really gay I could have said nothing and just made one. I'm sure 1h cb on a fury druid is pretty fast and you can get up to pretty decent CB on a 1h alone like 12% but realistically 14%? Any other sacrifice to gear would prob rape you. Not sure how fast that is.. actually in practice. but anyway.

I was actually going to make one on reset. That was the 1st char I was going for. I even told Baerk in SP as we discussed the ed% from skills and stre and the possible damage. I just knew they would rape with the buffs etc.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 9:35 am 

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@Baerk @JnDmX the spawn has increased to 2x the life now. Even soloing for a psn zon with the %psn nerfs would be at least 2. something times slower than previously. Solo in general is going to be 2x as tough. Doubt you'll see much soloing going on period. Would be slow until full twinkage.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:00 am 

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there will be no more nerfs to melees after the ed per str and the feral rage nerf. the whole point of this patch was to give melees a hand. lets try not to forget that.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:55 am 

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Yeah that's fine I realize that. I believe those nerfs will suffice. So guess there is no more point to this discussion probably going to stop posting and talking about this. Looking forward to the reset now. Hope Baerk can get all the bugs ironed out. High res is a pain in the ass.. crashes a lot for unknown reasons.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:57 am 

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Lee wrote:
Yeah that's fine I realize that. I believe those nerfs will suffice. So guess there is no more point to this discussion probably going to stop posting and talking about this. Looking forward to the reset now. Hope Baerk can get all the bugs ironed out. High res is a pain in the ass.. crashes a lot for unknown reasons.


True story on the Hi Res. Hopefully it gets ironed out in a reasonable time table :)


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 11:00 am 

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Yeah dunno.. seems bugged to hell. Have you crashed at all? I just crash sometimes without any reason at all then I go back to the same area.. perfectly fine. so weird.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 11:36 am 
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Quote:
what feral should be considering you get the LL on 1st attack unlike maul which charges up by consecutive hits.


I had always wondered about this. If the new character screen is believable (i dunno) then you do NOT get all the LL at once.

If there is a nerf to the LL of feral there needs to be a reason to actually but hard points into it. Having the same 1% per 2 lvl for hard and soft up to 20 make it not worth spending the points. It's damage addition to fury is trivial. This isn't to say that the synergy should be upped, it's just to say there should be some incentive to max it.

For a different view on testing vs 95gear and level 40 amp: At 24k fury at 4fpa, decrep from Reaper's Toll and 70ish% lifesteal (about 20-25k AR), you don't get near the effects that Lee is giving even at Hell Andy. Again, not to say that his results are wrong, it just very heavily biased to a very twinked character, and having a source of amp that is not available to a mutt alone.

If D is getting wtf pwned using his setup, then yes something should probably be done.

Edit:
gear used as reference (1.3a versions)
Reaper's Toll with Uber Amythest
Chains of Honor (43 res)
Elemental Set
Jalal's with res all jewel and 2 Uber Rubies)
String of Ears
Sapphire craft boots (for AR)
Diamond craft gloves (more AR from blessed aim)

Skills:
20 fury
15 feral
20 oak
20 maul
20 Lycanthropy
This is a much more reasonable for lower acts imo. Not perfect, but better.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 12:17 pm 
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Testing with a level 40 Amp and 100% DS doesn't help much....

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 1:07 pm 

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Look you can try to distort the reality of the picture here all you want but the fact of the matter is my test did not utilize the highest possible damage weapon in the game which is a eth T Maul. Using a reapers toll is like Fire druids this patch using Wizpike instead of Armageddon. How are you conducting a realistic test here by using a L78 item?

Realistic for what? The area? As I've already stated several times if you've played HU long enough you know how melee/phys are structured. They aren't like +skill builds etc. that are accessible ALL throughout the game. They have always been LOW extreme to HIGH extreme which means they don't utilize their true damage potential until Hell a5. What does that mean? They play the role they were actually intended to throughout the game. NO WAY REALLY?! What role is that?! They tank the boss and do some damage but they don't TANK It and KILL it.

LOW to HIGH extreme means if you look throughout the game on weapons you see a huge difference between damage from low to mid to high which is why end game they get exponentially VERY high numbers rather than compared to mid-early hell.

The game is designed for party play. I'm tired of hearing the "U USED A HACKED AMP" accusation when the bosses life were buffed to DOUBLE what they use to be. You know what that means? EVERYONE or a majority of people single spawn bosses. Now people actually have to do bosses in groups of two or more even PSN is going to be noticeably slower now despite still having solo ability.. not sure with the new decoy though.

So I don't want to hear "testing with a level 40 amp doesn't help." The 100% DS is irrelevant as well. I wasn't even using the highest damage weapon possible nor was I using maul which adds 10% ds I believe.

Regardless even if you to want to continue to argue this with a lost point because really I don't see any good point against it.

Melees are more powerful than what they were in 1.21z. The stre ED blue proposed was a 50% buff from the original. The pierce values with max amp now total 98% in Hell which is higher than original 1.21Z amp was I believe.

Stating that the new screen shows you don't get all the LL on one hit only further validates that it needs NERFED because I was ONLY using the initial hit when I was leeching bosses. You have to be joking me.. I would have been super hacked if that is true.

What do you mean there is no incentive to max it? It's a synergy to fury 200% damage and it allows you to leech. That seems perfectly balanced to me.

What do Barbs get for maxing Bash or Leap Attack? What do Paladins get for maxing sacrifice? 20% and a 10% syn is fair enough. You aren't complied or compelled to max it. You have other options. You can pump Werewolf for AR/DEF. You can even go Rabies/Fury and 1 pt feral/maul. You can drop 20 into bear. You can max Oak/HoW. There are several other options if you don't want 20% LL and 200% ed.

After researching your claim you are correct. I had only 37% leech during all of my testing. Wow.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 1:18 pm 

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Oh it was prob 45-50% actually forgot I reduced skills doing some other test.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 1:34 pm 
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a thundermaul isnt a furydruids weapon of choice , its a tomb reaver , you cant get 3 fpa fury with the maul.

well not all melees are furydruids lets not forget that , and i believe guided arrow zons will be much better for dps tbh. i can understand you dont want melee dominance , do you want casters to be the main dps or what do you want ? balance is tough like someone else mentioned.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 1:58 pm 
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Lee wrote:
A fury druid W/ 19-60k damage because I never did charge maul fully really I just mainly used feral/some maul and then fury killed all three seals bosses with around 3-4 juvs.
With what weapon can you hit that damage? Sorrow rw? It has ctc dec so you're screwing high lvl amp, other weapons are just too slow for fury druids. Tomb reaver or perfect death craft are ultimate fury wpns, but in all honestly you can only hit like 40k tops with Treaver. Post your gear/hp/def.
Lee wrote:
The stre ED blue proposed was a 50% buff from the original.
For everyone's information, it was a Soulmancer's idea but I was the one who edited files tho.

And btw. Deadly strike/crit doesn't buff any leech.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 2:06 pm 
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Please list your equipment, and skill distribution. It would help a lot so that we can have definitive comparisons made.
I wasn't distorting anything. I used gear that was available at the level I tested. What exactly is wrong with that? Are you seriously going to have an eth Tmaul with cb in act1 hell?

I also noted that your tests in act 4 are indeed worrying. I did not say your tests were useless at all. As you said, others should test things. I did. Thanks for taking it seriously. Much appreciated. :roll:

200% skill ed is fucking trivial compared to the rest of the ed that you have on fury...I said nothing close to feral would be useless. I was just saying that there should be a definitive difference in soft vs hard points. Do you disagree? I could care less what the numbers actually turn out to be.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 3:30 pm 

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There is no point in continue to argue. I'm not going to waste my time arguing and I'll explain why.

First of all there are several different choices of gear to use even in my test. Let's hypothesize and say the gear was rearranged and Dia died 5-10 sec slower in which I killed him in 15-20 it could be less it could be more.

Again my HP is irrelevant because I didn't drop below 75% fighting Dia. It's easy to kite him on a fury druid. You just run up and attack and dodge projectiles and run up again. Sort of like rabies but more consistent.


The amp/boss nerf buff surpasses that of 1.21z.
CB has been added back @ up to 15-18%? 19%?
DS has also been added and CB has been added to 2h weapons.

Melee has been extravagantly buffed while all elemental faced a 50% slash of end game damage.

My test was conducted with NO cb at all and it was using NO other form of LL in gear and somewhere around whatever L40 1st strike in feral + 25% leech from sorrow gives.

Yes I understand Sorrow can't be used. I realize that. There are still other choices including a rare eth tmaul which can get 3% cb on it. A fpa slower so won't change much in the kill speed. Eth Tmaul would have been more damage by the way 400+ more atk? I don't know what do they hit?

The nerfs pious are doing are not groundbreaking to fury druids. They will still dominate and rape. They will still probably be the top tier melee/phys class choice and people are still complaining?

Whining for the sake of whining gets you no where. Being upset about SLIGHT nerfs one in which shouldn't be here in the first place because It was Blues added stre bonus is hardly worth listening to.

Nothing being done here is so crippling that it should make anyone upset. Again I explained.

YOU DON'T HAVE TO MAX FERAL RAGE.

You don't have to max Bash and Leap Attack on whirlwind do you?

If you don't want to max it because it won't give you overkill leech then don't max it. It's still a useful skill 20% LL and it's a syn to fury.

If pious goes softpoint route you can simply 1 pt it.

Again pointless complaining whining without any reasonable justification. The ability to use maul/feral and fury in itself is pretty over kill. Now your upset because Feral Rage doesn't meet your criteria to max? Please. Just stop.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 3:40 pm 

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Kannli wrote:
a thundermaul isnt a furydruids weapon of choice , its a tomb reaver , you cant get 3 fpa fury with the maul.

well not all melees are furydruids lets not forget that , and i believe guided arrow zons will be much better for dps tbh. i can understand you dont want melee dominance , do you want casters to be the main dps or what do you want ? balance is tough like someone else mentioned.


That would theoretically make up for some lost damage then. What fpa do you hit on sorrow?

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 3:44 pm 
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4 fpa with sorrow

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 4:27 pm 
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I generally don't stoop to this point, but...

Did somebody take your lollipop away or something? I guess giving a comparison to your tests with gear that is a bit lower level is just fucking stupid to you.

I recognized several points that you made. I agreed that something should be done. Is that hard to comprehend?

WTF is wrong with having a difference in hard vs soft points. All you say is you don't have to max it...no shit sherlock.

Any time somebody disagrees with you, you act like your panties are stuck so far up your ass that you cannot find them, which makes you sad because you want to walk around the neighborhood sporting them. Grow the fuck up and learn to be civilized.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 5:04 pm 
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Pointing out a funny:

for 1.3a i spent 2-3 days balancing fire druids skills with brevan. Then on top of that, geddon RW got fire mastery and that threw everything to shit.

for 1.3b I adjusted amp so it was at roughly a halfway point between the original values and the 1.3a values (with softpoints too). Then on top of that, bosses actual phys resist was nerfed too.

WTF is going on here? Revert the amp back to 1.3a levels if boss resists have been shot to fuck, as it stands bosses are gonna be running weaker phys res than they were in 1.21z (bad). Eiher revert the amp values or the boss resists. The 2 combined is a HUGE shift in power that has been pretty much ignored and slipped in quietly. Not to mention dropping the resists on the charm now means norm and nm are even more of a joke than they were previously. How easy do you want this to end up? Kinda wish I had frapsed my melee zon in norm and nm against all bosses as she destroyed act 5 nm bosses with only 2 charges of decrep from spellsteel used. Since I won't be needing that in NM anymore, I can safely use tap, become immortal and kill each boss in seconds.

I personally think this is going way too far and has way too many unco-ordinated changes that is gonna turn nto a huge shitstorm. What happened to simple small changes to fix what was at fault? Mark my words, you are gonna see a repeat of the valor/geddon mess if things stay as they are.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 5:48 pm 

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kramuti wrote:
I generally don't stoop to this point, but...

Did somebody take your lollipop away or something? I guess giving a comparison to your tests with gear that is a bit lower level is just fucking stupid to you.

I recognized several points that you made. I agreed that something should be done. Is that hard to comprehend?

WTF is wrong with having a difference in hard vs soft points. All you say is you don't have to max it...no shit sherlock.

Any time somebody disagrees with you, you act like your panties are stuck so far up your ass that you cannot find them, which makes you sad because you want to walk around the neighborhood sporting them. Grow the fuck up and learn to be civilized.



No one is acting like anything. I'm not going to flame you because there is no point in getting this thread locked like the previous. You need to chill the fuck out though.

You keep saying you have no reason to max feral rage now and I am explaining that you don't have to max it and now your pissed at me?? Jesus Christ.

And we are on a gaming forum please don't talk about civilization on a gaming forum. Don't take my words too harshly. You were being repetitive about saying there's no reason to max feral and I am simply trying to point out you don't have to max if you don't want to just like Bash/Leap Attack on whirlwind for example.

But regardless the skill won't be useless was my point. It still provides a syn and 20% LL.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 5:52 pm 

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PureRage-DoD wrote:
Pointing out a funny:

for 1.3a i spent 2-3 days balancing fire druids skills with brevan. Then on top of that, geddon RW got fire mastery and that threw everything to shit.

for 1.3b I adjusted amp so it was at roughly a halfway point between the original values and the 1.3a values (with softpoints too). Then on top of that, bosses actual phys resist was nerfed too.

WTF is going on here? Revert the amp back to 1.3a levels if boss resists have been shot to fuck, as it stands bosses are gonna be running weaker phys res than they were in 1.21z (bad). Eiher revert the amp values or the boss resists. The 2 combined is a HUGE shift in power that has been pretty much ignored and slipped in quietly. Not to mention dropping the resists on the charm now means norm and nm are even more of a joke than they were previously. How easy do you want this to end up? Kinda wish I had frapsed my melee zon in norm and nm against all bosses as she destroyed act 5 nm bosses with only 2 charges of decrep from spellsteel used. Since I won't be needing that in NM anymore, I can safely use tap, become immortal and kill each boss in seconds.

I personally think this is going way too far and has way too many unco-ordinated changes that is gonna turn nto a huge shitstorm. What happened to simple small changes to fix what was at fault? Mark my words, you are gonna see a repeat of the valor/geddon mess if things stay as they are.


@Kevin I'm confused so help me understand. I hope it isn't what I think it is.

Are saying boss resists were nerfed on blues patch on top of amp being cut in half? And then boss resists got nerfed again this patch and amp buffed up?
I'm sorta lost.

Can you briefly explain to me WTF is going on.

Why is it such a huge shift in power if boss resist are shot and amp @ 63%?

This is why I was trying to establish the amp values along with boss phys resist being nerfed on what the actual effect would be. I came up with 98% but am I wrong?

Btw reminded that I began this discussion in the first place was to prevent a relapse of what Blue did. So now that the discussion is in place we can figure out a solution but first someone has to explain exactly what happened here.

Again I came up with 98% what was amp in 1.13z 1.21 1.3 w/e the fuck the patch is called lol.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 6:03 pm 

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I understand now. I get it. We were trying to meet halfway compared to the last mancer patch on Melee/phys so you adjusted amp to 63% and boss phys res was suppose to be left alone. So someone explain to me why was it also nerfed? That's why bosses are getting smoked like crack.

Leave the stre @ what blue placed it at and re-adjust the boss charm values to what they were previously. Again was suppose to meet halfway. Turn melee/phys into being playable again but now I understand why bosses with 2x the life are getting shitted on like nothing.

Wait let me see if I understand it even further.

Blue bashed nerfed amp but he also cut boss phys res in 1.3b, right?

So on top of Blues nerf they were slashed again and amp was put at 63%, right again?

I knew something was fucked up but I couldn't pin point it. Damn this shit is still confusing. Wish someone could create a timeline from 1.21z to now and explain what boss phys and amp values were so we can get an accurate number here.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 7:48 pm 
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What Kevin is saying is Amp was nerfed. Boss values were left alone in Blue's patch. THEN in this patch amp was put at a halfway point and boss res were slashed.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 7:55 pm 

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So then is anyone in objection to re-instating boss res to originality and keeping AMP at 63% and leaving fury druids alone? Clearly the problem wasn't fury druids. The whole time it was just the powerful combination of the amp buff and boss phys res nerf.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:08 pm 
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Actually really not much of an amp buff. A maxed amp at lvl 60 in the 1.3a patch would actually actually be a -60 amp. A lvl 60 amp in 1.3b would be -63 -64. However if the boss physical resists are really too low then that's a much simpler fix than messing with all the weapon Str/Dex ED%'s.

Since people have a bad habit of testing Andy with end gear instead of a realistic char level and gear level I will leave andy's physical resist as is for moment. As for the rest of the hell boss physical resists meph will become 115, diablo 120, and baal 125 (125 being unbreakable by drecrep even as a soft immune). However for the testing don't just use a lvl 40 amp which is obviously a necro grade amp. Also try using a lvl 5-6 amp (to see how realistically soloable it is). This will give a range of physical resists to try against atleast.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:18 pm 

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boss phys resist will be about the same as it was in 1.21z with max necro amp this patch.

what about barbs lee? and zealers? you're only testing druids. barbs don't look all that impressive even with the current str bonuses. you want nerfs to all phys chars again without looking at them? my barb didn't look that impressive considering hes one of the only pure str melees on the realm, and needs a full party of buffs to stay afloat. i could name at least 5 other chars capable of soloing far better than my power barb.

tomb reaver is pound for pound the best weapon for a 2 hand druid. max speeds, eth, indestructible, 2 sockets. lee there is a reason my druid had a tomb reaver on for los necro.

lee you're saying elemental chars lost 50% of their dmg end game. because every elemental character has perfect gear and no skill synergies right? you really blow things out of proportion.

i'm not making any more changes based solely on 1 persons testing of 1 melee character with end-game gear. that doesn't sound unreasonable does it?


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:25 pm 

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Baerk wrote:
Actually really not much of an amp buff. A maxed amp at lvl 60 in the 1.3a patch would actually actually be a -60 amp. A lvl 60 amp in 1.3b would be -63 -64. However if the boss physical resists are really too low then that's a much simpler fix than messing with all the weapon Str/Dex ED%'s.

Since people have a bad habit of testing Andy with end gear instead of a realistic char level and gear level I will leave andy's physical resist as is for moment. As for the rest of the hell boss physical resists meph will become 115, diablo 120, and baal 125 (125 being unbreakable by drecrep even as a soft immune). However for the testing don't just use a lvl 40 amp which is obviously a necro grade amp. Also try using a lvl 5-6 amp (to see how realistically soloable it is). This will give a range of physical resists to try against atleast.


A maxed amp at Level 60? Are you being funny or sarcastic? That's 40+ skills if you know 2+2.

And thanks for the smart ass andy comment. You could have just said "Since Lee." I don't recall anyone else testing her. Of course my testing wouldn't have been relevant anyway if you didn't drop a bomb on boss physical resistance.

Again don't just say what you're going to do without explaining why. It was suppose to be middle ground just like Kevin thought.. just like I thought. What made you so inclined to drop a bomb on their physical resistance? I saw nothing in the patch notes either.

How many solo chars do you think will be roaming around? The boss life was increased by 2x and 50% elemental nerf end game. Last I recall... poison and Armageddon firedruids were the only characters I saw soloing shit. So again.. stop talking about solo. If anything the chances of soloing shit just went down x2. Poison may be an exception still but I don't think a firedruid will be as effective without a necro to LR or a Conviction paladin aka can't solo anymore.

I'm more interested in Kevins opinion regarding this. I don't think you really know entirely what you're doing here with boss resistance. Had I not said a single word nothing would have changed.

Melee would have been untouched and boss resistance/amp similar and the patch would have been a disaster. Again I reiterate.. I don't think you know what you're doing.


Either buff AMP and don't touch boss resistance or nerf boss resistance and go back to 1.3as amp. Again I'm trying to understand the reasoning here.

Did Pious tell you to do it Baerk or did you do it yourself?

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:28 pm 

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Pious wrote:
boss phys resist will be about the same as it was in 1.21z with max necro amp this patch.

what about barbs lee? and zealers? you're only testing druids. barbs don't look all that impressive even with the current str bonuses. you want nerfs to all phys chars again without looking at them? my barb didn't look that impressive considering hes one of the only pure str melees on the realm, and needs a full party of buffs to stay afloat. i could name at least 5 other chars capable of soloing far better than my power barb.

tomb reaver is pound for pound the best weapon for a 2 hand druid. max speeds, eth, indestructible, 2 sockets. lee there is a reason my druid had a tomb reaver on for los necro.

lee you're saying elemental chars lost 50% of their dmg end game. because every elemental character has perfect gear and no skill synergies right? you really blow things out of proportion.

i'm not making any more changes based solely on 1 persons testing of 1 melee character with end-game gear. that doesn't sound unreasonable does it?


Did you not read Kevins post? His opinion is what I'm going off of. I've already stated several times I've felt/thought Fury druids were the only char that needed to be evaluated.

But Kevin's post said the patch would be a disaster if you went the route your going so why are you firing shit off at me?

I've already stated I thought Fury was the only problem but I'm more inclined to listen to Kevin because I know he has the most experience modding here. I originally felt Fury druids were the issue.

So again don't throw all the fire my way and blast me with the 1 man testing argument. My opinion changed after reading Kevins post.

If you want to argue take it up with him but I think he has a valid point.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:32 pm 
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Also we could always just specifically try nerfing Fury druids if their attack mechanics are just that nuch stronger than the rest of the melees. It would be entirely possible for me to do something like make maul werebear only (so a fury druid can't access its honking huge ED). It's entirely possible to bind any of the SS attacks to only one specific form like fury.

As for the hell act boss physical resist thing I threw out. It's just my idea and was just throwing it out. Since we are doing one more beta patch anyways to make sure we got a good patch set up concerning the normal/high res anyways we might as well test are the melees where they really should be.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:35 pm 

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Btw I wasn't implying that 50% of their damage was gone. That isn't what I meant at all. I just meant a 50% nerf to accessible elemental damage is now gone no matter what you do, you can't get a single % of that 50. Before you could get all 50. That's my point. It was a global elemental nerf. You blew what I said out of proportion.

So I can't get udie2 to work Or i'd gladly go on SP and test it with REALISTIC gear but remember this. The AR with Tombreaver will be higher. And your FPA is faster. So someone feel free to go test it and let me know how it goes.
I'm sure there is hardly a difference. And if a ETH Tmaul can drop Diablo in 15-20 sec why would you use a ETH Tombreaver just because its 1fpa faster?

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:43 pm 

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Baerk wrote:
Also we could always just specifically try nerfing Fury druids if their attack mechanics are just that nuch stronger than the rest of the melees. It would be entirely possible for me to do something like make maul werebear only (so a fury druid can't access its honking huge ED). It's entirely possible to bind any of the SS attacks to only one specific form like fury.

As for the hell act boss physical resist thing I threw out. It's just my idea and was just throwing it out. Since we are doing one more beta patch anyways to make sure we got a good patch set up concerning the normal/high res anyways we might as well test are the melees where they really should be.


Ok just need to throw this out there one more time.

I NEVER tested any other character because I only thought FuryDruids were the issue.

I saw Kevin's post and I automatically jumped on his bandwagon because I ASSUMED he wouldn't post something like that and be unsure or whatever. So I took what he said word for word.

My question is. Who else agrees on the same amp values as 1.21z? I thought the amp values there were too strong which is why Kevin took it upon himself to go halfway. This is what confuses me.

If we want to go back to 1.21z why are we nerfing CB? Why are making ds less accessible? Clearly Melees completely dominated in 1.21z and we are trying to avoid that direction.

It makes no sense at all to allow one dominating aspect of that patch to exist and then every other aspect is met halfway. Gear, cb etc.

Because the dominating aspect that is left to exist is a HUGE one, especially with the stre buff melees received.

How many people even had over 90% amp in 1.21z? The current is 98%

Is it not reasonable to meet halfway on pierce and amp? I don't understand it. Simple question.

Oh I went off topic. My bad.

Well the fury druid definitely kills much faster than the Barb does and I don't think a zealer can compare with Fury druids ED.

There is obvious confusion about the direction this is going though. I sided with Kevin until someone can explain or give good reasoning why the pierce values were met with 1.21z or actually even higher.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:45 pm 
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Lee,

I think you misunderstood most of the posts that I made earlier, specifically with feral. It just really did not seem like you really read what I was saying, and just (seemingly) tried to paint a lot of generalizations that I did not make at all.

The point I was trying to make was that there needs to be a differentiation between hard and soft points spent. I don't really care how the balance of life leech on the skill is actually reached. I just don't like the idea of it only being used as a one point wonder. The ed% is not/never has been the reason to max it.

The reason I asked for a list of gear that you were using was so that we could find where the balance could actually be reached. This is why I tested hell andy with gear that could most likely be found by that point in the game. It was not to say your tests had no merit, The tests you did on diablo showed that there was indeed a perdy big problemo.

ps. you don't know me well enough to actually piss me off.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:50 pm 

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kramuti wrote:
Lee,

I think you misunderstood most of the posts that I made earlier, specifically with feral. It just really did not seem like you really read what I was saying, and just (seemingly) tried to paint a lot of generalizations that I did not make at all.

The point I was trying to make was that there needs to be a differentiation between hard and soft points spent. I don't really care how the balance of life leech on the skill is actually reached. I just don't like the idea of it only being used as a one point wonder. The ed% is not/never has been the reason to max it.

The reason I asked for a list of gear that you were using was so that we could find where the balance could actually be reached. This is why I tested hell andy with gear that could most likely be found by that point in the game. It was not to say your tests had no merit, The tests you did on diablo showed that there was indeed a perdy big problemo.

ps. you don't know me well enough to actually piss me off.



Of course it was a problem. No one else tested with me though. I honestly can't even stetup udie2 to construct a realistic test but obviously you don't need perfect gear to see that there's a problem when a 200% life boss drops that quickly.

If I misread your posts I apologize. This thread is getting rather crazy kind of like the last. There's just a lot information/confusion in my opinion at the moment so it's easy to get caught in the mix.

The andy test was probably over board. I do agree. I only did the test to get an idea of how a fury druid could kill and that is the fastest act boss test you can do in my opinion. Maybe meph is about the same. The results indicated an issue though that I knew was to be true. She dropped FAST. We aren't talking about a reasonable fight but she looked like a Shamaan in Cold Plains. So I knew there was a balance issue after that test.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:50 pm 

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we'll go with the hard points idea then kramuti. i agree that hard points should be rewarded vs 1 pointed feral.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:54 pm 

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I didn't understand that is what you meant. I agree also hard points should be rewarded. I thought you were stating that Feral wasn't worth maxing now period.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 10:55 pm 
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Ya, I can understand Lee. It is why I just made a directly belligerent post.

Cool beans Pious. Much appreciated.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 11:01 pm 

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@ The end of the day my only intention here is help balance the game. If something goes array or something ends up OP then it won't be my ass. I think the time spent making sure no repeats of armageddon druids occur is worth it. Another screwed up ladder isn't anything any of us want to do or play. I'd lose the desire to actually play again if it happened and I actually do enjoy playing HU. It's the only CPU game I waste time on. So if your positive Pious that the amp/boss resistance changes are acceptable then that's fine. If your right then well we wasted our time discussing this and we should throw faith your way but if your wrong then it's on you to explain.

If Kevin thinks theres something wrong with it well then I know you respect his opinion much more than mine so you should at least be willing to discuss it and talk to him about it because he didn't sound very happy when he found out.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 11:20 pm 

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there are plenty of very experienced sc melee players (kannli, steel) whose opinion doesn't completely agree with lee or kevin. when it comes to melees, especially druids, they know their stuff. i know for a fact that i'd never put my pure-str melees on hc anywhere near iron maiden. thats my opinion which is quite different from yours. that is from having played pure-str melees many ladders on sc where i learned how fast you die with high power.

you don't realize how easy it is to die to iron maiden lee. probably because the only melee you've played recently is the one you have on single player right now. fury swings don't stop that means if IM is cast at the beginning of your swing you're gonna land a few more. its a matter of luck and if you're willing to take your chances go ahead.

why are you writing iron maiden away so readily lee? i have quite a bit of experience on HU with melees and it has always been a big issue for my chars.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 11:32 pm 

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Ok like I said. I trust your opinion/expertise. You are a far better player than I. But no one is perfect a mistake can happen or a misconception is possible and an imbalance occurs. Kevin is a very reasonable person though. Half the patch was him. He posted a list that you couldn't really argue with and he has more modding experience than anyone here. We could expect he knows more about balance than most of us.
Again I trust you know what you're doing 99% of the time but no one is perfect so my only intention is to help in the balancing aspect of the game. And Kevin should still be heard. I mean I know you highly respect him and his skill so I'm sure you'd listen.

But all said and done. I'm out of this one. I've posted like 100 posts in t he last few days over this and that's way too much. I only wanted to see a balanced patch put out.

It'll be up to Kevin to make his point on how he feels. I'll still be around the thread but I'm not making anymore big posts.

Btw I don't have much experience with IM but I know a character like WW barb is more likely to die. I guess fury can too because of multiple attack.

Anyway Pious or Baerk should make a post after it's all said and done to what is being changed. Is Baerks boss res going through? is the stre gettin nerfed? etc.

Again.. only intention is to assist in balancing. I realize things got crazy. Emotions flared. I got into a huge fight with steel. I said some very cruel shit that I shouldn't have. Apologize to Steel and everyone else. I've been a E-net dick. I'm not going to lie. My posts have a very arrogant, insulting tone to others. But anyway it was all frustration from arguing/trying to get points across etc. so hope everyone is cool. Looking forward to the patch. Everyone chill now lol

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 11:37 pm 
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Quote:
for 1.3a i spent 2-3 days balancing fire druids skills with brevan. Then on top of that, geddon RW got fire mastery and that threw everything to shit.

for 1.3b I adjusted amp so it was at roughly a halfway point between the original values and the 1.3a values (with softpoints too). Then on top of that, bosses actual phys resist was nerfed too.
Let's not forget about CB/DS/CS cut too. Pure phys damage wasn't a issue, ability to half 3mln hp of diablo in just few secs was. Maybe when you had all 95lvl gear then a phys damage was doing better than ele/psn, but again like I have previously said, there are no bosses without ironmaiden when you reach 100k ww. Don't forget again about high def and ctblock on bosses that affect only physical attackers too, it's not like you land every hit with 30k fury, you can half your dps and compare it to cold nova/blizz sorcs with conv/lr and 80% pierce, 200 fcr.

With maxed amp you're still doing 45% of your listened damage.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 11:44 pm 
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I should reiterate that I do not mind a nerf, even to hard points in feral. It was really the one-pointer issue that really bothered me. It's probably kind of a pain to figure out where the point where life leech will not save you compared to when it's way to easy too live on bosses that should be difficult to take down.

so far, what we know is 25-30k with decrep and 70% (30 or so from feral) LL won't save you in early hell. 60ish?k and 40ish LL with high amp can turn into wtf pwnage at D.

Is there some agreement on numbers that can be reached?

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Aug 31, 2011 11:56 pm 

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Well I talked to Pious on realm just now and from what I know

5% increase in boss phys resist
450 to 300 on STRE ED%
and feral cut to 20% hard points only

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 1:25 am 

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Maybe this has been mentioned..Maybe not. Why is the test ONLY being done with amp? Are we sure that phys pierce is the problem and not the overall dmg?

Has any testing been done with a fury druid without any phys pierce? Because imo i find it ridiculous that testing is being done with a large amp. While every caster has access to some form of pierce save melee. Their equivalent is LL. From the looks of the nerf just mentioned it swings the favor back to Hammerdins/ Casters.


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 1:46 am 

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Lee wrote:
Well I talked to Pious on realm just now and from what I know

5% increase in boss phys resist
450 to 300 on STRE ED%
and feral cut to 20% hard points only
Only one question comes to mind here, why hit other melee druid builds? Not every druid that uses life leech is a fury druid. What does this do to biters and fireclaws? Even with changes neither Geddon nor Valor have life leech. This nerf will impact them as well. The ed and phys changes will have little impact on them.

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 2:33 am 
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I feel like bashing my head into a wall at this point..

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 5:34 am 

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At the end of the day nothing is going to be perfectly balanced but it brings a good point even if Melee do rape a little.. at least they're doing something. What were they doing with blue? They still require a 2nd party to be effective. Maybe the values were a little too high maybe not but again.. what direction are we going though? Barb would certainly die to IM and a zealer well probably wouldn't be as great. Fury will still be pretty good as the stre/ed nerf won't bash into the ground but of course IM will still 1 hit kill.

My emphasis was only to ensure that no armageddon druids came back. That was my initial fear with fury. The ed stre buff was added by blue and not anyone else. That's why it should be removed.

Even if Fury is overkill (but it probably wont be so as bad with feral slashed etc.) this patch then so what... if enough people are upset Pious will turn it down. Guess what though if Blue was still here he wouldn't touch jack shit or turn anything down.

So my point being.. nothing will be ENTIRELY PERFECT but at least we have someone coordinating the patch who is reasonable and willing to listen. Worst to be worst something can be fixed/adjusted/changed w/e. We have someone who is willing to do this now.

So put all worries/rest aside and just enjoy the patch. We've moved milestones in achieving balance than we did with Blue.

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 6:02 am 
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The point about a maxed amp being = to this patches maxed amp:

You COULD get the same values of amp, but it required the necro to MAX amp or sink at least 10 hard points in it to get it to a decent level. Nobody wanted to max amp so everyone complained. I switched it so you get decent amp purely from soft points so amp will be more commonly used.

1.21z amp would drop hell baal to around 50% phys resist
1.3b will also drop it to around 50%. (from what I read earlier in this thread anyway)

You should be aiming for it being dropped to around 70% if DS and CB are being added back in.

Also, this should all be done in HELL ONLY, you are making norm and NM even easier than they are currently if it's boss hat changes.

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 6:51 am 

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That was my really main concern was the NORM/NM thing. There really shouldn't be a reduction in nm/norm resists. That could be a bad combination with amp and any physical based build. Hell bosses were the general main concern. I did ask Pious on realm to revert to 1.21z amp values instead of the boss charm because of that. I still think that is the ideal direction to go if you want to keep the same amp values at 1.21z. Again I'm not going to start a huge argument or debate about it. I'm just stating if the current %pierce values for Phys are to stay it should go towards AMP.

This kind of made me end up asking the question. Can't the Hell bosses just be directly edited to reduce their Phys res rather than a universal nm/norm boss charm nerf?

The reason I'm stating this is because by globally nerfing boss phys a necromancer isn't really useful until Hell. Parties will be able to use decrep as the equivalent of 55% amp. 30% + 25% = 55%. Decrep also slows the boss down etc. That will be inadvertently too strong. There was nothing like this even in 1.21z. While yes.. you could get a amp wand that hit 55-60 I think.. you couldn't hit that value with decrep. That's why nerfing the boss charm is not going to be good. Of course you could remove decrep from being attainable via charges etc. and that would fix the problem as well. But then there are amp charges still.

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 7:45 am 

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Steel wrote:
Quote:
for 1.3a i spent 2-3 days balancing fire druids skills with brevan. Then on top of that, geddon RW got fire mastery and that threw everything to shit.

for 1.3b I adjusted amp so it was at roughly a halfway point between the original values and the 1.3a values (with softpoints too). Then on top of that, bosses actual phys resist was nerfed too.
Let's not forget about CB/DS/CS cut too. Pure phys damage wasn't a issue, ability to half 3mln hp of diablo in just few secs was. Maybe when you had all 95lvl gear then a phys damage was doing better than ele/psn, but again like I have previously said, there are no bosses without ironmaiden when you reach 100k ww. Don't forget again about high def and ctblock on bosses that affect only physical attackers too, it's not like you land every hit with 30k fury, you can half your dps and compare it to cold nova/blizz sorcs with conv/lr and 80% pierce, 200 fcr.

With maxed amp you're still doing 45% of your listened damage.


I think you interpreted what Kevin said wrong Steel. Kevins main concern seems to be about Normal/NM in which the boss charm will affect. That will allow people to run solo without a necro/use lifetap.

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 8:30 am 
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Admittedly the normal boss charm's physical resist was dropped to 30 from 40 (class boss boss charm which effects seal bosses/LOS/Soulmancer/Baal's minionns has been untouched and remains at 40). We could always bump it back up some (along with act boss resists).


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 10:45 am 

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Blah I see where the confusion came in at. I confused Kevin. I confused myself. Everything and everyone is confused lol.

The only drop to norm/nm bosses was actually like 10%? Kevin thought it was 35% I assume since my posts? That's why there is so much distraught going on. I said baal was dropped by 35% or something like that maybe I mentioned the boss charm?

Now that it's clarified... we can put this at rest.

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 11:13 am 
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There's 12 different boss charms. Each act boss and Samhain has their own charm that isn't shared with any other boss. Diablo Seal Bosses, Baal's Minions, LOS heroes, and Soulmancer get their own "class" boss charm. Then there's 5 more boss charms used for the rest of the bosses. These 5 more got nerfed only 10%.

Baal's boss charm actually got nerfed to 40% from 55% (as part of making all the act boss charms 40%). Then act boss physical resists were adjusted so that when including the boost from the boss charms the current scheme is 70% physical resist for normal, 90% for NM, and 110ish % for Hell.

If I'm not mistaken those physical resists for the normal/NM act bosses is actually pretty high when compared to the physical resists of the rest monsters of the difficulty.


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 11:53 am 
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IIRC Bosses skills were pumped and mdr was cut by 1/4 from diamonds.

Guided arrow could use some "AR" love if you're afraid that amp/bosses res nerf will be too much. Dunno if dexzons exist on HC but on SC on 1.21 they were able to kill almost everything, clear all los acts in 10-15min... oops.


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 11:54 am 

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How do dex zons do that? Don't they have like shitty life?

Btw I've noticed boss skills are pumped. Tobial is like a crack head in Hell and with some certain mods he can kill you instantly I believe. He is bugged or just insane with certain mods now. In my sp testing he chased me all over the place as I tried to run for my life and I had 200% FRW he was just as fast. Not sure about other bosses.

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 2:23 pm 
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Actually I've only pumped the act bosses skill wise at the start of the beta. Tobial should only be faster traveling from the high res changes.


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 4:34 pm 
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Ok, i'm still a bit confused as to what boss resists have actually been changed too (boss charm and monstats combined)

1: norm bosses resist droped by? (seperate prime evils from sub bosses)
2: NM bosses resists dropped by? (seperate prime evils from sub bosses)
3: hell bosses dropped by? (seperate prime evils from sub bosses)


(hell baal now 110 with charm?)
80% with decrep
50% with amp (around the same skill level as 1.21z)

(hell baal 145 with charm before)
112% with decrep
60% with amp at 85% (80% amp was the average before)

Mainly curious as during the 1.21z reset, i killed all bosses in norm > nm > hell with an untwinked smiter using obedience, goblin toes and bad blood crafted gloves pretty quickly with only 2k listed smite damage. + was the only damage dealer in the party (1 summon druid with me in norm nm and hell act 1, 2 and 3 + amp charges wand and 1 summy necro with us for act 4 and 5 hell).

I would personally aim for 70-75% resist with necro amp against meph, diablo and baal in hell. As long as you can use decrep against a hell boss and still deal good damage, the boss will be extremely easy due to the weaken and slow effect.

If the boss charm has 55% phys res on it like before, that stops any imbalances in norm/nm. The values for physical resistance listed in monstats will then be roughly = the bosses resists while amped in hell (give or take 5%).

Have a think on it anyway. Thats the angle I would approach it at.

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 4:50 pm 
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Where in the blazes are you getting the idea that decrepify drops monster resists more than 25 Purerage? Decrepify drops the effected stats 25% regardless of skill level. If Pious's idea goes through this will put the later hell act bosses at 115 physical resist.

This means decrepify will only put them down to 90 physical resist. In order for a good necro amp of -60 to have an end result of the boss having 70 physical resist would require the bosses having so much physical resist that decrep straight up can't break them.

I already answered a lot of the questions with my previous post already actually. Non act bosses without "class" boss charms only had a resist drop of 10. Act bosses had their physical resists dropped varying amounts in order to meet a scheme. Normal act bosses have physical resist of 70, NM 90, and Hell 110ish.


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 5:52 pm 
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I never said it drops resists by more per level. Whare exactly did you see me say that?

Baerk wrote:
32:boss resists have physical reduced (hell baal now 110 with charm)

I forgot i dropped it to 25% for 1.3a, but thats still 110-25=85% resist

Decrep couldn't break them before. thats the point... Have you fought meph/diablo/baal with decrep active? It's completely retarded, you can slow them even further in hell due to more slow gear availability. Adding more on top of that + allowing CB's to land (even with high resistance, CB is still a massive power shift in the early stages of the fight).

Guess I'll be rolling the whole game with spellsteel on switch now. Especially since decrep in 1.3a was dropping prime evils in NM to 80% phys res and in hell with 1.3b they will only have 10% more (only 5% if they remain at 110, YIKES!) than that at the very end of hell difficulty. Also alot safer than using amp.

If bosses have 115 resist to phys then amp will drop that to 55%. (currently with 110 resist they will be dropped to 50%)
1.21z amp could drop them to 50% and melee's dominated stuff in 1.21z. The aim should be for closer to 70-75% with amp with the boss resist "charm" staying at the old values. (Remember most unique items damage was buffed in 1.3a from 1.21z too)

You dropped the resists on the regular sub bosses charms so they are now even easier than they were in norm and NM. Have you seen a well build melee vs bosses in norm/nm with spellsteel on switch? I have as I played one. They can kill nm baal waves with only 2 charges of decrep with ~4k life (after buffs) due to high damage + leech + low phys resist + slowed + weakened bosses. You should be targeting resists in monstats.txt as all you are doing by adjusting a difficulty independant item is making the whole game easier instead of just fixing the problem in the only difficulty phys resist is a problem in (HELL).

Anyway, I'm not trying to change your mind, I just wanted to know if I would be building more phys based chars than ele based this patch. The answer is a huge yes atm. Less imunity's too :), not to mention anything other than meteor sorc/poison zon are getting slightly shafted end game (ele caster wise).

Also making sure there is no "you buffed amp too much, this is your fault" shitstorm coming my way. I'm not happy with those values, especially not the adjustments to norm and NM bosses. I could maybe live with them if it was monstats only adjustments but not global nerfs. NM is gonna be easier than normal at this rate and hell probs slightly harder than norm if not = to norm). I hope it won't but I suspect it will be.

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 8:25 pm 

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PureRage-DoD wrote:
I never said it drops resists by more per level. Whare exactly did you see me say that?

Baerk wrote:
32:boss resists have physical reduced (hell baal now 110 with charm)

I forgot i dropped it to 25% for 1.3a, but thats still 110-25=85% resist

Decrep couldn't break them before. thats the point... Have you fought meph/diablo/baal with decrep active? It's completely retarded, you can slow them even further in hell due to more slow gear availability. Adding more on top of that + allowing CB's to land (even with high resistance, CB is still a massive power shift in the early stages of the fight).

Guess I'll be rolling the whole game with spellsteel on switch now. Especially since decrep in 1.3a was dropping prime evils in NM to 80% phys res and in hell with 1.3b they will only have 10% more (only 5% if they remain at 110, YIKES!) than that at the very end of hell difficulty. Also alot safer than using amp.

If bosses have 115 resist to phys then amp will drop that to 55%. (currently with 110 resist they will be dropped to 50%)
1.21z amp could drop them to 50% and melee's dominated stuff in 1.21z. The aim should be for closer to 70-75% with amp with the boss resist "charm" staying at the old values. (Remember most unique items damage was buffed in 1.3a from 1.21z too)

You dropped the resists on the regular sub bosses charms so they are now even easier than they were in norm and NM. Have you seen a well build melee vs bosses in norm/nm with spellsteel on switch? I have as I played one. They can kill nm baal waves with only 2 charges of decrep with ~4k life (after buffs) due to high damage + leech + low phys resist + slowed + weakened bosses. You should be targeting resists in monstats.txt as all you are doing by adjusting a difficulty independant item is making the whole game easier instead of just fixing the problem in the only difficulty phys resist is a problem in (HELL).

Anyway, I'm not trying to change your mind, I just wanted to know if I would be building more phys based chars than ele based this patch. The answer is a huge yes atm. Less imunity's too :), not to mention anything other than meteor sorc/poison zon are getting slightly shafted end game (ele caster wise).

Also making sure there is no "you buffed amp too much, this is your fault" shitstorm coming my way. I'm not happy with those values, especially not the adjustments to norm and NM bosses. I could maybe live with them if it was monstats only adjustments but not global nerfs. NM is gonna be easier than normal at this rate and hell probs slightly harder than norm if not = to norm). I hope it won't but I suspect it will be.


+1. Decrep as of now looks the way to go.


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 01, 2011 9:37 pm 
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Although you guys are raving that hell act bosses should not be breakable at all by decrepify at least consider this. In 1.3a most of the LOS heroes are actually technically physical immune breakable by decrepify (down to 90 physical resist with decrep). Only the LOS barb and paladin have enough base and boss charm physical resist to avoid being broken by decrep.

Considering the LOS heroes physical resist has not been tampered with at all (nor has decrep's physical resist drop for that matter) doesn't this go to show in the first place that the hell act boss resists were actually rather high considering most of the LOS heroes didn't even have that sort of physical resist?


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 12:06 am 

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Baerk wrote:
Although you guys are raving that hell act bosses should not be breakable at all by decrepify at least consider this. In 1.3a most of the LOS heroes are actually technically physical immune breakable by decrepify (down to 90 physical resist with decrep). Only the LOS barb and paladin have enough base and boss charm physical resist to avoid being broken by decrep.

Considering the LOS heroes physical resist has not been tampered with at all (nor has decrep's physical resist drop for that matter) doesn't this go to show in the first place that the hell act boss resists were actually rather high considering most of the LOS heroes didn't even have that sort of physical resist?


My concern isn't about decrep breaking phys immunes. My concern is for the melee classes outside of the smiter/fury druid. Reasoning being that they are required to find a form of amp/decrep (im aware a wand isn't hard to come by) to break many bosses in hell. HOWEVER Casters have access to Pierce/LR and Convic to break many of the "soft" immunities on bosses.. (Obviously a pzon is not gna break Andy etc.etc.etc.)

The thought is that "balance" is being achieved by breaking LL and dmg on certain builds and CB.. However shouldn't the balance be looked into Phys Resistance and the ways to break it. For example, Wouldn't a fight with say Hell Andy be harder and more challenging/balanced for melee if her phys resists are JUST BELOW immunity and theres no way to reduce and no CB. As opposed to immune and things such as 60% amp or 25% Decrep to break the immunity and CB being available.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 1:24 am 

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Baerk wrote:
Although you guys are raving that hell act bosses should not be breakable at all by decrepify at least consider this. In 1.3a most of the LOS heroes are actually technically physical immune breakable by decrepify (down to 90 physical resist with decrep). Only the LOS barb and paladin have enough base and boss charm physical resist to avoid being broken by decrep.

Considering the LOS heroes physical resist has not been tampered with at all (nor has decrep's physical resist drop for that matter) doesn't this go to show in the first place that the hell act boss resists were actually rather high considering most of the LOS heroes didn't even have that sort of physical resist?



I know I stated I'm out of this and I'm tired of posting but for the sake of doing what I think is going to be beneficial to the community in entirety I have to continue trying to help resolve this for a balanced patch.

I do believe in the importance of this discussion for as long as someone like Kevin disagrees. If what he says is true then there is going to be major dissatisfaction when the patch unveils and time is passed. Again the community will break itself from inside. Again the same shit will happen and especially being so that so much discussion was brought about to preven it from happening. So it is important to continue discussing this until we find a proper solution.

"Those who cannot remember the past are condemned to repeat it."


Let us be reminded of what happen in 1.21z. We all need a history lesson here because I think too many of us have forgotten the history of Hell Unleashed.

During 1.21z a dev team was formed by Blue or I don't know who but a Dev team was formed. In that Dev team which is still accessible today you can see the proposed changes.

Quote by JarL:

"I think we are ALL in agreement that AMP breaks the game currently. Maybe no so much if CB was removed and act 1 physical mercs removed."

JarL seemed to firmly believe that AMP was a major problem for 1.21z. I think there was a LARGE agreement aka a majority agreement that Melee/Phys dominated in 1.21z. That was word for word quote by the way.

Why I continuously will repeat and emphasize this. What is the point of going in that same exact direction? The idea is to balance the game not imbalance it. If something was an issue before what makes it not an issue now? CB is still accessible, just not high in high amounts but still accessible.
DS is added back. Weapons were buffed again.

I have heard no proper logical argument for the above. Nothing even relatively worth listening to. The only thing I've heard is that IM is a factor but apparently it wasn't a factor before. And I still don't think it will be a factor in SoftCore. Moncurse is random. There are 10 curses that the necro has. I'm unsure if Moncurse is a random formation of all 10 but regardless I don't believe IM in itself is going to be a magical balancing point for melees.

Someone as PureRage could further elaborate this. Do you believe IM is a check/balance point for Melee/Phys Kevin? And can't Barbarians just 12x ber 2x socket weapons and WW away?

I just want to understand what is the reasoning for going back into history and repeating something that failed before? No one. Not a single person here can argue against that. No body. 1.21z was a melee/phys patch.

So if that is the agreement then it's obvious the current proposition will not work. Unless you've succumbed to justifying why 1.12z was balanced for Melee/Phys or you've appropriated an argument worth listening to on why such values as they are now are a necessity to balancing the melee/phys class.


Again post your arguments and supporting evidence. It's very difficult for me to agree with something that isn't much elaborated on by the ones proposing it. There isn't any logical bearing behind it. What are we correlating Melee/phys balance to? If we compare it to Blues patch they were just sky rocket buffed to Heaven and beyond. If we compare it to Mancers patch they were still extremely buffed according to Kevin due to the AMP/Boss resist issue.

Again I remind how important discussion is. Had I not raised a melee/phys issue they would have been completely untouched with a 450 STRE buff and whatever else.

If actions can be justified for melee/phys then It's hard to disagree or find reasons to argue but if one is left to wonder then it becomes inevitability that they question. Very similar to Blue. You have to justify anything you do now. It's part of the equation that was created when Blue was removed.

Everything needs justification now. It's what was inevitably agreed on. Unwillingness to compromise is just going to result in further havoc and more unrest in the community.

The whole point of this post was to establish that Kevin is probably right. History itself would agree and more needs to be done.

Now I am hardly an unreasonable person. I am very far from it. It doesn't take much more than a neutral set of ears to see the merit of what I speak on.

Again my ultimate goal is to balance the game and prevent the community from tearing itself from within again which is what will happen if we can't come to agree on balancing.

Again I've heard the arguments against Melee/Phys but I have yet to hear anything supporting it. So how can I feel at peace or how can Kevin be at peace as well if no one is willing to put together a well written post explaining why the amp/boss phys nerf are important in the balancing of the Melee/Phys class and why my or kevins argument is a null point.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:42 am 

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PureRage-DoD wrote:
Ok, i'm still a bit confused as to what boss resists have actually been changed too (boss charm and monstats combined)

1: norm bosses resist droped by? (seperate prime evils from sub bosses)
2: NM bosses resists dropped by? (seperate prime evils from sub bosses)
3: hell bosses dropped by? (seperate prime evils from sub bosses)


(hell baal now 110 with charm?)
80% with decrep
50% with amp (around the same skill level as 1.21z)

(hell baal 145 with charm before)
112% with decrep
60% with amp at 85% (80% amp was the average before)


Let us be reminded of our dear friend Blue.It was his inability to compromise that lead to his demise. A fire was started and instead of putting it out he allowed it to grow and eventually jumped in it and burned himself. Is the same thing happening again really the direction we are going? No one wants that I'm sure of it. A fire is clearly starting again and it can either be put out or it can allow to grow. Arrogance will kill any man in any position in anything. It's the humility and humble who truly survive. This discussion has gone on way too long and still there is no solution. It needs to be stopped and compromising has to be done. It's time to set aside all childish things including arrogance and inability to accept being wrong like Blue did. Now the question all are waiting for is will we see humbleness and humility or will arrogance, bitterness and sheer inability to compromise result again? The same aspects that destroyed Blue.



The main problem is the fact that instead of simply adjusting amp melee bosses were also touched in resist. That should not have happened at all.

In fact that amazes me is that PureRages patch list was quickly accepted by the majority of the community and even Pious himself quickly jumped on it but now all of the sudden PureRages ability to balance is irrational or not worth listening to?

Kevin should be amongst the first person heard even heard louder than I when it comes to balancing most of entire proposed list was put into patch and very quickly accepted as a balancing patch. Now his opinion on Melee/Phys is skewed? I find it very ironic.

In fact a simple look through Kevins patch proposed list shows you how well he is when it comes to balancing.

Would you take advice from a Ph.D in economics if you weren't a Ph.D? Kevin has modded a long time, has played very long and is a skilled player. His voice is important in this discussion, period.

With that being said if Kevin is not satisfied then I find it hard for myself to be satisfied because my ability to balance is no where near his level due to modding experience amongst other credentials. So that would make any player such as my self extremely worried.

Instead of even meeting with 1.21z amp actually pierce values are now HIGHER than what they use to be.

Kevins suggestion is simply a decrease in 1.21z by what? 10-15%? From 80-85% avg to 70-75% with boss resist left alone? That isn't even meeting halfway. He is actually being reasonable enough to go more than halfway. Return all boss values to originality and simply adjust AMP to fix this simple problem.

Or what is it? Is the same sheer arrogance that ruled Blue going to assimilate again? What's the problem?

Again Kevins entire patch list was immediately accepted and jumped on like a handout virgin bitch. Why is he being put into question now?

It's time to compromise.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 4:33 am 
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Lee, are you satisfied if cb and amp are removed?Your walls of text tells one thing: melee characters(the hardest characters to play) should not kill bosses. They also suck at trash mobs. Just make the game casters unleashed, maybe then Lee will stop yelling.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 4:49 am 

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Lee wrote:
Quote by JarL:

"I think we are ALL in agreement that AMP breaks the game currently. Maybe no so much if CB was removed and act 1 physical mercs removed."

JarL seemed to firmly believe that AMP was a major problem for 1.21z. I think there was a LARGE agreement aka a majority agreement that Melee/Phys dominated in 1.21z. That was word for word quote by the way.
Amp was a part of the problem I do agree. However, that being said we also had a whole host of changes, much as we are getting now. Think about it a moment. Amp,lr,conv, cb,ds,cs,dr,res,sorbs,and str (on gear) all took some major cuts and in the case of str on gear was virtually obliterated.

Soulmancer also warned several times "small changes can have a huge impact on game play".

No matter how this mod is balanced, some will feel it's not the way they envision the mod through their eyes. Everyone here has a differing opinion on what balance truly is. No matter how hard we try there will be a couple builds that everyone turns to as the "flavor of the patch" builds. When that happens, they should be dealt with singularly and not have a wet blanket thrown on other similar yet less powerful builds. Smiters with CB and ctc amp should not result in virtually all physical damage builds being rendered null in a boss fight as happened with 1.3a. What also happened was a few builds that were already strong got a bit of help in the form of buffs to several endgame caster pieces making them stronger than had been. It's a viscous cycle and one that will never please everyone. When the mod is balanced with endgame in mind, one must use care not to hurt builds as they hit hell and haven't found that elite set of items that make them so strong they can decimate virtually everything in sight, while maintaining making it very difficult to solo hell bosses with ease.

Lee wrote:
Kevin should be amongst the first person heard even heard louder than I when it comes to balancing most of entire proposed list was put into patch and very quickly accepted as a balancing patch. Now his opinion on Melee/Phys is skewed? I find it very ironic.
I don't think that is what is being said. To me, they are attempting to retrun physical chars to having a decent amount of dps vs act bosses and subbosses. I do agree though, adjust amp or the monster, not both. Set it so maxed amp can break hell Baals phys res to around 80%ish and no hell boss below 80% using decrep. Decrep shouldn't be the curse of choice in hell. Nightmare maybe, but not hell. If the adjustments are being made to the MC's and not the monsters themselves, that is bad. Amp on beta caps at what 65%? If so using that + old phys res values yields Andy at 120% before amp and 55% after. Fair if nec is partied. 95% using decrep and 87% if Atmas still has lvl3 amp. It sould only get tougher from there. No way lvl3 amp should bring hell Ball below 100% phys res.

My two cents on this.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 5:17 am 

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RAMMSTEIN wrote:
Lee, are you satisfied if cb and amp are removed?Your walls of text tells one thing: melee characters(the hardest characters to play) should not kill bosses. They also suck at trash mobs. Just make the game casters unleashed, maybe then Lee will stop yelling.


This kind of talk is going to yield no response from me. You're just angry/ranting. Look at the reply below yours. That's how you should reply. Try that method.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 5:31 am 

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kwikster wrote:
Lee wrote:
Quote by JarL:

"I think we are ALL in agreement that AMP breaks the game currently. Maybe no so much if CB was removed and act 1 physical mercs removed."

JarL seemed to firmly believe that AMP was a major problem for 1.21z. I think there was a LARGE agreement aka a majority agreement that Melee/Phys dominated in 1.21z. That was word for word quote by the way.
Amp was a part of the problem I do agree. However, that being said we also had a whole host of changes, much as we are getting now. Think about it a moment. Amp,lr,conv, cb,ds,cs,dr,res,sorbs,and str (on gear) all took some major cuts and in the case of str on gear was virtually obliterated.

Soulmancer also warned several times "small changes can have a huge impact on game play".

No matter how this mod is balanced, some will feel it's not the way they envision the mod through their eyes. Everyone here has a differing opinion on what balance truly is. No matter how hard we try there will be a couple builds that everyone turns to as the "flavor of the patch" builds. When that happens, they should be dealt with singularly and not have a wet blanket thrown on other similar yet less powerful builds. Smiters with CB and ctc amp should not result in virtually all physical damage builds being rendered null in a boss fight as happened with 1.3a. What also happened was a few builds that were already strong got a bit of help in the form of buffs to several endgame caster pieces making them stronger than had been. It's a viscous cycle and one that will never please everyone. When the mod is balanced with endgame in mind, one must use care not to hurt builds as they hit hell and haven't found that elite set of items that make them so strong they can decimate virtually everything in sight, while maintaining making it very difficult to solo hell bosses with ease.

Lee wrote:
Kevin should be amongst the first person heard even heard louder than I when it comes to balancing most of entire proposed list was put into patch and very quickly accepted as a balancing patch. Now his opinion on Melee/Phys is skewed? I find it very ironic.
I don't think that is what is being said. To me, they are attempting to retrun physical chars to having a decent amount of dps vs act bosses and subbosses. I do agree though, adjust amp or the monster, not both. Set it so maxed amp can break hell Baals phys res to around 80%ish and no hell boss below 80% using decrep. Decrep shouldn't be the curse of choice in hell. Nightmare maybe, but not hell. If the adjustments are being made to the MC's and not the monsters themselves, that is bad. Amp on beta caps at what 65%? If so using that + old phys res values yields Andy at 120% before amp and 55% after. Fair if nec is partied. 95% using decrep and 87% if Atmas still has lvl3 amp. It sould only get tougher from there. No way lvl3 amp should bring hell Ball below 100% phys res.

My two cents on this.


I strongly agree with the 1st point you made. It is difficult to yield a good sense of balance. It is something that requires a lot of thinking and effort but in theory it isn't impossible to do. There is always going to be a build that will be better then another. The idea is to balance the roles of each character though. While Poison Zons dominated highly because of a immobile godlike tank things have changed. No longer do PSN zons get that tank. While Fire Druids completely obliterated everything they also had a weapon that granted over 120% passive fire mastery. No longer do they have that and they also lost around 25% extra mastery on top of that. Boss life has doubled. The roles of these characters quickly puts into perspective what kind of characters they are.

Should a meteor sorc do more damage than a fury druid? Should a fire druid do more damage than a whirlwind barbarian? These are questions with obvious answers. The survivability of a character focused on elemental damage will always be lower than that of a character built to stand in a bosses face. The same goes for any area or aspect of the game.

Elemental and Melee/phys will always play two different roles. The problem before was just that spirit blades tanked bosses and decoy tanked as well.
Both have been fixed. The roles are being readjusted again but this time Melee/Phys will play the role of tanking and killing the boss quite easily. There is no balance in that.

There is a difference between small increments of imbalance allowing some builds to dominate and then a much bigger increment which will allow melee/phys to dominate again which is the boss/resist amp dilemma we face.

The facts are facts. While DR is cut while ABS is nerfed etc. a melee/physical character will beat the threshold of survivability of most elemental characters by a lot. They have life leech. They have more DR. They have higher life. They have higher defense. ABS was increased again. DR is also higher in ber runes now. Melees have received a lot of buffs.


While I'm confused on your second point so I got lost here. Just trying to understand what you're saying. Your in support of buffing the amp rather than touching boss resists but to what extent are you in support of it? Kind of got confused but I think I understand what you're saying.

Here's the question to you though.

Amp was average 80-85% in 1.21z. It's now 10% higher then that. What are you in support of? Dropping it to 70-75% Or what? That'd be only 10-15% less than what it was in the patch that they raped in anyway.

Such a small compromise to ask for eh.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 7:14 am 

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Lee wrote:
Elemental and Melee/phys will always play two different roles. The problem before was just that spirit blades tanked bosses and decoy tanked as well.
Both have been fixed.
I agree decoy and blades made good castable tanks. Question now is, how long had they been just as they were? I know for a fact it was well before last patch. The only reason it came them getting adjusted is people saw no need for a melee tank that would do no damage and cause counters if they attacked. Blades was a no brainer, tweak the cooldown and make it a bit harder to spam vs bosses. Decoy, imo anyway, got ass raped. Two nerfs, cooldown and life lost. Mind you, my plaguezon's gear is far from endgame being only lvl 89, but before her decoy lasted about 6-7 seconds vs Leo before nerf. Now it lasts 1-2 seconds with a massive cooldown. To me it's a bit too harsh.

Lee wrote:
There is a difference between small increments of imbalance allowing some builds to dominate and then a much bigger increment which will allow melee/phys to dominate again which is the boss/resist amp dilemma we face.
Facts are there also. Melee alone got some needed buffs, most other phys builds are virtually untouched. Dexazons got no new buffs outside of amp changes, likely a few other builds but can't place them atm. (I should be sleeping)
Lee wrote:
While I'm confused on your second point so I got lost here. Just trying to understand what you're saying. Your in support of buffing the amp rather than touching boss resists but to what extent are you in support of it? Kind of got confused but I think I understand what you're saying.

Here's the question to you though.

Amp was average 80-85% in 1.21z. It's now 10% higher then that. What are you in support of? Dropping it to 70-75% Or what? That'd be only 10-15% less than what it was in the patch that they raped in anyway.

Such a small compromise to ask for eh.
What's confusing? I did agree with what Kevin is saying. Actually, in 1.21z you could get amp of 90%+ with endgame gear. In 1.3a it maxed out at 55% so I'm saying it could use a small amount of help so that if a necro is using it, then physical damage is somewhere between those two patches. Remember too Lee, hell Baal with charm has 145% phys res, using the maxed amp from 1.3a would bring him to 90% phys res. With 65% maxed amp it becomes 80%. Using the 90% amp from 1.21z it would be 55% on him, based on a known fact that 90% was easily achieved with only 1 point in amp. I'm saying to hit 65% amp with 20 hard points. With the return of a reasonable CB, it will help act as a check on that. We all know CB is affected by phys res the same as pure phys dmg is. The other point I was making was that decrep shouldn't be able to bring a boss to it's knees. Decrep has -25% to phys res, slow and weaken. Hitting Andy with decrep should not be an option. With the old values hitting her with decrep would drop her phys res to 95% which is as it should be. My comparison was between decrep and lvl3 amp from Atmas, so that is likely where the confusion came in. A lvl3 amp has -33% to enemy phys res so imo, shouldn't be able to break the soft immunes of Meph, D or Baal.

So, I'm trying to show some compromises here myself.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 7:24 am 
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@ Barek's LoS argument...

Only the LoS hero's are capable of killing you in 0.25 secs. When was the last time you done LoS? Looking at the files is good and all but if you haven't actually been there in a long time, you don't know what you are talking about. With the druid now knockback immune, I'd love to see someone try to tank him with amp active. Those fights are SUPPOSED to be fast and scary. The regular bosses/act bosses are not scary at all, they deal small damage so they should also take longer to kill.

What you have done is make the bosses that deal insignificant damage take less time to kill. Thats fine but I don't see any boss damage buffs to make u for it. There are 2 types of bosses

1: the ones that are super deadly and require you to use lots of pots in a short time if you are tanking.

2: the ones who deal rather low damage but take a long time to kill so you use the same number of pots as vs the deadly bosses but over a longer time.

Like I said, don't change it on my account. IMO, it's a really bad move to have decrep in hell dropping bosses to the same resist as NM bosses with decrep in 1.3a. If you had actually played 1.3a you would know how fast bosses fell with just decrepify active in NM. Have fun playing hello kitty unleashed again. 1.21z was a cake walk, you have just gone back to 1.21z values but with the added benefit of decrepify breaking hell bosses.

Think about it this way. In 1.21z in hell. If you used decrep vs blood raven you couldn't do damage. If you used a level 1 amp charges wand (40% pierce vs the 33% of decrep) she was dead in less than a minute. Now you want decrep to lower bosses further than that???

I want some of whatever you have been smoking!
Blue MKII here we go...

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 7:53 am 

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here's an idea, dunno if it's possible to do it or not but, why don't you cap the % of phys & elemental res u can break from bosses¿? let's say that u can not bring phys res below 93-95% for example.
Cuz if I've not missunderstood all the posts, what you're trying to avoid is to make bosses die fast and make them not soloable.
This could also include restating all the items that give amp/decrep in a way that you could only get bosses res down to 98-99%; so only good necs could give powerfull curses.

PD: again take it easy on me I kow nothing about modding and started playing HU a few days ago, just trying to help.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 8:05 am 
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you can cap bosses minimum resists but it's too much of a mission for this stage in a mods life.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 8:48 am 

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PureRage-DoD wrote:
you can cap bosses minimum resists but it's too much of a mission for this stage in a mods life.


Some would say the hi-res changeover was too late as well. If it helps balance why not? I do not know what it require though as i am no modder :(


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 9:39 am 

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JnDmX wrote:
PureRage-DoD wrote:
you can cap bosses minimum resists but it's too much of a mission for this stage in a mods life.


Some would say the hi-res changeover was too late as well. If it helps balance why not? I do not know what it require though as i am no modder :(
I'm no modder either. I do know, that it's far easier to control boss res via amp changes at this point in time. ATM from what I'm reading, most bosses are set far too low. I believe I read where hell Ball has 110 total phys res. If true can you say easy times? A res that low can be hit with decrep for a triple dip of goodness (slowed, weakened(deals 50% less phys dmg and 25% less ele), and amped(-25% phys res). My humble opinion is revert bosses back to previous values and cap amp at 65%ish when maxed. Remember, the old days of 1.21z had 90%ish amp with one point in it.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 11:46 am 

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kwikster wrote:
JnDmX wrote:
PureRage-DoD wrote:
you can cap bosses minimum resists but it's too much of a mission for this stage in a mods life.


Some would say the hi-res changeover was too late as well. If it helps balance why not? I do not know what it require though as i am no modder :(
I'm no modder either. I do know, that it's far easier to control boss res via amp changes at this point in time. ATM from what I'm reading, most bosses are set far too low. I believe I read where hell Ball has 110 total phys res. If true can you say easy times? A res that low can be hit with decrep for a triple dip of goodness (slowed, weakened(deals 50% less phys dmg and 25% less ele), and amped(-25% phys res). My humble opinion is revert bosses back to previous values and cap amp at 65%ish when maxed. Remember, the old days of 1.21z had 90%ish amp with one point in it.


What if act bosses were simply curse immune? And put their phys res at different numbers. Like Duriel having the highest phys resistance atm.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 11:50 am 
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Given that all the act boss charms have empty property slots it would be a very simple matter to make them curse immune.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 11:50 am 

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then they should immune to conviction aure and any other source of phys/res reduction.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 11:52 am 
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Conviction only lowers elemental resists and defense. Not physical resist. Physical pierce has been kept out of gear so there would be no other sources of physical pierce besides the curses.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 11:53 am 

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Baerk wrote:
Given that all the act boss charms have empty property slots it would be a very simple matter to make them curse immune.


Im just giving a suggestion Baerk. If the problem is that melee's are trampling over the bosses once they've been amp'd/decrep'd then maybe try balancing without it. Obviously it will affect casters as well (IE Lower Res) and hopefully Convic can be somehow dealt with. SOOO the overall balance for all classes/chars will have to be reworked .. Which may take alot of work.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 12:23 pm 
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RAMMSTEIN wrote:
Lee, are you satisfied if cb and amp are removed?Your walls of text tells one thing: melee characters(the hardest characters to play) should not kill bosses. They also suck at trash mobs. Just make the game casters unleashed, maybe then Lee will stop yelling.
+1
It's unbelievably stupid how guys are sad because chars do their job well done(bosses). It's not like melee chars will be able to solo things around their lvl because times when you had 30%cb from lvl 48+ are gone. You'll at least need some sort of life buff (oak,bo) and amp from nec or high lvl rw(brand).

In 1.3a Melee sucked hard on every aspect of this game. Buffs should help them and I agree bosses should be harder, but instead of balancing chars, balance them. There's a whole big game except act bosses, melee chars suck at farming because it takes too long, melee chars don't run in MF gear and killing bosses alone isn't really an option unless you farm 2-3acts back. Let's not forget ele chars have been killing bosses without melee for 8months now, I don't know how you can make this game easier from that point.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 12:33 pm 
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Melee's didn't suck in 1.3a until hell. I killed all act 5 NM bosses with 4k hp on a melee zon with just spellsteel on switch. The fights were over super fast too (2 charges per boss). Not to mention achmael is one of the easiest ones as you can use lifetap + holy craft armor/gerkes.

The problem was hell difficulty, so why have global resists been dropped when it was widely agreed that they only had issues in hell?
Ps. check your PM's steel i have a question for you about mercs (i aint messed around with hireling stuff much myself)

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 12:39 pm 
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Dunno if all resists were dropped. We agreed with Pious/Baerk/Kramuti on realm that NM bosses should have their phys res increase to match bosscap res nerf. I remember Pious saying there were no reason to make them(nm bosses) easier maybe except nm baal res. I always refer to hell tho... even when I like norm/nm the most. Hell is just a boring ride to 95lvl, and norm/nm is all about building your char and switch gear every 7lvls.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 12:44 pm 
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If norm/nm are left at the same values they had before then i'm happy enough with that. I don't care about hell either

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 12:50 pm 

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PureRage-DoD wrote:
Melee's didn't suck in 1.3a until hell. I killed all act 5 NM bosses with 4k hp on a melee zon with just spellsteel on switch. The fights were over super fast too (2 charges per boss). Not to mention achmael is one of the easiest ones as you can use lifetap + holy craft armor/gerkes.

The problem was hell difficulty, so why have global resists been dropped when it was widely agreed that they only had issues in hell?
Ps. check your PM's steel i have a question for you about mercs (i aint messed around with hireling stuff much myself)
I think some of have a good idea of what is really needed. I don't understand how the issue is so fucking complex all of a sudden. One person runs a test on Andy and it's deja vu all over again. Melee is op, nerf it. This build does that too well, adjust it. Endless cycle.

My question is: When does it stop and we roll out the patch?

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 1:18 pm 

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There was confusion again. The norm/nm and most hell values are all higher than 1.21z. Kevin and I were confused. After talking with Baerk and grabbing old values that was the case. Baerk was unable to see previous boss resits due to a script error on his internet so that's why this was so drawn out.

The next beta will drop.. more testing could be done but for the most part it might be ok.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 1:36 pm 

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kwikster wrote:
PureRage-DoD wrote:
Melee's didn't suck in 1.3a until hell. I killed all act 5 NM bosses with 4k hp on a melee zon with just spellsteel on switch. The fights were over super fast too (2 charges per boss). Not to mention achmael is one of the easiest ones as you can use lifetap + holy craft armor/gerkes.

The problem was hell difficulty, so why have global resists been dropped when it was widely agreed that they only had issues in hell?
Ps. check your PM's steel i have a question for you about mercs (i aint messed around with hireling stuff much myself)
I think some of have a good idea of what is really needed. I don't understand how the issue is so fucking complex all of a sudden. One person runs a test on Andy and it's deja vu all over again. Melee is op, nerf it. This build does that too well, adjust it. Endless cycle.

My question is: When does it stop and we roll out the patch?



It was obviously more than a single andy test. I did diablo as well. And there seemed to be everlasting confusion because no one posted the old boss values in comparison to new ones so there was a large assumption norm/nm got nerfed.

I had actually sort of stopped posting until Kevin posted again and then I was like "Wait wtf." But now that everything is cleared then I don't necessarily see as much of an issue.

But seeing Kevins posts fired me up after I had assumed everything was alright. Anyway.. shit happens. Everyone can actually chill now including myself and look forward to a reset/beta.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 1:43 pm 
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Nothing is cleared up, someone has blown smoke up your ass by telling you resists are higher now than they could be in 1.21z. Whoever said 98% amp was possible was talking shit as it capped at 90% at level 60 (level 40 would give around 80% pierce)

98% amp was impossible in 1.21z. the average amp (1 pointed) was 79-82%. it required level 60 for 90% previously

135% res diab in hell had in 1.21z with 80% amp he would be dropped to 55% (same as the current values will be dropping him too give or take 5%.)

1.21z values are here
Just add 50% to the phys resists to get their actual values

The math isnt hard really. Boss resist charm was dropped 20% from 1.21z
Avg amp value is 20% lower than 1.21z
= same as 1.21z
Why all this work to get the same outcome when you could just have fully reinstated amp to the 1.21z values instead of reducing everything sneakily in the hopes nobody would notice?

If the boss charms have been dropped by 20%, then norm and NM bosses also have 20% less resists so using decrep in norm and NM and most of hell is a no brainer + it makes the bosses deal less damage to the entire team. zzzzz :lol:

IMO, revert the charms to 1.21z, revert monstats resists to 1.21z and revert amp to 1.21z. At least you couldnt get away with super slow + weakening hell bosses while dealing crushing blows in 1.21z... This whole thing is being made way more complicated than it needs to be. Complicated solutions often yield a bad outcome.

It would be nice to have a version of HU i'm actually interested in this time around. I quit after the first few weeks of the last heap and it looks like its gonna be getting worse. Why couldn't terry just let us revert to 1.21z????

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:09 pm 

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PureRage-DoD wrote:
Nothing is cleared up, someone has blown smoke up your ass by telling you resists are higher now than they could be in 1.21z. Whoever said 98% amp was possible was talking shit as it capped at 90% at level 60 (level 40 would give around 80% pierce)

98% amp was impossible in 1.21z. the average amp (1 pointed) was 79-82%. it required level 60 for 90% previously

135% res diab in hell had in 1.21z with 80% amp he would be dropped to 55% (same as the current values will be dropping him too give or take 5%.)

1.21z values are here
Just add 50% to the phys resists to get their actual values

The math isnt hard really. Boss resist charm was dropped 20% from 1.21z
Avg amp value is 20% lower than 1.21z
= same as 1.21z
Why all this work to get the same outcome when you could just have fully reinstated amp to the 1.21z values instead of reducing everything sneakily in the hopes nobody would notice?

If the boss charms have been dropped by 20%, then norm and NM bosses also have 20% less resists so using decrep in norm and NM and most of hell is a no brainer + it makes the bosses deal less damage to the entire team. zzzzz :lol:

IMO, revert the charms to 1.21z, revert monstats resists to 1.21z and revert amp to 1.21z. At least you couldnt get away with super slow + weakening hell bosses while dealing crushing blows in 1.21z... This whole thing is being made way more complicated than it needs to be. Complicated solutions often yield a bad outcome.

It would be nice to have a version of HU i'm actually interested in this time around. I quit after the first few weeks of the last heap and it looks like its gonna be getting worse. Why couldn't terry just let us revert to 1.21z????


Wow that was the confusion then I kept hearing different numbers on AMP some said 90+% I thought too that 90 was only possible with skillers.

Well this still isn't sorted out then.

Numbers need pin pointed here.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:14 pm 

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Moncurse is one of six curses: Amp, Decrep, LR, Weaken, Life Tap and of course IM. Equal chances of each. It only takes a fraction of a second to suicide with IM though, so even a low chance is enough.

Anyways the main reason this is even a problem is overcentralization. Everyone needs resist piercing. This is a fact, and it will be inevitable as long as high resist enemies are everywhere. The more you add, the more pronounced this becomes. Physical is the only element that doesn't have such piercing available in item form (magic used to be in this group too, and was the worst element in the game for it). Only way to get said piercing is to use specific curses, either from a specific class or a specific item. So that's your overcentralization. It's also binary, because obviously you either have curses or you do not have curses.

So here's a novel idea. Reduce the base damage BUT add physical piercing to various pieces of equipment. That way you don't end up with things like characters with 100k listed damage because they're only expected to do 10% of it, except they actually do 50% of it or more and destroy things.

Not to mention melees have always been the boss killers. It's kind of the only thing they can be good at. If they're TOO good at it, that's a problem, but having them simply be good at it should be regarded as working as intended.


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PostPosted: Fri Sep 02, 2011 2:22 pm 
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I don't get how its being made so complicated.

In 1.21z with 80% amp, bosses had 50% resistance with the charms and original resists.

i don't see why the charms/resists were touched when simply adjusting amp so it is 20-25% lower than 1.21z will give the desired effect (melee being able to deal damage and crushing blows while not being out of control.) It's not rocket science and it doesn't have to be such a issue. It's being made way more complicated than it needs to be.

Want to half melee's boss killing speed in hell compared to 1.21z? set amp so it drops bosses to 75% resist. (aka 60% amp with the original charm and innate boss resistances. That was the reason I changed amp to a softpoint based deminishing returns formula. If I had known the charms were getting nerfed then the cap on amp would have been dropped further (as would decrepifys pierce)

Ps. I've never died to IM here. as long as you dont use a multi target skill that you cant interupt manually you should never die from IM. not to mention I nerfed IM

Also, reducing bosses resists further means IM is STRONGER. Something that was completely overlooked and will cause more QQ

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:22 pm 
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Quote:
Moncurse is one of six curses: Amp, Decrep, LR, Weaken, Life Tap and of course IM. Equal chances of each.
No decrep, 5 only. OblivKnights use dec as a normal skill.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:23 pm 

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Steel wrote:
Quote:
Moncurse is one of six curses: Amp, Decrep, LR, Weaken, Life Tap and of course IM. Equal chances of each.
No decrep, 5 only.


Huh, that one was taken out?

As for death by IM, let's look at viable melee skills:

WW.
Fury.
Zeal.
Jab.
Smite.

4/5 of those start an attack sequence you can't interrupt until completed. So even if you don't OHKO yourself, well you can't stop. As for nerfing IM, IM is the most nerfed skill in the entire game. But due to health/damage asymmetry it still kicks ass against the player.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:24 pm 

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SvF-Cagematch wrote:
Moncurse is one of six curses: Amp, Decrep, LR, Weaken, Life Tap and of course IM. Equal chances of each. It only takes a fraction of a second to suicide with IM though, so even a low chance is enough.

Anyways the main reason this is even a problem is overcentralization. Everyone needs resist piercing. This is a fact, and it will be inevitable as long as high resist enemies are everywhere. The more you add, the more pronounced this becomes. Physical is the only element that doesn't have such piercing available in item form (magic used to be in this group too, and was the worst element in the game for it). Only way to get said piercing is to use specific curses, either from a specific class or a specific item. So that's your overcentralization. It's also binary, because obviously you either have curses or you do not have curses.

So here's a novel idea. Reduce the base damage BUT add physical piercing to various pieces of equipment. That way you don't end up with things like characters with 100k listed damage because they're only expected to do 10% of it, except they actually do 50% of it or more and destroy things.

Not to mention melees have always been the boss killers. It's kind of the only thing they can be good at. If they're TOO good at it, that's a problem, but having them simply be good at it should be regarded as working as intended.


Doesn't matter if intention is to balance then elemental chars should have been left alone. Why nerf them if end game if melees are being centralized around 1.21z pierce values? Obviously they wanted to theoretically balance the game. Values that were agreed on by a majority of veterans at that time as over powered values.


I don't know what's changed since then and now. Toning DS, lowering CB etc. doesn't change the over powered combination of having the same pierce values as 1.21z. There is nothing to argue about here. There has to be middle ground. It's as simple as that. People are actually complicating this way more than kevin and I are.

WAY more because asking for a small compromise of going middle ground which was what 70-75% realistically a 10% drop from what it use to be. With 1 point per soft over 70. And all boss values left the same.

Jesus. how complicated is it? It's becoming more complicated than it should be. It's becoming a waste of time of pointless arguing as one side is asking for middle ground and the other is fiddling around avoiding just doing what should be done in the first place.

Again my reiteration is the same. a 10% drop from what 1.21z use to be. Boss values should be reverted and amp should be changed to fix this issue.

Prolonging this is getting us no where. I don't even have the values of each boss in norm/nm/hell. Once I get those I can actually compare to see what's changed.

Again touching boss resists also exploits the ability to solo. At least in 1.21z you were MUCH more effective with a nec. The same can't be said about this patch due to lowered resists in all difficulties.

Yet to see anyone pose an argument as to why pierce values need to centralized around 1.21z. Apparently with all the %ele damage boosts from the newer patch it was decided that during 1.21z since no values existed they needed nerf. So ironically melees end up in the same direction.

However.. 1.21z was not a balanced patch. Between melee/phys rape and a1 mercs it was clearly obvious that melee/phys obliterated/dominated the game.

Again Blue tried to change it and over nerfed. Now they are being over compensated and middle ground is trying to be achieved by the few fucking reasonable thinking people left.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:31 pm 

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So 75% with a necro, so you do a quarter of the listed damage. And if you have no necro, or he is casting a curse other than amp or decrep? That is what you are missing here. Overcentralization is a terrible thing. Full fucking stop.

It's easy to say "Oh, he's much better with a necro."

Does the necro need him? If no, it's a moot point. Instead you have character A who needs character B, but character B is better off doing something else, which means that once again melees fail.

It's easy to say "melees should party". But why must they party with a specific character?


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:33 pm 

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SvF-Cagematch wrote:
Steel wrote:
Quote:
Moncurse is one of six curses: Amp, Decrep, LR, Weaken, Life Tap and of course IM. Equal chances of each.
No decrep, 5 only.


Huh, that one was taken out?

As for death by IM, let's look at viable melee skills:

WW.
Fury.
Zeal.
Jab.
Smite.

4/5 of those start an attack sequence you can't interrupt until completed. So even if you don't OHKO yourself, well you can't stop. As for nerfing IM, IM is the most nerfed skill in the entire game. But due to health/damage asymmetry it still kicks ass against the player.


IM won't even kill you until your Hell A4 realistically and that's when any boss who threateningly casts it exists. All throughout the game else where IM is hardly an issue for a melee char. It's when you're doing 100k that your going to die. Those values which can't even be met until fully twinking.

I'd do more tests in SP to see the truth in this though as I believe IM is survivable on SC with chances of death being much lower with skills like zeal/jab/fury.

Again the only IM real check/balance point is on hardcore. On SoftCore it's entirely different. What risk do you have attacking a mon curse boss? Rofl. You evade IM and live or you get unlucky and die and then you come back down and evade it and kill the boss.

Due to the values being as they are now that is possible because pierce isn't being met half way.

Don't know why anyone would bother arguing on this. Your never going to make a point worth keeping the same pierce values as 1.21z. Again a patch most agreed melee/phys dominated well too much in.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:34 pm 
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Quote:
As for death by IM, let's look at viable melee skills:

WW.
Fury.
Zeal.
Jab.
Smite.

4/5 of those start an attack sequence you can't interrupt until completed. So even if you don't OHKO yourself, well you can't stop. As for nerfing IM, IM is the most nerfed skill in the entire game. But due to health/damage asymmetry it still kicks ass against the player.


lets also look at the other skills those builds have that can be interupted

WW. - Bash, stun, zerk, double swing
Fury. - feral, maul
Zeal. - sacrafice (i used it often enough on diablo to avoid cage + zeal death), smite, vengeance
Jab. - impale, fend (not so safe with fend incase a cage pops up. However you can safely complete 1 jab sequence while IM'd and survive it as I played a 2 handed jabber and survived many an IM while jabing. Only time it may be an issue is once you get eth devistator.

Not to mention you can switch to a 1 handed weapon + attack and ping the boss until the curse is changed to something else (my regular tactic).

Using WW on a boss that IM's is like using charged bolt against a countering boss. You wouldn't do that so why would you WW on a boss with IM? just because 1 skill don't work against 1 thing in the game don't mean it is underpowered.

Also lets not forget you can go low damage + CB in hell again now if you want too.

the whole IM argument is pointless as lowering bosses resists further makes it more likely you will 1 hit KO your char because you are dealing more damage. (something everyone seems to be ignoring while complaining about IM

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:35 pm 
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If you post real test numbers when facing diablo for the first time and killing him solo then we should balance more. Now it seems ok. It's like balancing psn chars based on 99lvl chars... sure cut their damage by 50% so untwinked they do 1/10 of normal damage and noone cares about them ... ugh rabies druid in 1.21 before small update... I had 85k plague javelin when facing hell diablo for the first time this ladder (2nd diablo kill + 2nd baal kill, due to Siq, Dieu, Loc, Fuji playing from NA and me Europe) and damage seemed ok. Ofc some of you guys would test it with all 6/6 facets and templars/griff on and say "fuck psn is OP".
We with Baerk/Pious/Kramuti agreed that % fucks balance the most, that's why I suggested to drop all crafts to 12%/-res total and facets 3% instead of making things harder for non 95lvl chars.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:38 pm 

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Steel wrote:
If you post real test numbers when facing diablo for the first time and killing him solo then we should balance more. Now it seems ok. It's like balancing psn chars based on 99lvl chars... sure cut their damage by 50% so untwinked they do 1/10 of normal damage and noone cares about them ... ugh rabies druid in 1.21 before small update... I had 85k plague javelin when facing hell diablo for the first time this ladder (2nd diablo kill + 2nd baal kill, due to Siq, Dieu, Loc, Fuji playing from NA and me Europe) and damage seemed ok. Ofc some of you guys would test it with all 6/6 facets and templars/griff on and say "fuck psn is OP".
We with Baerk/Pious/Kramuti agreed that % fucks balance the most, that's why I suggested to drop all crafts to 12%/-res total and facets 3% instead of making things harder for non 95lvl chars.



Look again irrelevant arguing. You're talking about elemental characters.

I'm talking about pierce values of AMP related to 1.21z. Going the same direction with those pierce values fucks everything too oh jee what a coincidence. It's agreed that 1.21z values of amp were over powered.

It was toned DOWN TOO MUCH. Now it's being over compensated by being allowed to meet 1.21z values. Middle ground is being asked for.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:41 pm 

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SvF-Cagematch wrote:
So 75% with a necro, so you do a quarter of the listed damage. And if you have no necro, or he is casting a curse other than amp or decrep? That is what you are missing here. Overcentralization is a terrible thing. Full fucking stop.

It's easy to say "Oh, he's much better with a necro."

Does the necro need him? If no, it's a moot point. Instead you have character A who needs character B, but character B is better off doing something else, which means that once again melees fail.

It's easy to say "melees should party". But why must they party with a specific character?



Previous values in 1.21z are still met. That means with an amp wand or a Gravel of Pain (l6 amp) you are just as effective as you were in 1.21z without a necro. Of course what's OP is OP.

No character now can truly solo effectively. PSN zon had it's decoy dramatically reduced as well as some end game damage. It was never intended that way anyway. The mod is party oriented and always has been. The idea of DOUBLING boss life on minimum spawn is to encourage and discourage solo playing. You're indirectly now required to actually DUO to effectively do anything.

Using the solo argument is the weakest shit I've ever heard especially considering boss resist is globally nerfed allowing such sources of decrep/amp to ACTUALLY allow more soloing to take place.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:46 pm 

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The boss still heals to full if you die.

As for melee dominating too much, yes that tends to happen when you have a mod all about killing bosses and a particular thing is good against bosses. The solution, of course is to make things other than bosses matter, as the main reason why casters were even getting attention is because they could get full inventory of skiller level damage just by using normal equipment due to the gear buffs that came with the skiller removal.

PureRage-DoD wrote:
Quote:
As for death by IM, let's look at viable melee skills:

WW.
Fury.
Zeal.
Jab.
Smite.

4/5 of those start an attack sequence you can't interrupt until completed. So even if you don't OHKO yourself, well you can't stop. As for nerfing IM, IM is the most nerfed skill in the entire game. But due to health/damage asymmetry it still kicks ass against the player.


lets also look at the other skills those builds have that can be interupted

WW. - Bash, stun, zerk, double swing
Fury. - feral, maul
Zeal. - sacrafice (i used it often enough on diablo to avoid cage + zeal death), smite, vengeance
Jab. - impale, fend (not so safe with fend incase a cage pops up. However you can safely complete 1 jab sequence while IM'd and survive it as I played a 2 handed jabber and survived many an IM while jabing. Only time it may be an issue is once you get eth devistator.


Berserk is safe and good, feral and maul are really just charge up skills, Sacrifice and Impale are both super hit skills... not the best idea to use. Vengeance is safe, but if you aren't an avenger it's not doing anything. Anyways my point is that whole D2 is binary thing comes up again here. You're moving along just fine, and whoops IM.

Quote:
Using WW on a boss that IM's is like using charged bolt against a countering boss. You wouldn't do that so why would you WW on a boss with IM? just because 1 skill don't work against 1 thing in the game don't mean it is underpowered.


A CB Sorc has lightning, which does more damage anyways. A WW Barb has nothing as good or better than WW. In any case I'm not saying WW is underpowered, just that most everyone is forced to be a one trick pony for various reasons, and again D2 is binary.

Quote:
the whole IM argument is pointless as lowering bosses resists further makes it more likely you will 1 hit KO your char because you are dealing more damage. (something everyone seems to be ignoring while complaining about IM


I'm not ignoring it. I'm thinking you'd quickly suicide regardless, so it hardly matters.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 2:57 pm 
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And all testing is being done in hell while ignoring NM completely?

The %ele nerf I can live with (Just means everyone needs to build a cookie cutter to make a sygnificant contribution to the team)

What was wrong with the original resists staying (an already working model) and just dropping amp% from 1.21z?
So far, instead of adjusting 2 cells in 1 text file to adjust it, all boss resists have been changed and all weapons strength bonus has been changed (making strength a useless stat again in the process)

Instead of making a cure, another disease has been created. Those old resist values had been active for over 5 years. I don't see why they were changed when they have been a part of the game for all that time.

It's a terrible move that i'm 100% against. Kinda tired of pushing the point at this stage as it's gonna get ignored anyway. Just release it so i can roflstomp shit after the reset and quit again.

@ Squelch when was the last time you seen someone die from IM who actually knew what they were doing. For that matter, when was the last time you seen a barb using WW against diablo/baal?

Impale deals magic damage like zerk. I changed it last patch for that reason.
Zealers can also use smite while IM'd (infact you are better using smite as you get DR so you get less returned damage
feral and maul both come with ED% on the attack so both can be used effectivelly (if they couldn't then a maul bear wouldn't exist)

The 1 hit kill vs IM only happens when you strike a cage because they have low resist and you cant leech from them at all. single target skills don't hit cages. If someone is getting killed by IM, thy shouldn't be playing a high damage melee.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 3:02 pm 

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Forgot about impale being magic, and I'll take your word for it on the rest. My main point was that D2 is a binary game and melee's off switch is IM, and not bitching about IM itself.

I'll stop talking about that now though.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 3:10 pm 
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I'd say IM currently is a switch between offense and defensive playing and not so bad as its only active 1/5th of the time on boss fights as other curses overwrite it anyway.

I'm gonna drop it too and just accept what is comming, even if i don't like it.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 3:26 pm 

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Andy:20/25/65 (65/70/110)
Duriel:25/33/65 (70/78/110)
Mephisto:25/50/70 (70/95/115)
Diablo:25/50/70 (70/95/115)
Baal:30/50/70 (75/95/115)

These are the current proposed values for the beta. ^

Old values

Andy:20/25/75 (65/70/120)
Duriel:25/33/75 (70/78/120)
Meph:25/50/80 (75/100/130
Diablo:25/50/80 (75/100/130
Baal:33/50/90 (88/105/145)

Comparative drop values:

Meph and Diablo were dropped 5% in norm with baal being dropped 18% in norm.

Meph/Diablo dropped 5% in nightmare and baal dropped 10%.

In Hell Andy/Duriel dropped 10%

Mephisto/Diablo dropped 15%

Baal was dropped 30%

A level 20 amp in this beta is 57%. A Level 46 is 64%.

Previously you need L60 to hit 90%. Very unrealistic. A 85% is more realistic.

Now it caps at 64% with 46 being the last level.

Now let's compare.

in 1.21z
Assuming negative values even exist? not sure. I don't believe they do but for the sake of uncertainty I'm assuming so I'll let Kevin/Baerk confirm it but I'm like 80% sure they don't.
AMP @ Norm

Andy = -20
Dury = -15
Meph = -10
Diablo = -10
Baal = 3

In nightmare

Andy = -15
Dury = -7
Meph = 15
Diablo = 15
Baal = 20

HELL

Andy = 35
Duriel = 35
Meph = 45
Diablo = 45
Baal = 60

Current proposition
NORM

Andy = 1
Duriel = 6
Meph = 6
Diablo = 6
Baal = 11

NM

Andy = 6
Duriel = 12
Meph = 31
Diablo = 31
Baal = 31

Hell

Andy = 46
Duriel = 46
Meph = 51
Diablo = 51
Baal = 51

Now sources of amp need to be validated to test solo ability.

Brand/Gravel Of Pain(Did L6 charges exist previously?)/AMP wands with charges

And compared between both patches

I just confused the fuck out of myself so I have to re-read these numbers to evaluate what just happened but it seems like the current proposition is better than previous? I'm confused give me 5min after I post this to re-read.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 3:29 pm 
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http://www.youtube.com/watch?v=CEBfEqFkXQs great song to help you chill the fuck out.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 3:35 pm 

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Fuck me I over complicated it wtf.

Ok here's the realistic comparison assuming boss resist values untouched and amps compared

Andy/duriel lowered to 0%
69% vs meph/dia in norm
82% vs baal

Nightmare

Vs Meph/Diablo 69%
Vs baal 74%

In Hell

vs Andy/Duriel 74%
vs Meph/Dia 79%
Vs Baal 94% << LOL

The boss values are all over the place. Clearly very confusing.

The above values represent amp on each boss with resist being touched meaning.. well basically I just complicated the fuck out of this instead of making it simple. Dunno why prob cuz I"m asian but I have to re-think this shit.

Confused to hell.

Basically I'm combining the NERFED boss resist on top of amplify damage to get an accurate value of what AMP would be this patch in comparison to last pierce value wise.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 3:36 pm 

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Steel wrote:
http://www.youtube.com/watch?v=CEBfEqFkXQs great song to help you chill the fuck out.


lol wtf?

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 3:38 pm 

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pretty sure my eardrums started to bleed when I heard that song.

Back on topic: Why dont you keep the current boss resist values and lower the amp values to what they were in the previous patch 1.3a or w/e it is called(blue's patch)?

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 3:41 pm 

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Basically what we have is a problem in Hell it seems more than anything. Meph/Diablo/Baal all need their resist buffed especially Baal. He's been dramatically over nerfed.

It seems we were confused all along. The main issue is rather in Hell then any other place.

The last 3 bosses are the worst in terms of pierce. Meph/Dia faced a 6% buff compared to 1.21z while Baal was actually facing an impact to his resist by -4-9% depending on your AMP in 1.21z.

That means Hell Baal is easier now than he was in 1.21z for a melee.

Again AMP Values between single sources have to compared from 1.21z to now to actually see how solo ability is put into place here as well.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 3:45 pm 

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@Verb it's not that simple anymore because boss resist were also touched.

If you look @ my post I'm comparing both old and new amps in combination with previous/new boss resists.


This start shits to get too complicated because both values being touched makes it a pain in the ass to deal real time comparisons which is why I suggested touching AMP and not boss resists.

Shit I have to go to the gym. It's Friday. Can't waste any time on these forums till very late tonight.

Hope something gets figured out though because this is starting to become over complicated as my last few posts indicate.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 3:57 pm 
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Lee wrote:
Steel wrote:
http://www.youtube.com/watch?v=CEBfEqFkXQs great song to help you chill the fuck out.


lol wtf?

Yeah normally I listen to death metal like http://www.youtube.com/watch?v=Si0KatU1aeE (the best movie out there too, equilibrium) but I won't throw away good trance or psychotrance!
That's all what I think about a melee/patch. Whole reset thing should be here like now and us playing not debating "I don't know if phys 70% will be better than 71%". Just let it go.

Honestly I'd even agree with Blue's Oak nerf, if all other changes remain the same. I won't go into details into this. Let's say I just have a long road to work, notepad and a pencil and I like these rules:http://i.imgur.com/CDGrQ.jpg


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 3:59 pm 

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What bothers me the most about the melee vs caster balance is that casters can basicly do decent damage to any boss if they arent immune to their element without any kind of extra help from a curse. Mean while melee is either struggling to do anything without amp/decr or kill shit easily with amp/decr.

Why keep balancing around amp/decr?
I would love it if melee wasnt balanced around these 2 curses because that way it frees up a lot of other unused curses. Would love to be able to use life tap or weaken on a hell boss with a melee in the party without him being either completely useless or just acting as a tank.

Probably too late to do that in this patch though....

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 4:00 pm 
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Steel wrote:
http://www.youtube.com/watch?v=CEBfEqFkXQs great song to help you chill the fuck out.


Vibrasphere is nb! the last half of that song is nice
Although, I prefer Ott myself: http://www.youtube.com/watch?v=6vszOgNR ... re=related
shitty youtube quality doesn't ever do the artists justice.. gotta get the flacs ftw
sry off topic

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 4:05 pm 

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Steel wrote:
Lee wrote:
Steel wrote:
http://www.youtube.com/watch?v=CEBfEqFkXQs great song to help you chill the fuck out.


lol wtf?

Yeah normally I listen to death metal like http://www.youtube.com/watch?v=Si0KatU1aeE (the best movie out there too, equilibrium) but I won't throw away good trance or psychotrance!
That's all what I think about a melee/patch. Whole reset thing should be here like now and us playing not debating "I don't know if phys 70% will be better than 71%". Just let it go.

Honestly I'd even agree with Blue's Oak nerf, if all other changes remain the same. I won't go into details into this. Let's say I just have a long road to work, notepad and a pencil and I like these rules:http://i.imgur.com/CDGrQ.jpg



LOL @ steel it's like saying you know some OP ass build or exploit but won't tell anyone directly. Nice. :D

Discussion is important this time around as...

Who knows how much longer any of us are going to play this game still. Times are changing. This could be close to the last few resets left. Newer games are coming out. Technology is changing. Most of us will be gone within two years a lot of us within a year.

At least lets enjoy the last few ladders as balanced as we can for a change.
Not a lot 2 ask for EH?

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 4:13 pm 
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Quote:
LOL @ steel it's like saying you know some OP ass build or exploit but won't tell anyone directly. Nice.
Not op build or exploits... just how to play:
http://img64.imageshack.us/img64/9213/87983831.jpg
http://img847.imageshack.us/img847/9841/59324979.jpg
1)a5 merc taking down ancient that are trying to hit you when you stand against a wall. Hell ofc, mate joined with my 2nd acc on that pic. Solo
2)Duriel's being completely tanked by oak, you can nerf firestorm damage to 1 and you'll be able to kill him - duriel's smite stuns oak preventing it from moving making it the best tank... not some lame decoy thing, phi. Solo


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 5:35 pm 
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How about a test with hell mephisto and diablo's physical resist at 120 and hell baal at 130 when factoring in boss charm? Just a small data folder with the monstats changes for the sake of testing just posted in this folder.

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Concerning available amp levels... The Unique Martel De Fer "The Gavel of Pain" remains the highest source of amp with 20 lvl 6 charges.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 6:03 pm 

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Verb wrote:
What bothers me the most about the melee vs caster balance is that casters can basicly do decent damage to any boss if they arent immune to their element without any kind of extra help from a curse. Mean while melee is either struggling to do anything without amp/decr or kill shit easily with amp/decr.

Why keep balancing around amp/decr?
I would love it if melee wasnt balanced around these 2 curses because that way it frees up a lot of other unused curses. Would love to be able to use life tap or weaken on a hell boss with a melee in the party without him being either completely useless or just acting as a tank.

Probably too late to do that in this patch though....


Once again my friend 2 big ego's are ignoring the actual suggestions because they both feel accordingly right...

If you remove curses from the equation (IE Amp/Decrep/LR) Then what do u have? A formula for balance that doesn't require all these gimmicky runewords that have -% ele pierce (Fire/cold/Lightning/Poison)
What do melee's get that casters don't? Life leech. Aka improving survivabilty.
What do Casters get that melee's shouldnt? Thats right Pierce..

Heres the formula for the people who arent comprehending.. Melee's deal less dmg but have overall better survivability. Casters deal more dmg but have less survivability. This can be attained by removing alot of these "achievable buffs" Such as frozen armor on non sorcs/ BO when barbs aren't present (aka barb bots) And oak being strong even when its being used by a caster druid (sadly blue may have had the 3% oak right)
Sadly however some people want "melee" to do equivalent or more dmg than a Sorc (what i consider the powderkeg of dps)While sustaining a survivabilty factor of the toughest melee (barbs/druids/paladins)

Of course this formula would work perfectly for hardcore.. However the masses play for a different reason as I and play SC. Which isn't a negative it just throws the "survivabilty' factor of this game out the entire window.
At some point every player reaches a pinnacle of play that allows them to avoid death entirely (Softcore and HC) unless the most extreme circumstances are thrown at them.

My suggestion still stands... Make Act bosses and the toughest curse immune and balance around accordingly. For example put norm bosses at 55%.. NM at 70 and hell 85 or 90.. Then find the same formula for casters around pierce say 80/90/100. Now remove pierces from most items and bring the maximum achievable to 30 by the best gear and u have a formula for casters doing more dmg but requiring to sacrifice survivability.

Obviously this is quick numbers and I doubt it to be balanced at all. Im just laying groundwork for a real balance.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 6:18 pm 

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What I don't understand is how people are trying to argue caster vs melee. Even in 1.21z melee far out damaged caster. It's obvious that melee do more single target DPS than a caster. Again two different classes in two different roles. It's stupid to say

"It's not fair caster can do more damage than a melee without amp."

While casters survivability rely on something to tank. You also have to remember Melee were able to kill solo in 1.21z with AMP charges.

Again it goes back to history of HU.

AMP was a problem in 1.21z. If values currently favor those of 1.21z not much changes. You can't argue in circles or try to divert the simplicity of this argument by turning into something else comparing caster to melee.

With spirit blades and decoy gone let me know how casters fare solo or even with a LR nec. LOL. I'd love to see it.

The only char even capable of soloing anything now is most likely a phys/melee with L6 amp charges btw in 1.21z the only chars that really soloed were also melee.

Again inferior arguments. Clearly neither of you have played 1.21z.

Allowing bosses to be able to be taken down by Melee at a fast rate is going to allow solo ability amongst melee chars again as in 1.21z. It allows even further rape with a necro in the party. Far much more rape with a necro than a necro with a elemental character.

Too many people are accustomed to Blues patch now and they think elemental shit can solo the world without a necro presence but clearly your unaware of the direction this patch is headed.

The patch is requiring almost a tank to be present in the party in any boss oriented area. Life on everything is DOUBLED previously what it use to be and elemental %dmg availability is now decreased by 50% over all end game.

Elemental chars have been toned down. While poison took a bit of a hit with the 50% nerf it'll still kill but almost 3-4x slower than what it use to be. Which is noticeable enough. But a huge agreement has already been that PSN is op and something was done about it. %psn reduction reduces damage much more than other skills so the effect is greater.

Again my reiteration is that if the last 3 hell bosses are not buffed in resist it will allow melee to solo and just dominate them in general(with a necro). It isn't overtly difficult to understand.

I keep repeating the same shit over and over and over.

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Last edited by Lee on Fri Sep 02, 2011 6:28 pm, edited 2 times in total.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 6:20 pm 

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Steel wrote:
Quote:
LOL @ steel it's like saying you know some OP ass build or exploit but won't tell anyone directly. Nice.
Not op build or exploits... just how to play:
http://img64.imageshack.us/img64/9213/87983831.jpg
http://img847.imageshack.us/img847/9841/59324979.jpg
1)a5 merc taking down ancient that are trying to hit you when you stand against a wall. Hell ofc, mate joined with my 2nd acc on that pic. Solo
2)Duriel's being completely tanked by oak, you can nerf firestorm damage to 1 and you'll be able to kill him - duriel's smite stuns oak preventing it from moving making it the best tank... not some lame decoy thing, phi. Solo


Wasn't aware of the a5 merc thing. I was quite aware of Oak tanking, however, I believe simply increasing the delay on casting it fixes the problem because the Oak does die relatively fast. However no one even cared to bring it up really this patch until Lockdown mentioned in a thread.

It should be fixed.. clearly wasn't intended but I was already aware of it because I've seen it tank in other places. I just never used it as a tank because it can still die before you can re-cast or one wrong re-cast and the boss will be in your face and then you have to run around/recast.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 6:26 pm 
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My brain hurts from all this wall of text. I wasn't aware resists got nerfed on bosses though. Re-instate the resists from the previous version with the change in amp and everything should be fine.
On a side note Steel and I were ready to exploit the new crafting system day 1 had Blue's patch gone through. +8 Javs +8 orbs O.O

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 6:32 pm 

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LockDown wrote:
My brain hurts from all this wall of text. I wasn't aware resists got nerfed on bosses though. Re-instate the resists from the previous version with the change in amp and everything should be fine.
On a side note Steel and I were ready to exploit the new crafting system day 1 had Blue's patch gone through. +8 Javs +8 orbs O.O


My head hurts too but again I said many of us may not be around for so much longer to play HU. It'd suck to end up playing a crappy ladder. I may not come back after next season. Life awaits all of us and in new directions we go. "Goodbye video games."

As this is the only game I play.. I don't care that I'm wasting time on the forum discussing things. It's worth it if I want a balanced ladder this time around and after playing with a completely fucking OP obliterate everything druid that's kind of what I actually want.

As far as the boss resists and amp go based on my comparison it's the last 3 hell bosses ironically the 3 bosses that are suppose to be the most difficult that suffer from weak resistance compared to everything else in the game.

Hell Baal has the weakest resistance compared to 1.21z Baal and took the greatest fall.

Honestly.. It's Hell Baal. Shouldn't he have been buffed if anything this patch?

His resistance need pumped to at least 70%. Again.. the last boss in the entire game? Suppose to be the hardest? Hello?

Is anyone listening? Am I talking in a mirror? Is there a brick wall in the way?

Who wants an easy Hell Baal?! Wtf? No b.net please.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 7:14 pm 

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Lee.. How can you balance a boss around the requirement to have a necro present... not everyone in every team is gonna have one.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 8:22 pm 
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Quote:
Why keep balancing around amp/decr?
I would love it if melee wasnt balanced around these 2 curses because that way it frees up a lot of other unused curses. Would love to be able to use life tap or weaken on a hell boss with a melee in the party without him being either completely useless or just acting as a tank.


This would be awesome but it would mean nerfing amp and decrep alot. (as in 10% pierce on decrep and 10% +1 per 2 soft levels on amp as an absolute max if CB remains in the game.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 8:32 pm 
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PureRage-DoD wrote:
Quote:
Why keep balancing around amp/decr?
I would love it if melee wasnt balanced around these 2 curses because that way it frees up a lot of other unused curses. Would love to be able to use life tap or weaken on a hell boss with a melee in the party without him being either completely useless or just acting as a tank.


This would be awesome but it would mean nerfing amp and decrep alot. (as in 10% pierce on decrep and 10% +1 per 2 soft levels on amp as an absolute max if CB remains in the game.



With boss resists where they are is this an option? If so I'd life lifetap weaken and all those other things to be viable options again.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 8:47 pm 

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Did anyone even read the values I posted? It looked to me as if NORM/NM are actually HIGHER boss resist than 1.21z even with amp, am I wrong? The last 3 bosses in Hell ironically are the weakest in comparison to 1.21z. They should just be buffed and the rest should be put to rest. Honestly.. I must have had over 100 posts on the melee topic alone.

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 02, 2011 11:48 pm 

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Lee wrote:
Did anyone even read the values I posted? It looked to me as if NORM/NM are actually HIGHER boss resist than 1.21z even with amp, am I wrong? The last 3 bosses in Hell ironically are the weakest in comparison to 1.21z. They should just be buffed and the rest should be put to rest. Honestly.. I must have had over 100 posts on the melee topic alone.


I did read those values.. But until theres a hard legitimate team that tests it we won't know exactly how "higher" it is. Just because they have higher resists doesn't mean its gonna go slower. Your not calculating in total hp against total dmg they deal. As it stands now ANYWAY norm/nm is soloable by just about any legitimate player.


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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 03, 2011 5:14 am 
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PureRage-DoD wrote:
This would be awesome but it would mean nerfing amp and decrep alot. (as in 10% pierce on decrep and 10% +1 per 2 soft levels on amp as an absolute max if CB remains in the game.


could change aura filter so it doesnt affect any monsters with a 1 in the boss column in monstats.txt. then summon necs wouldnt need a complete rebalance since against bosses they are blade/curse bitches anyway.

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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 03, 2011 5:38 am 

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PureRage-DoD wrote:
Quote:
Why keep balancing around amp/decr?
I would love it if melee wasnt balanced around these 2 curses because that way it frees up a lot of other unused curses. Would love to be able to use life tap or weaken on a hell boss with a melee in the party without him being either completely useless or just acting as a tank.


This would be awesome but it would mean nerfing amp and decrep alot. (as in 10% pierce on decrep and 10% +1 per 2 soft levels on amp as an absolute max if CB remains in the game.


That would be so awesome.

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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 03, 2011 10:27 am 

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Balancing melee around freeing up curses is going to take too much time. Right now resists need to be fixed mainly amongst the last 3 bosses in Hell. Norm and NM look ok. We just need to see the last 3 bosses in Hell altered and this discussion can finally be put at rest.

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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 03, 2011 10:33 am 

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Baerk wrote:
How about a test with hell mephisto and diablo's physical resist at 120 and hell baal at 130 when factoring in boss charm? Just a small data folder with the monstats changes for the sake of testing just posted in this folder.

--Double Post--
Concerning available amp levels... The Unique Martel De Fer "The Gavel of Pain" remains the highest source of amp with 20 lvl 6 charges.


This puts Diablo at 56% and baal at 66%.

Just need to do more realistic tests in SP if people are willing to actually participate this time then several people testing things can be done. We just need 3-4 people with udie2 to conduct some tests and post results.

I'm sure there is someone willing. Is anyone willing to participate in an organized SP test of melee/phys with adjusted resistant values?

Should use L6 amp and L40 to get an idea of how solo is and how with a necro is.

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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 03, 2011 10:41 am 
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Let's just release a final patch and reset this ladder. Any futher phys balance can be done later with serverside edits (monstats or uniqueitems.txt) ofc if Duff/server hosts are ok to download another 340mb package.

It's a race, HU 1.3b vs d3, what will be released sooner.


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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 03, 2011 11:22 am 
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Actually for server patches there's a special server only mpq with certain internal file types gutted. As a result the servers only really have to download a 90ish MB mpq.

Also concerning decrepify... although there are people praising it as a way to go... It should be noted decrepify slows only physical attack speed and travel speed. It does nothing to slow cast speed or lower spell damage. Against a pure caster boss like summoner the speed debuffs won't be so important since it would be hitting the wrong animations entirely. Also the decrep is only going to take a bite out of counters if they happen to have a weapon damage component.


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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 03, 2011 12:08 pm 

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Lee wrote:
Balancing melee around freeing up curses is going to take too much time. Right now resists need to be fixed mainly amongst the last 3 bosses in Hell. Norm and NM look ok. We just need to see the last 3 bosses in Hell altered and this discussion can finally be put at rest.


Just a post ago you were saying that you wanted this reset to be as balanced as possible and to be patient. Now you say it will take too much time.

Frankly this is my last comment on this subject.. If all you're going to do is test a 3 spawn boss with a single character and balance around amp/decrep then what happens when a team of 2 or 3 walks through norm/nm/hell?


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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 03, 2011 5:54 pm 

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PureRage-DoD wrote:
How much are you thinking of bringing the str bonus down by? I like the option of going pure str on a melee char (that needs to be in the danger zone already) and trying to balance power + life. The old str bonus wasn't worth the tradeoff over pure vita. I'd like to see the option of going pure str offensive remain, as it differentiates melees (DPS or tank).


I second this.


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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 03, 2011 6:26 pm 
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Is 250 soft str effectively generating a 750% ED weapon mastery effect really not enough to consider going pure strength over or for that matter going for extra strength charms? That doesn't particularly sound like a particularly small damage bonus to me atleast. Or is some DPS melee suppposed to do over twice the damage of a tank melee?


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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 12:37 am 
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no its not worth it. How many pure phys melees did you see before 1.3a? none. Same is true now too. More boring game with less choices = less fun. 750% skill ED end game is worthles compared to 70%HP and a huge vita buff (rubys vs ameths).
Back to str bugging for everyone and 5 str barbs will roam the earth again.
zzz

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 4:36 am 
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PureRage-DoD wrote:
no its not worth it. How many pure phys melees did you see before 1.3a? none. Same is true now too. More boring game with less choices = less fun. 750% skill ED end game is worthles compared to 70%HP and a huge vita buff (rubys vs ameths).
Back to str bugging for everyone and 5 str barbs will roam the earth again.
zzz


+1, sucks that it is this way :\


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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 5:46 am 

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PureRage-DoD wrote:
Quote:
Why keep balancing around amp/decr?
I would love it if melee wasnt balanced around these 2 curses because that way it frees up a lot of other unused curses. Would love to be able to use life tap or weaken on a hell boss with a melee in the party without him being either completely useless or just acting as a tank.


This would be awesome but it would mean nerfing amp and decrep alot. (as in 10% pierce on decrep and 10% +1 per 2 soft levels on amp as an absolute max if CB remains in the game.


This should be implemented and just set all hell bosses to something between 70-85% phy resistance. Duriel probably needs to be lower because of his smite.

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 9:31 am 

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Baerks suggestion of 120% on meph/diablo and 130% on baal seems ideal. To end all of the arguing and discussion It will be best to end the resists on that note and drop the patch. There is no need to continue discussing this in circles and getting no where. The adjusted resists correlate to a bump in actual resists compiled with AMP compared to 1.21z. Overall values are higher than 1.21z in the 10~15% range of reduction.

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 9:34 am 
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Baerk suggested to increase phys resists to around 70% with amp? That's not how I remember it :P

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 9:37 am 

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PureRage-DoD wrote:
Baerk suggested to increase phys resists to around 70% with amp? That's not how I remember it :P


Oh ye :P Kevin was forgotten, Oops lol

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 9:42 am 

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Currently here's how things panned out.

Compared to last patch.

Norm bosses were slightly increased in pierce effectiveness around 5-8%

Nightmare bosses Meph/Dia had a 16% increase with baal having a 11%.

Hell Andy and dury had a 11% increase
Meph/Dia also 11% (with proposed 120% res)
and Baal had a 6% ( With proposed 130% res)

Now adjust a few % here and there as you need L46 to hit max amp values. Not that hard though just +26 skills. So a 1-2% increase should be factored. As I was using 64% in those values.

Further evidence that the adjustments to baal/meph/diablo should be ideal and put this discussion to rest.

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 9:46 am 
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I still don't agree with nerfing the boss charms unless norm and NM resists have been adjusted to suit but meh, norm and NM have always just been an obstacle on the road to hell tundra anyway. I'd rather have seen the adjustments made to the hell resists columns in monstats.txt to avoid fucking up norm and NM bosses.

I'll live with it though I guess. Too tired of bashing my head against a brick wall at this point to care much.

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 10:04 am 

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Ah yeah I see the point in actually touching the boss resist. I did no nm/norm tests though so I have no idea.

A possible suggestion is to adjust the way Dec works?

Diminish returns on Dec? Starting @ 10% eventually reaching 25%?

I'm taking it decrep is ur main concern Kevin?

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 10:28 am 
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At any rate most of the hell act bosses are going to have so much physical resist that decrep as is won't be a practical immunity breaker for the hell act bosses.

Decrep could be given a hard point progression though. Say it starts at 20% for the 3 stats it debuffs but then rises to 30% with max hard points. This will nerf the decrep charges a little, but at the same time give a max decrep something more noteworthy (so a hard lvl 1 decrep would rob a monster of 36% of their melee DPS if without extra fast and/or might/fanata while a hard lvl 20 decrep would rob the monster of 51% of their melee DPS).


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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 11:41 am 

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Going to have to completely agree with Baerk here. It adds incentive for a necro to max it or at least gives reason to put more than one into it unlike previously. It allows prevents decrep from being abused on weapons/charges at a 5% reduction in damage. The question is how will the hard level progression work i.e. if a wep has a L6 dec charge on it will it be 26%? Or...

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 11:58 am 
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It will be a base 20 + 1 per 2 hard points/charge level (CTC procs are treated as hard level 0). Spellsteel is level 3 charges which means under this progression proposal it will become 21% physical resist drop and 21% slow/enemy damage drop (meaning enemies without speed/ED% buffs will lose almost 2/5ths their DPS in melee attacks).

--Double Post--

Looking over blue's site quickly it appears there's only 1 source of decrep charges anyways which was already mentioned in this post. Everything else is just CTC decrep which will be treated as hard level 0 (thus -20% bebuffs regardless of CTC lvl with the higher CTC lvls giving more radius and duration).


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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 1:04 pm 

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Baerk wrote:
It will be a base 20 + 1 per 2 hard points/charge level (CTC procs are treated as hard level 0). Spellsteel is level 3 charges which means under this progression proposal it will become 21% physical resist drop and 21% slow/enemy damage drop (meaning enemies without speed/ED% buffs will lose almost 2/5ths their DPS in melee attacks).

--Double Post--

Looking over blue's site quickly it appears there's only 1 source of decrep charges anyways which was already mentioned in this post. Everything else is just CTC decrep which will be treated as hard level 0 (thus -20% bebuffs regardless of CTC lvl with the higher CTC lvls giving more radius and duration).


And the 30% phys reduction wont be enough or barely enough to break act bosses correct? Otherwise thats a good idea because I had envisioned abusing spellsteal or ctc decrep rares which under this is still something but isn't better than a necro.


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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 04, 2011 1:38 pm 
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There's going to be a few more physical resist tweaks to the final 3 hell act bosses to make it so melees can't have a 1.21z style rampage with them. Once these physical resist changes are active and this decrep progression I proposed active... The results will be only hell andy of the hell act bosses could be broke by CTC decrep (Duriel could be too but only if he doesn't have smite's buff active). Spellsteel charges will technically break hell meph and diablo but they will still be at 99 physical resist which is so close to immune anyways it shouldn't be a concern. A maxed necro decrep would break hell meph and diablo down to 90 which is quite frankly still pretty stiff. Even a maxed necro decrep won't be able to break hell Baal. With Smite active Duriel will have 138 soft immune physical resist which is only second to the Soulmancer boss as far as soft immunes go (which means only necro amp would even give the melee a chance against duriel's smite buff).


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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Sep 05, 2011 7:32 pm 

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PureRage-DoD wrote:
no its not worth it. How many pure phys melees did you see before 1.3a? none. Same is true now too. More boring game with less choices = less fun. 750% skill ED end game is worthles compared to 70%HP and a huge vita buff (rubys vs ameths).
Back to str bugging for everyone and 5 str barbs will roam the earth again.
zzz


All I have to say to that is anything that makes something other than spam click Vitality a valid option is sounding good to me. And I'm the one who started the whole Vita whores ftw movement. That assumes of course that both actually are valid though. If the Str guy gets one shotted all the time, he's not a viable character. Likewise if he easily survives everything then Str just replaced Vita as the go to stat, and nothing else changed.

Oh and if Duriel smite is such a big problem why not clone the skill and remove the physical resistance buff from the clone?


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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Sep 05, 2011 7:46 pm 
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Actually the situation with hell Duriel has actually improved for melees. It used to be Duriel turned into an unbreakable physical immune whenever smite was active. The fact he's a breakable immune now is actually an improvement.


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 12:58 am 
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While I don't totally disagree with a change to decrep, nobody is going to spend more than 1 point in it.

I am not sure I totally get the (mini)uproar on the skill as is. Is 95% res on the later hell bosses really worrisome? It has always seemed to me that the slow is the thing that is problematic when stacked with other slow sources.

I understand that we have to worry about the bosses having too low a phys res due to amplify damage. I just don't really understand the need to change decrep. Again, not totally against it, just don't really see the reason for it either.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 9:14 am 

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Just tossing a wrench into the balancing effort here, but tweaking melee (or better yet..phys) on the basis that a necro needs to have max amp + 20 slvls in order for phys dmg to be effective is childish. I don't care if this is for "the last 3 act end hell bosses", bad is bad

It's basically adding another synergy to phys dmg dealers that HAS to be maxed, AND it's not even in the phys dmg char skill tree... 131 skill point builds anyone ?

The sane option would be to balance on ctc amp/amp wand(and even then it's iffy). Survivability concerns can be tweaked further with leech adjusting.


Bah the way, anybody considering phys bowazons in this discussion ?


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 10:29 am 

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hex wrote:
Just tossing a wrench into the balancing effort here, but tweaking melee (or better yet..phys) on the basis that a necro needs to have max amp + 20 slvls in order for phys dmg to be effective is childish. I don't care if this is for "the last 3 act end hell bosses", bad is bad

It's basically adding another synergy to phys dmg dealers that HAS to be maxed, AND it's not even in the phys dmg char skill tree... 131 skill point builds anyone ?

The sane option would be to balance on ctc amp/amp wand(and even then it's iffy). Survivability concerns can be tweaked further with leech adjusting.


Bah the way, anybody considering phys bowazons in this discussion ?


Ive been testing a bowzon. And to be honest I like where shes at. She does solid dmg and bosses go down quick with ctc lvl 45 amp (yes i edited in) but her survivabilty is a main factor. So glass cannon is a good term atm. Doubt you'll be seeing any solo bowzons.


*Note* Is guided arrow supposed to cause counters?


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 10:37 am 

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hex wrote:
Just tossing a wrench into the balancing effort here, but tweaking melee (or better yet..phys) on the basis that a necro needs to have max amp + 20 slvls in order for phys dmg to be effective is childish. I don't care if this is for "the last 3 act end hell bosses", bad is bad

It's basically adding another synergy to phys dmg dealers that HAS to be maxed, AND it's not even in the phys dmg char skill tree... 131 skill point builds anyone ?

The sane option would be to balance on ctc amp/amp wand(and even then it's iffy). Survivability concerns can be tweaked further with leech adjusting.


Bah the way, anybody considering phys bowazons in this discussion ?


Wtf are you talking about? Clearly you haven't been reading anything in this thread.Amp isn't being balancing amp around the basis that you need it to be fully effective. Amp is being balanced around the basis that MAX amp is not TOO effective which is exactly the opposite of what you're assuming.

Your suggestion is the most ridiculous I have ever heard. It would allow melees to run solo freely and make a necros amp worthless. It would make them more over powered than they were in 1.21z. Again no thanks.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 11:19 am 

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Lee wrote:
Wtf are you talking about? Clearly you haven't been reading anything in this thread.Amp isn't being balancing amp around the basis that you need it to be fully effective. Amp is being balanced around the basis that MAX amp is not TOO effective which is exactly the opposite of what you're assuming.



Quote:
Your suggestion is the most ridiculous I have ever heard. It would allow melees to run solo freely and make a necros amp worthless. It would make them more over powered than they were in 1.21z. Again no thanks.

Me wrote:
Survivability concerns can be tweaked further with leech adjusting.

read again

Also you just said you want necro amp to be the only effective amp, therefore invalidating your first point

My suggestion would make melee NOT joined at the hip with a max amp necro (i.e. viable outside necro parties). But would make such as if a max amp necro joins, melees/phys would tare through stuff. Also bare in mind not all necro builds max amp, therefore pub play (which I hope the mod gets balanced around, instead of static parties) will not see much change


Last edited by hex on Tue Sep 06, 2011 11:25 am, edited 1 time in total.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 11:25 am 
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Maxed amp will only exist on nec bots on HC, just like BO bots exist only there. We should balance HU for chars which are actually being played not just bots.

Honestly I'd make amp 1 skill wonder with 40% inc on every lvl and balance dec/weaken/iron maiden more. For example fully maxed amp gives -40% phys res to weaken/iron maiden. I wonder how many guys here knows that iron maiden works on ranged mobs... and noone use it still ;/


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 11:39 am 

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hex wrote:
Lee wrote:
Wtf are you talking about? Clearly you haven't been reading anything in this thread.Amp isn't being balancing amp around the basis that you need it to be fully effective. Amp is being balanced around the basis that MAX amp is not TOO effective which is exactly the opposite of what you're assuming.



Quote:
Your suggestion is the most ridiculous I have ever heard. It would allow melees to run solo freely and make a necros amp worthless. It would make them more over powered than they were in 1.21z. Again no thanks.

Me wrote:
Survivability concerns can be tweaked further with leech adjusting.

read again

Also you just said you want necro amp to be the only effective amp, therefore invalidating your first point

My suggestion would make melee NOT joined at the hip with a max amp necro (i.e. viable outside necro parties). But would make such as if a max amp necro joins, melees/phys would tare through stuff. Also bare in mind not all necro builds max amp, therefore pub play (which I hope the mod gets balanced around, instead of static parties) will not see much change


I don't need to read again. You're the one who needs to read. GO back to the start of this thread and read it through and then you'll understand what was trying to be accomplished. Clearly you lack understanding.

I didn't state that. You stated that. I never once stated that necro amp has to be the only effective amp. I implied that it should be the MOST effective amp but while still other sources of amp exist it'll never be the only effective amp. (common sense? wtf? )

And it should be the most effective AMP. Why shouldn't it be? Why should the necros purpose in a party be less validated to make you happy? Why should characters replace the purpose of a necro through other curses? The necro should always have the better/best curses. This again.. is common knowledge.

Your suggestion is not related to balancing. Your proposed suggestion is simply to allow melee to be able to solo and for a necro to be less effective.

Horrible balance suggestion.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 11:45 am 

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Steel wrote:
Maxed amp will only exist on nec bots on HC, just like BO bots exist only there. We should balance HU for chars which are actually being played not just bots.

Honestly I'd make amp 1 skill wonder with 40% inc on every lvl and balance dec/weaken/iron maiden more. For example fully maxed amp gives -40% phys res to weaken/iron maiden. I wonder how many guys here knows that iron maiden works on ranged mobs... and noone use it still ;/


Max amp existed this ladder. People maxed it from what I remember. Maxing AMP is a choice 1 pt will still work. MAX amp did not exist on HC bots. I maxed amp on my nec and so did every other summoner nec. Some also maxed LR. Throwing out assumptions thinking you know what you're talking about when you don't doesn't help anything. Level 1 pt works fine according to purerages amp edits also.

You seem rather obsessed with what goes on in HC. If you really knew anything though.. the reason even BO bots exist is because the population on HC is 4-10x smaller than that on SC. Again.. don't know what you're talking about. Just assuming shit.

There was no Nec bots on HC, ever.

And I don't even understand your suggestion. It sounds like a completely over the board change that would allow curses to become over powered dramatically. No thanks again.

Kevin mentioned something about simplicity being the most effective changes. And still people want to throw out of the world intense changes somewhere day dreaming that it will balance something when it'll just turn HU into a circus mod.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 12:06 pm 
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cool, wall of text.
Quote:
You seem rather obsessed with what goes on in HC.
hm?
Quote:
If you really knew anything though.. the reason even BO bots exist is because the population on HC is 4-10x smaller than that on SC.
HM?? On SC there are no barbs at all...
Quote:
And I don't even understand your suggestion. It sounds like a completely over the board change that would allow curses to become over powered dramatically. No thanks again.
Are you in charge here or something? Every time I see someone post some suggestions you're starting your wall of text thing to prove something(still not sure what). It's only a suggestion, you know. And yeah, capping amp @ 40 or even 35 or +666 phys res is gamebreaking cuz you'd be able to use other curses @ boss fights. You surely want to make necs unique with them casting only amp/dec for whole fight. Ah nerfed blades too.

Better balance around amp with 99lvl chars, the best do it on priv forums -> 1.3a -> shit storm on forums cuz values are too low -> 1.3b ->balance amp...
And yeah, wall of text v2.0 soon.


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 12:44 pm 

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Steel wrote:
cool, wall of text.
Quote:
You seem rather obsessed with what goes on in HC.
hm?
Quote:
If you really knew anything though.. the reason even BO bots exist is because the population on HC is 4-10x smaller than that on SC.
HM?? On SC there are no barbs at all...
Quote:
And I don't even understand your suggestion. It sounds like a completely over the board change that would allow curses to become over powered dramatically. No thanks again.
Are you in charge here or something? Every time I see someone post some suggestions you're starting your wall of text thing to prove something(still not sure what). It's only a suggestion, you know. And yeah, capping amp @ 40 or even 35 or +666 phys res is gamebreaking cuz you'd be able to use other curses @ boss fights. You surely want to make necs unique with them casting only amp/dec for whole fight. Ah nerfed blades too.

Better balance around amp with 99lvl chars, the best do it on priv forums -> 1.3a -> shit storm on forums cuz values are too low -> 1.3b ->balance amp...
And yeah, wall of text v2.0 soon.


I'm not starting a wall of text to prove anything. No I'm not in charge. I'm only ensuring that no ridiculous changes happen in this patch that create major balance issues.

If people have been shot down for suggestions it's because of several reasons usually explained in my 'wall of' text. Some changes just are too dramatic right now or do not balance the game at all.

Your suggestion was to allow physical pierce to work on weaken and iron maiden. That isn't over dramatic? And what would that fix? The necro would still be casting curses on a boss? Do you even see the fallacy in your logic?

I don't even understand the full depth of your change. If AMP was 1 pted at 40% what happens to boss resists? Are you proposing that Amp is @ 40% and boss resists remain untouched? I don't quite understand where you went with your suggestion.

This patch is the closest to balance thus far that HU has ever seen. And no I'm not talking like Blue. I encourage anyone to argue and unless some exploit exist that we are unaware of then it will remain that way. That seems like one hell of an accomplishment to me.

If we had some peoples way though I'm sure Phys resist would have been untouched. Blues stre buff remained. Fury druids untouched. And the list goes on and the patch would have been another unbalanced disaster.

So I apologize for dropping walls of texts, 100+ posts on a topic to ensure we have a balanced patch this time around. I don't have long term plans on HU so it's much more important to me to see a well built patch put out. But my posts are very reasonable and to a smart individual it's hard to disagree.


There you go wall of text 2.0. Enjoy the free dl.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 1:12 pm 

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Lee wrote:

---snip-- it should be the most effective AMP. Why shouldn't it be? Why should the necros purpose in a party be less validated to make you happy?


I'm sowwy, I wasn't aware that the sole purpose of a necro in a party is to be a amp bitch, sounds like fun.
Wouldn't it be fun if necros could rotate curses based on party status/needs? I.e pop a life tap if melee tank is low. Alternate a decrep/tap to stabilize things and pop a LR for the casters if melee tank's life is ok

Nooo, let's balance all things melee on the premise that all necs must max amp in order for melees to have a chance.


Quote:
Why should characters replace the purpose of a necro through other curses?

You seem to be hanged on the premise that necros are amp bitches. I'd see a therapist if I were you.

Quote:
Your proposed suggestion is simply to allow melee to be able to solo and for a necro to be less effective.

you plan on lvling up a necro amp bitch? From where I'm looking it seems you have plans to make a static party with a summon/support/amp nec and yer guarding that spot with your teeth.

You don't seem to care that not all people play that way, and parties may or may not have necros in them, and the necros that do join up may or may not have max amp.
My suggestion was that balancing should be done with the premise necro is NOT there (translated for you: the necro bitch was late for the attempt and you went in anyways with the rest of the party). And also to address soloing concerns life leech effectiveness should be adjusted.

I'd not be butthurt if a melee farms up a cube worth of juvs and solos a late hell act end boss

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Clearly you lack understanding.

Right back at ya!


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 1:21 pm 
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Quote:
I don't even understand the full depth of your change. If AMP was 1 pted at 40% what happens to boss resists? Are you proposing that Amp is @ 40% and boss resists remain untouched? I don't quite understand where you went with your suggestion.
First of all I said I'd have focused on weaken/iron maiden/dec than amp and added "for example", you took these simple words for some sort of in dept analysed suggestion. No it's not, it's just a hint you can balance the game in that way too.
So what kind of necs other than summoners(amp/dec whole boss fight) max amp now? Boners? Dunno how things looks on HC(10x + smaller community) but major damage is dealt by casters here, on every boss fight, so even if you choose to max a skill that won't affect your damage in any way (amp or lr) it's better to choose LR. Putting a skill that is needed for every boss fight in hands of chars that don't need it for themselves will always be problematic, even more if you try to force someone to max it to be effective(1.3a formula). That's why I'm saying let's just leave amp %40 or whichevernumberyoulike and balance other curses/aspects of the game.
And yeah if amp is 40% always you have better ways to balance bosses too... like always 30% of your listened damage(from better and better wpns) or stuff...

Synergy to every curse with amp but only giving -%phys res when 20 hard points could lead to new curse/summ builds, psn necs having LR active(I know you need LR active only upon impact, but still) and melee able to do dmg, boners using div vision or iron maiden/weaken or anything... and yeah 20 hard points in curse that increase only range/timer shouldn't give anything back... if it's too much then let's not discuss it, but don't start your personal attacks.


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 1:40 pm 
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So Lee,how many MELEE heroes you made?I think you are noob at playing a barbarian ww for example.You want melee not to be able to solo? WTF are you saying?We go back to blue shit patch of casters unleashed?I don't care about stupid curse amplify.Melee not abele to solo,and how about poison amazon, poison dru, poison necro and other heroes like fire sorc , cold sorc,firestorm druid. If the patch won't let those chars to solo any bosses with any good player and the best items,excuse me Lee.My bad.If it's the oposite so shut the fuck up.You make melee cheats of noobness.Ask other good players how hard is to make a melee char and leave us alone with your test shit level 45 amp.Delete amp let melees to do their job vs bosses like other chars can without low resist or some conviction around.Test that instead.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 1:49 pm 
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And maybe it's time to make the game hard like all want here. Delete bo and increased stamina OSKILL from every item.Barbarian max bo should last 30 sec max.And you have a very hard game and barb will be a must in every hell team.Because all says necromancer it's a must in every team(caster team don't need necro btw if you didn't know).

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 3:36 pm 
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Man getting tired of this shit, cant Lee just make his own HC mod, where he and his buddies play? (since it clearly looks like he disagrees with everyone else here:))

Then the rest just follows the mass and make the changes they want and get the patch going? :D

*waiting for incoming rage*


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 3:53 pm 

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Idk why you guys are bashing Lee. He's putting in the time to actually test phys resistances while you guys are theory crafting. Go out and test the patch and see just how easy it is to faceroll hell unleashed with CB and a ctc 6 amp. Unless that is you don't possess the skill to actually play.

Now while I firmly disagree upon balancing around the premise that you require a necro with max amp to do anything as a phys char. I understand the balancing aspect that is in limbo. Its extremely hard to find a balance for each act boss for your rotating curse idea. I mean you can do it but then aren't you still requiring your party to have a necro to defeat that boss?

My suggestions about not allowing curses to affect Act bosses is to get people from "requiring" a necro to do anything in hell.
But as HU stands now the change required would take quite a bit of time and testing. And from the looks you kids are getting very impatient.


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 3:59 pm 
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I know some of the other guys wich have posted in this thread has spent lot of time testing. So i dont think Lee is the only person doing the testing here, while everyone else is just sitting and thinks loudly.


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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 5:35 pm 

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nerf the shit out of amp and lose the -phy resistance on decre and stop balancing melee around amp/decre. That way you can use whatever curse you want=way more fun for everyone.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 5:53 pm 

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hex wrote:
Lee wrote:

---snip-- it should be the most effective AMP. Why shouldn't it be? Why should the necros purpose in a party be less validated to make you happy?


I'm sowwy, I wasn't aware that the sole purpose of a necro in a party is to be a amp bitch, sounds like fun.
Wouldn't it be fun if necros could rotate curses based on party status/needs? I.e pop a life tap if melee tank is low. Alternate a decrep/tap to stabilize things and pop a LR for the casters if melee tank's life is ok

Nooo, let's balance all things melee on the premise that all necs must max amp in order for melees to have a chance.


Quote:
Why should characters replace the purpose of a necro through other curses?

You seem to be hanged on the premise that necros are amp bitches. I'd see a therapist if I were you.

Quote:
Your proposed suggestion is simply to allow melee to be able to solo and for a necro to be less effective.

you plan on lvling up a necro amp bitch? From where I'm looking it seems you have plans to make a static party with a summon/support/amp nec and yer guarding that spot with your teeth.

You don't seem to care that not all people play that way, and parties may or may not have necros in them, and the necros that do join up may or may not have max amp.
My suggestion was that balancing should be done with the premise necro is NOT there (translated for you: the necro bitch was late for the attempt and you went in anyways with the rest of the party). And also to address soloing concerns life leech effectiveness should be adjusted.

I'd not be butthurt if a melee farms up a cube worth of juvs and solos a late hell act end boss

Quote:
Clearly you lack understanding.

Right back at ya!


Aw aren't you just a cute kid.

Necros particularly summons have ALWAYS let me reiterate ALWAYS played the role of curse 'bitches' in a party especially against bosses. Does that mean a Necro is always a curse bitch? No. Just always against bosses. What is the big problem all the sudden? If you weren't aware of the role of a necro in a party then you shouldn't be playing HU my friend.

Again the game isn't balanced on the premise that you need a necros amp to kill. Again you are talking out of your ass and not reading my posts. I'm not going to argue with a kid who doesn't know what he is talking about.

Ohhh I know what you want! You want physical pierce reduction and the ability to use other necro curses! Wow.. so let me get this right! Instead of amping you want BOSS resists nerfed so you can lifetap and OP rape the boss.

Do you really think Baerk is going to actually consider such suggestions? They do nothing for balancing the game. While the role of a necro in a party especially against a boss is rather boring allowing pierce effectiveness of amp and other curses to be used would be extremely over powered for the melee killing the boss. Your solution is rather not a solution but a complete disaster for a solution to fix a problem that has always existed. Rather.. it isn't a problem. You seem to think it is but it isn't such a big deal.

Every character has always had a certain role especially against bosses. Therese a reason why a sorceress doesn't stand in duriels face.

The fact of the matter is a necros role as curse bitch has always been and just because you're sick of it doesn't mean we need to go about huge changes that wouldn't balance anything. If you want to use other curses go ahead. Does the melee character have to be the character that kills the boss and tanks it always? Is that what you want so bad? If your sick of amp get a party, get a tank and use weaken, decrep, lr or w/e you want while the melee tanks and another kills.

Oh and you said 'amp bitch' so you want a 'curse bitch' and not a 'amp bitch.' There is a reason why people like you should not be listened to you. Great logic btw.

Sure you wouldn't be butt hurt. Probably 1.21z was the most balanced melee/phys patch of your dreams.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 5:58 pm 

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Steel wrote:
Quote:
I don't even understand the full depth of your change. If AMP was 1 pted at 40% what happens to boss resists? Are you proposing that Amp is @ 40% and boss resists remain untouched? I don't quite understand where you went with your suggestion.


First of all I said I'd have focused on weaken/iron maiden/dec than amp and added "for example", you took these simple words for some sort of in dept analysed suggestion. No it's not, it's just a hint you can balance the game in that way too.
So what kind of necs other than summoners(amp/dec whole boss fight) max amp now? Boners? Dunno how things looks on HC(10x + smaller community) but major damage is dealt by casters here, on every boss fight, so even if you choose to max a skill that won't affect your damage in any way (amp or lr) it's better to choose LR. Putting a skill that is needed for every boss fight in hands of chars that don't need it for themselves will always be problematic, even more if you try to force someone to max it to be effective(1.3a formula). That's why I'm saying let's just leave amp %40 or whichevernumberyoulike and balance other curses/aspects of the game.
And yeah if amp is 40% always you have better ways to balance bosses too... like always 30% of your listened damage(from better and better wpns) or stuff...

Synergy to every curse with amp but only giving -%phys res when 20 hard points could lead to new curse/summ builds, psn necs having LR active(I know you need LR active only upon impact, but still) and melee able to do dmg, boners using div vision or iron maiden/weaken or anything... and yeah 20 hard points in curse that increase only range/timer shouldn't give anything back... if it's too much then let's not discuss it, but don't start your personal attacks.


There is nothing wrong with discussing this. I see what you're saying but the question is if you were to do that how would bosses be balanced around phys resist? It would be a 20% blow to physical damage on bosses. Melee/phys would be completely fucked against most bosses in the game.

It would be hard to balance as well. Does this sound balancing to you for a curse?

Weaken

40% physical resistance reduction
-50 physical damage reduction
-25 fire
-25 light
-25 cold

It isn't going to work because it would make one curse too strong. Especially in a boss fight. It wouldn't be balancing at all is my point.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 6:04 pm 

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Verb wrote:
nerf the shit out of amp and lose the -phy resistance on decre and stop balancing melee around amp/decre. That way you can use whatever curse you want=way more fun for everyone.


More fun for everyone has always consequences. The biggest being balancing. I'm sure if a lot people had their way armageddon and valor would have stayed. It wouldn't be balancing to allow bosses to have the same pierced resistance without amp and other curses to be applied. Theoretically you could just tap every boss and kill through IM. Hardly balancing.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 6:06 pm 

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snakzz wrote:
Man getting tired of this shit, cant Lee just make his own HC mod, where he and his buddies play? (since it clearly looks like he disagrees with everyone else here:))

Then the rest just follows the mass and make the changes they want and get the patch going? :D

*waiting for incoming rage*


No incoming rage my friend. I don't disagree with everyone here just the ones proposing imbalanced over the top changes. It'd be hard for someone intelligent as a veteran as I to agree with them.

The other veterans simply aren't discussing as much as I on forums but a big portion of them would agree with me that many of the suggested changes won't work.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 6:08 pm 

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RAMMSTEIN wrote:
So Lee,how many MELEE heroes you made?I think you are noob at playing a barbarian ww for example.You want melee not to be able to solo? WTF are you saying?We go back to blue shit patch of casters unleashed?I don't care about stupid curse amplify.Melee not abele to solo,and how about poison amazon, poison dru, poison necro and other heroes like fire sorc , cold sorc,firestorm druid. If the patch won't let those chars to solo any bosses with any good player and the best items,excuse me Lee.My bad.If it's the oposite so shut the fuck up.You make melee cheats of noobness.Ask other good players how hard is to make a melee char and leave us alone with your test shit level 45 amp.Delete amp let melees to do their job vs bosses like other chars can without low resist or some conviction around.Test that instead.


Clearly a flame post that is difficult to understand/read. I've played several melee chars. It isn't that I don't want melee to solo. You're not understanding the full depth of the discussion here. We are trying to avoid 1.21z melee. Melee can still solo my friend. You're blowing way out of proportion here. A l6 amp has 40 +% pierce on it.

1.21z was not balanced in terms of melee/phys characters. If you want to argue or explain why feel free. I'd love to hear your proposition for balancing in comparison to that patch.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 6:09 pm 
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nerf the shit out of amp and lose the -phy resistance on decre and stop balancing melee around amp/decre. That way you can use whatever curse you want=way more fun for everyone.


Sure, why don't you just remove all curses from necromancers while you are at it. Why don't you also remove any reason why to roll a summon mancer vs a summon druid. The former has basically been nonexistant after 1.21z, and the latter as well for that matter...in 1.3b, with this point, druid summoners would be stronger by a large margin.

At this juncture the arguments are becoming circular to the point that 1.3a seemingly looks like it should have worked. It's about time to quit making any changes and push the shiny red button.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 6:10 pm 

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@Steel and anyone else concerned with AMP values.

I repeat YOU DO NOT have to max AMP now. Kevin made it soft pointable but still able to reach close to 60% AMP.

At level 22 AMP is 58%. It can be 1 pointed. It does not have to be maxed.

So feel free to max LR as you originally would have steel.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 6:14 pm 

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kramuti wrote:
Quote:
nerf the shit out of amp and lose the -phy resistance on decre and stop balancing melee around amp/decre. That way you can use whatever curse you want=way more fun for everyone.


Sure, why don't you just remove all curses from necromancers while you are at it. Why don't you also remove any reason why to roll a summon mancer vs a summon druid. The former has basically been nonexistant after 1.21z, and the latter as well for that matter...in 1.3b, with this point, druid summoners would be stronger by a large margin.

At this juncture the arguments are becoming circular to the point that 1.3a seemingly looks like it should have worked. It's about time to quit making any changes and push the shiny red button.


The best post I've seen in awhile. ^

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 06, 2011 6:51 pm 
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Yes... I agree it's far too late to be trying to make drastic changes now, Lee and Kramuti. Such huge changes needed to be proposed before the single player testing even started (which was weeks before even the beta started mind you). Some of these proposals are just so drastic anyways it would probably need an other month of single player testing and beta testing just to work the severe kinks out of the balance.

Let's cut out the drastic suggestions that would require complete rebalancing overhauls... Reality is such ideas would push back the official patch release date far too much. I would prefer to actually get this patch official by the next week end.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 12:20 am 
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Quote:
I would prefer to actually get this patch official by the next week end.
why not this week?


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 1:17 am 

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Lee wrote:

Aw aren't you just a cute kid.

Meh, I expected better, I was left disappointed.

Quote:
Necros particularly summons have ALWAYS let me reiterate ALWAYS played the role of curse 'bitches' in a party especially against bosses.

Actually, no. Necros have been known to actually damage bosses and contribute greatly to taking down boss's life, this WHILE providing various curses. Solo taking down Hell diablo in a 3+ or so ppl spawn as a bone nec, way back when curse immunity existed and melees roamed free across the lands only to fall flat on Diablo's door, been there, done that. Have you ?


Quote:
If you weren't aware of the role of a necro in a party then you shouldn't be playing HU my friend.

Right back at ya!

Quote:
kid

You sure do like kids a lot (guess what my next insult would have been)

Quote:
.. so let me get this right! Instead of amping you want BOSS resists nerfed so you can lifetap and OP rape the boss.

I want ctc amp to be needed for melee to significantly dmg bosses, but in the same time I want melee to be able to stay alive long enough without amp so that other curses (if available) can be used without the fear that boss squishes melee.


Quote:
Do you really think Baerk is going to actually consider such suggestions?

there's always next patch.

Quote:
Your solution is rather not a solution but a complete disaster for a solution to fix a problem that has always existed. Rather.. it isn't a problem.

You are defending YOUR way of play, I'm defending mine.
I'll be the more mature here and I'll acknowledge that there's more than 1 way to play a necro.

Quote:
Every character has always had a certain role especially against bosses. Therese a reason why a sorceress doesn't stand in duriels face.

Apples and oranges, not good to make a comparison between the 2 to make a point. I'm sure you know why.


Quote:
The fact of the matter is a necros role as curse bitch has always been

"ALWAYS"? maybe in your neck of the woods.

Quote:
Does the melee character have to be the character that kills the boss and tanks it always?

I want the melee to be the character that is able to stand toe-to-toe with the boss, and doesn't need to drink 1 juv/second and doesn't require a spam heal at his back in order to stay there. This does not imply soloing ability.


Quote:
Oh and you said 'amp bitch' so you want a 'curse bitch' and not a 'amp bitch.' There is a reason why people like you should not be listened to you. Great logic btw.

There's a difference between what we see as curse bitch.
I see it as a dmg type oriented necro supporting his party with multiple curses while damaging the boss. You see it as a summon necro hanging back and cursing while other people do the dirty work.
Again, I want you to acknowledge that not everybody plays the same as you and your party. Balance should be done on the premise a necro and his curses are a bonus, not a requirement. Parties should be able to down bosses that matter without a nec (poison & other non counter skills/hydra while boss minces 1sec summons a' la' blade excluded). Sorry if that contradicts your limited view of character roles.

Quote:
Sure you wouldn't be butt hurt. Probably 1.21z was the most balanced melee/phys patch of your dreams.

Actually, I enjoyed 1.20f patch and the one before it the most. Don't know if you were here around that time. T'was the time when forums were on gamespy, squelch trolled the forums, melees were tanks, JarL was playing his Immortal exec-justice fury/summon druid, casters were support, bladesins were freshly nerfed and unusual builds were popping up all over the place just for the heck of it. It sure was a fun time...


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 2:48 am 
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Lee wrote:

No incoming rage my friend. I don't disagree with everyone here just the ones proposing imbalanced over the top changes. It'd be hard for someone intelligent as a veteran as I to agree with them.

The other veterans simply aren't discussing as much as I on forums but a big portion of them would agree with me that many of the suggested changes won't work.


=D

My knowledge about the game mechanics and other stuff aint that big myself, I just love playing the game and this mod. So I am the part of the community that wants to get the patch going and dont understand so much of all this indeepth discussions :D. and if we end up seeing something that need a fix, we might be able to report it and fix with server patches and stuff later? :)


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 3:30 am 
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Lee wrote:
It'd be hard for someone intelligent as a veteran as I to agree with them.



Not enough self love in that sentence.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 3:42 am 
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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 9:55 am 
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snakzz wrote:
Man getting tired of this shit, cant Lee just make his own HC mod, where he and his buddies play? (since it clearly looks like he disagrees with everyone else here:))

He already did that once. He ran off and made is own mod. It sucked. No one played it. So now he is back here.

Pro-tip. Talking to Lee is as productive as farting in a mud puddle, so stop wasting your time and just pop him on ignore.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 11:31 am 

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hex wrote:
Lee wrote:

Aw aren't you just a cute kid.

Meh, I expected better, I was left disappointed.

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Necros particularly summons have ALWAYS let me reiterate ALWAYS played the role of curse 'bitches' in a party especially against bosses.

Actually, no. Necros have been known to actually damage bosses and contribute greatly to taking down boss's life, this WHILE providing various curses. Solo taking down Hell diablo in a 3+ or so ppl spawn as a bone nec, way back when curse immunity existed and melees roamed free across the lands only to fall flat on Diablo's door, been there, done that. Have you ?


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If you weren't aware of the role of a necro in a party then you shouldn't be playing HU my friend.

Right back at ya!

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kid

You sure do like kids a lot (guess what my next insult would have been)

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.. so let me get this right! Instead of amping you want BOSS resists nerfed so you can lifetap and OP rape the boss.

I want ctc amp to be needed for melee to significantly dmg bosses, but in the same time I want melee to be able to stay alive long enough without amp so that other curses (if available) can be used without the fear that boss squishes melee.


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Do you really think Baerk is going to actually consider such suggestions?

there's always next patch.

Quote:
Your solution is rather not a solution but a complete disaster for a solution to fix a problem that has always existed. Rather.. it isn't a problem.

You are defending YOUR way of play, I'm defending mine.
I'll be the more mature here and I'll acknowledge that there's more than 1 way to play a necro.

Quote:
Every character has always had a certain role especially against bosses. Therese a reason why a sorceress doesn't stand in duriels face.

Apples and oranges, not good to make a comparison between the 2 to make a point. I'm sure you know why.


Quote:
The fact of the matter is a necros role as curse bitch has always been

"ALWAYS"? maybe in your neck of the woods.

Quote:
Does the melee character have to be the character that kills the boss and tanks it always?

I want the melee to be the character that is able to stand toe-to-toe with the boss, and doesn't need to drink 1 juv/second and doesn't require a spam heal at his back in order to stay there. This does not imply soloing ability.


Quote:
Oh and you said 'amp bitch' so you want a 'curse bitch' and not a 'amp bitch.' There is a reason why people like you should not be listened to you. Great logic btw.

There's a difference between what we see as curse bitch.
I see it as a dmg type oriented necro supporting his party with multiple curses while damaging the boss. You see it as a summon necro hanging back and cursing while other people do the dirty work.
Again, I want you to acknowledge that not everybody plays the same as you and your party. Balance should be done on the premise a necro and his curses are a bonus, not a requirement. Parties should be able to down bosses that matter without a nec (poison & other non counter skills/hydra while boss minces 1sec summons a' la' blade excluded). Sorry if that contradicts your limited view of character roles.

Quote:
Sure you wouldn't be butt hurt. Probably 1.21z was the most balanced melee/phys patch of your dreams.

Actually, I enjoyed 1.20f patch and the one before it the most. Don't know if you were here around that time. T'was the time when forums were on gamespy, squelch trolled the forums, melees were tanks, JarL was playing his Immortal exec-justice fury/summon druid, casters were support, bladesins were freshly nerfed and unusual builds were popping up all over the place just for the heck of it. It sure was a fun time...


You expected better and you were left disappointed? I guess you don't exactly understand how I feel then arguing with someone who wants to argue just to look cool but doesn't actually again know wtf he is talking about But this is cute.. very cute I'm going to play a long.

First of all, I'm not going to argue with you about the role a necro plays in a party. His most vital role has always been his curses. I never said he couldn't contribute other ways but his most vital role has been to cast curses. You can argue about some ancient time that briefly existed in which a bone nec could kill a boss but that still doesn't change the fact that the necros major role in his party has been his curses. Again.. stupid ass argument. Your wasting time.

Second point, what you want is retarded over powered. No one is going to take the time to actually listen your ranting. You essentially reiterated what I said in different words. What you want is a reduction on bosses physical resists so other curses can be applied. There is no need to argue about what is obviously not going to work. Allowing boss reduction in physical resists would allow melee/phys to dominate with other curses. Clearly you don't know this game if you think otherwise and this argument is already a null point.

Third point, it isn't different my play against yours. It's defending what is reasonable to what isn't. Your requests are very unreasonable and would imbalance the game, period. There is no need for a discussion on such changes. You can't balance physical resists on a boss around to where other curses can be used without people complaining about lack of damage.

Currently amp values max out at 64~%. Explain to me how you'd reduce boss resists to allow other curses to be used efficiently enough for melee to still damage the boss without YOU coming back to complain of a lack of damage?

Instead of talking shit why don't you explain to us how you would do it. I am very VERY interested in your actual plan here for the melee/phys class regarding amp and other curses. Since I already know it isn't going to work then you freely waste your time to suggest why it will. I don't want to hear your idea. I want to hear your actual implementation that you would suggest.
So go ahead and post it or don't reply to this. That gives us somewhere legit to discuss rather than arguing about the role of a necro in a party.

My role or view of necros is very skewed by you. You are taking your own opinion and latching it onto what little I say and constructing your own idea of what you think I THINK. You're completely wrong. I never stated a necro should just sit back and cast curses. I said it was his primarily role and it also depends on the type of necro and the party available. Obivously teeth, psn necros actually contribute damage while casting curses.

But a teeth necro with two other phys/melee classes against a boss it's obvious his most vital/important role is casting AMP damage. Arguing otherwise is complete bullshit. That is what you're doing. You're arguing just because you don't want to admit your wrong. Any reasonable person would agree with me.

Necros contribute damage in other ways but again their most important role in the party is casting curses. A summon necro obviously has the role of casting blades/clay and amp. He is not completely useless. Depending on the type of nec you play.. you will contribute other than AMP. Your argument is a null point.

Parties have always killed without necros. Again.. your argument is a null point. No one suggested that a necro had to be required in a party to kill anyway. You came up with that idea on your own. Keep coming up with your own ideas and throw them into your argument to make it look like you're winning. Sounds like a denial mechanism or something?

I'm not going to argue with you anymore about the role of a necro in a party. Something most intelligent people would agree on is curses.

If you want to reply post your theory of how you'd implement your proposed idea of allowing other curses to be used or stop wasting time.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 11:33 am 

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LockDown wrote:
Lee wrote:
It'd be hard for someone intelligent as a veteran as I to agree with them.



Not enough self love in that sentence.


Really? No idea how you see it then.. you quoted only a part of what I said my friend.

You left the most vital part out...

"I don't disagree with everyone here just the ones proposing imbalanced over the top changes."

Oh.. now it makes sense.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 11:34 am 

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PureRage-DoD wrote:
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Kind of like when your wife lifts her armpits. SPLODES? :lol:
Just joking.. don't spaz on me. :D

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 11:35 am 

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blue_myriddn wrote:
snakzz wrote:
Man getting tired of this shit, cant Lee just make his own HC mod, where he and his buddies play? (since it clearly looks like he disagrees with everyone else here:))

He already did that once. He ran off and made is own mod. It sucked. No one played it. So now he is back here.

Pro-tip. Talking to Lee is as productive as farting in a mud puddle, so stop wasting your time and just pop him on ignore.


Isn't this cute. Blue making up lies about me. A long long long time ago in a galaxy far away I talked about making a mod and I didn't even start it. I didn't edit/mod jack shit. JarL can vouch for that.

So again Blue.. nice try. Make more shit up while your at it. Can anyone even remember me making a mod or playing a mod by me?? No one can.. because Blue just made it all up.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 11:38 am 

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snakzz wrote:
Lee wrote:

No incoming rage my friend. I don't disagree with everyone here just the ones proposing imbalanced over the top changes. It'd be hard for someone intelligent as a veteran as I to agree with them.

The other veterans simply aren't discussing as much as I on forums but a big portion of them would agree with me that many of the suggested changes won't work.


=D

My knowledge about the game mechanics and other stuff aint that big myself, I just love playing the game and this mod. So I am the part of the community that wants to get the patch going and dont understand so much of all this indeepth discussions :D. and if we end up seeing something that need a fix, we might be able to report it and fix with server patches and stuff later? :)



Discussions aren't really in depth right now. There are people proposing big changes that can't be incorporated and would not be balancing anyway so It's leading to pointless arguments.

The patch is done as of now.. the discussions are irrelevant but some people insist on arguing to make their point so that's why discussion is happening still.

The server should reset within a week or two.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 11:43 am 
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Can huge walls of quote be reduced to:

whoever wrote:
Too much to quote


or simply:
@"Whoever"

I'm ignoring these huge text walls so I can't agree or dissagree with anything.

Option 2: stop arguing about everything and just let it go. Everyone is allowed an opinion, nobody said everyone has to agree on everything either.
Try to keep post size down or they will just get ignored.

@ Lee: It's her leg hair that gets outa control :D
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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 11:47 am 

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Holy fuck that picture is disturbing as hell lol

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 1:33 pm 

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Lee wrote:
First of all, I'm not going to argue with you about the role a necro plays in a party. His most vital role has always been his curses. I never said he couldn't contribute other ways but his most vital role has been to cast curses.

There's a difference between "vital" as in that's his greatest contribution, and "vital" as in "required" in a given party.


Quote:
Currently amp values max out at 64~%. Explain to me how you'd reduce boss resists to allow other curses to be used efficiently enough for melee to still damage the boss without YOU coming back to complain of a lack of damage?


Speaking of hell bosses, start with andy at 95%, finish up with baal at 99%, ctc lvl 6 amp does -15%, decrep does the same %. Amp maxes out at 40% on lvl 45. Leech effectiveness adjusted so that a reasonably geared (appropriate for the level) can see a steady decline in health in if no juv input, in the 10-15% region seems reasonable. By steady I understand a time to live in the region of 12-15 secs from full to zero life for a properly built and geared char that is leeching away life (adjustable by melee life or boss damage output - counters may screw this up). A juv will restore ~4-5 secs of life in this scenario.

If nec 1 points amp, he can expect ~25% on slvl 25 or so. This will mean avg nec amp does not demolish bosses, but will bring a good bonus in the form of uptime. Max amp+endgame gear will bring down the hurt, as expected.

Tap adjusted to 10%LL that will bypass diff penalty, this will allow a undergeared the melee to extend the interval between juv-ings thanks to the small % of damage that can still be inflicted. High leech is counter-balanced by high phys resist. Overall, a good geared melee should see his health slowly returning. Note this curse is not always available and ctc tap items will not mean default boss death unless proper previous preparation or a decent party is present.
Of course, nec+melee may be able to duo through most of the endgame, but in the end this should be a possibility.

LR and others can now be used since lower phys resist will allow the melee to leech a bit, but on the flip side successful tanking will require more intense juving from the tank. A good nec may rotate between LR/tap to save some tank juvs and be credit to team.

No nec will mean ctc amp will do the work, due to the nature of chance to cast, a significant % of the time boss will be un-amped. Actual damage output and leech amount may be hard to manage without nec, but not impossible.

Soloing will be out of the question for most people, but proper preparation for the solo in the form of a bath tub of juvs can see success.



Oh ya, duriel's and general's smite, remove this skill from his repertoire and plug in another one, conc or stun seems like a good candidate.

Quote:
You can't balance physical resists on a boss around to where other curses can be used without people complaining about lack of damage.

I'm sure no melee will complain if a boss fight takes 5 minutes instead of 2 in a rag-tag party. But they will surely complain if the boss is a death-fest due to untankable (by melee) bosses.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 2:46 pm 

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hex wrote:
Lee wrote:
First of all, I'm not going to argue with you about the role a necro plays in a party. His most vital role has always been his curses. I never said he couldn't contribute other ways but his most vital role has been to cast curses.

There's a difference between "vital" as in that's his greatest contribution, and "vital" as in "required" in a given party.


Quote:
Currently amp values max out at 64~%. Explain to me how you'd reduce boss resists to allow other curses to be used efficiently enough for melee to still damage the boss without YOU coming back to complain of a lack of damage?


Speaking of hell bosses, start with andy at 95%, finish up with baal at 99%, ctc lvl 6 amp does -15%, decrep does the same %. Amp maxes out at 40% on lvl 45. Leech effectiveness adjusted so that a reasonably geared (appropriate for the level) can see a steady decline in health in if no juv input, in the 10-15% region seems reasonable. By steady I understand a time to live in the region of 12-15 secs from full to zero life for a properly built and geared char that is leeching away life (adjustable by melee life or boss damage output - counters may screw this up). A juv will restore ~4-5 secs of life in this scenario.

If nec 1 points amp, he can expect ~25% on slvl 25 or so. This will mean avg nec amp does not demolish bosses, but will bring a good bonus in the form of uptime. Max amp+endgame gear will bring down the hurt, as expected.

Tap adjusted to 10%LL that will bypass diff penalty, this will allow a undergeared the melee to extend the interval between juv-ings thanks to the small % of damage that can still be inflicted. High leech is counter-balanced by high phys resist. Overall, a good geared melee should see his health slowly returning. Note this curse is not always available and ctc tap items will not mean default boss death unless proper previous preparation or a decent party is present.
Of course, nec+melee may be able to duo through most of the endgame, but in the end this should be a possibility.

LR and others can now be used since lower phys resist will allow the melee to leech a bit, but on the flip side successful tanking will require more intense juving from the tank. A good nec may rotate between LR/tap to save some tank juvs and be credit to team.

No nec will mean ctc amp will do the work, due to the nature of chance to cast, a significant % of the time boss will be un-amped. Actual damage output and leech amount may be hard to manage without nec, but not impossible.

Soloing will be out of the question for most people, but proper preparation for the solo in the form of a bath tub of juvs can see success.



Oh ya, duriel's and general's smite, remove this skill from his repertoire and plug in another one, conc or stun seems like a good candidate.

Quote:
You can't balance physical resists on a boss around to where other curses can be used without people complaining about lack of damage.

I'm sure no melee will complain if a boss fight takes 5 minutes instead of 2 in a rag-tag party. But they will surely complain if the boss is a death-fest due to untankable (by melee) bosses.


Obviously vital does not have one meaning. You know the way in which I meant it. There shouldn't be any confusion there.

Now let me explain to you why this isn't going to work at all.

First of all, what is it that you want? What you propose is contradictory to what you claimed to desire. You wanted more versatility of the necro in the party. Your changes do give any more versatility. Explain to me how do they do that? The boss resist is too high for other curses to be applied effectively. What good is a melee going to do with other curses on baal if he has 99% phys resist? Theoretically you could apply curses VIA the same res now with the same effect. I don't quite understand what you want. Make it clear what it is that you're trying to achieve so I can comprehend the direction of your desired changes.

I don't understand. You want bosses with 95% res in Hell excluding Baal so melee can leech a little while curses are applied? Really? You want all of these changes just for that?

What about Nightmare and Normal. How do you expect to balance phys res there? Your suggestion won't work because the values in Hell are too low meaning nightmare and norm must be much lower as well.

I just don't quite understand what you desire of your changes. The direction seems to be no where.

The melee class is already the most powerful in combination of defensive ability and damage. They have already received buffs in over all defensive ability this patch compared to last.

I hardly find it reasonable to allow them to be more effective at tanking against bosses aka making the game easier.

This is why your suggestion is a null point in the first place. Melee don't need to be more effective at tanking bosses. They've been buffed enough. They don't need over compensation. Again.. already the most powerful class in the game.

At the end of the day these are all drastic changes that would require a lot of testing and probably wouldn't work in terms of balancing.

The major reason why this whole suggestion is completely null is that a necro CAN use other curses on bosses, however, the tanking char just can't LEECH away. It's why he TANKS and use JUVS. It's part of tanking. You can still cast other curses. You can be versatile as ever.

There is no reason to make the game easier just so a melee can use less juvs while he stands in a bosses face and another character kills with a different curse.

?????

How much easier do you want the game to be?

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 3:28 pm 

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Lee wrote:
What good is a melee going to do with other curses on baal if he has 99% phys resist?

That was the direction of the changes: no phys immune bosses, lower amp/decrep % and life leech adjustments to make melee able to not be squished. Rigorous math to come later if it doesn't fall on deaf ears.


Quote:
I don't understand. You want bosses with 95% res in Hell excluding Baal so melee can leech a little while curses are applied? Really? You want all of these changes just for that?

yes, all that, it also means opening up a broader strategy and tactics

Quote:
What about Nightmare and Normal. How do you expect to balance phys res there?

Much in the same way, but taking into account level appropriate values

Quote:
Your suggestion won't work because the values in Hell are too low meaning nightmare and norm must be much lower as well.

I do believe one can set phys res values independently for each boss on each diff (boss charm phys res can go to zero)


Quote:
I hardly find it reasonable to allow them to be more effective at tanking against bosses aka making the game easier.

guess we'll see how it all plays out, won't we ?

Quote:
The major reason why this whole suggestion is completely null is that a necro CAN use other curses on bosses, however, the tanking char just can't LEECH away. It's why he TANKS and use JUVS. It's part of tanking. You can still cast other curses. You can be versatile as ever.

ya, I remember this patch's fun events, like parking my melee on a boss and D-loading a healadin to spam said melee while party killed boss (no juvs involved). It was a barrel of fun, no really. Guess we also had 100% free range on what curse we wanted.

Quote:
There is no reason to make the game easier just so a melee can use less juvs while he stands in a bosses face and another character kills with a different curse.

See above

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How much easier do you want the game to be?

25% easier :mrgreen:


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 3:55 pm 

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How can melee be the best class in game when they require an additional class to be that best class. IE A necro along to cast the amp required to demolish a boss.
When I just tested my online fdruid and just tanked/killed andy without using armageddon. Seems to me fstorm druid is still the "best" class in game. Same life as a tank. But bypasses the requirement of having an additional class to be fully effective. Oh did I add the lack of counters it causes?


I dont care either way. But again the arguments for and against are equal in my eyes. But to say melee have it the easiest they don't and from the looks of it the "buff" they recieved was minor at best.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 6:07 pm 
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Was just saying that sentence didn't have enough e-peen stroking Lee.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 7:11 pm 
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STAND DOWN LEE!
STAND DOWN!

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 8:01 pm 

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Abominae wrote:
STAND DOWN LEE!
STAND DOWN!


Haha nigga plz. Telling an asian to stand down from a debate is like trying to take his rice away. U crazy ?! Ain't no one touchin my rice.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 07, 2011 11:35 pm 

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Lee wrote:
Abominae wrote:
STAND DOWN LEE!
STAND DOWN!


Haha nigga plz. Telling an asian to stand down from a debate is like trying to take his rice away. U crazy ?! Ain't no one touchin my rice.


Lol theres really no debate is there?? A debate would mean theres a winner. Whos the winner in this debate?

In reality the "community" traded 1 modder for 4. When this was supposed to be a community effort. Polls originally strung the forums for changes. Now its 4 guys getting online and discussing amongst themselves. Looks to me Lee you got your dev team. Now don't take it personal at all because on all issues but this one you guys have been very approachable. But if 22 pages of discussion shows anything... No one is in complete agreement except the guys in charge about this phys thing. I have my doubts. Because from all the changes it still looks to me casters are gonna have it much easier than melee at doing anything significant in this game. And zero testing has been done with "team" play. Its all been SP. Of course the response will be but melee have better survivability.. Any real team will run either BO or oak or both which to me negates any difficulty in this game til Hell mode anyway.


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 12:08 am 

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-_-

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Last edited by Lee on Thu Sep 08, 2011 12:20 am, edited 1 time in total.

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 12:20 am 

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JnDmX wrote:
Lee wrote:
Abominae wrote:
STAND DOWN LEE!
STAND DOWN!


Haha nigga plz. Telling an asian to stand down from a debate is like trying to take his rice away. U crazy ?! Ain't no one touchin my rice.


Lol theres really no debate is there?? A debate would mean theres a winner. Whos the winner in this debate?

In reality the "community" traded 1 modder for 4. When this was supposed to be a community effort. Polls originally strung the forums for changes. Now its 4 guys getting online and discussing amongst themselves. Looks to me Lee you got your dev team. Now don't take it personal at all because on all issues but this one you guys have been very approachable. But if 22 pages of discussion shows anything... No one is in complete agreement except the guys in charge about this phys thing. I have my doubts. Because from all the changes it still looks to me casters are gonna have it much easier than melee at doing anything significant in this game. And zero testing has been done with "team" play. Its all been SP. Of course the response will be but melee have better survivability.. Any real team will run either BO or oak or both which to me negates any difficulty in this game til Hell mode anyway.


In reality an entire community can never run HU. That will never work. A few people have to be the ones in charge and the community simply has to approve or state why they disagree/agree etc. The people in charge simply can't just do whatever the fuck they want ( Blue_Myridns case ) otherwise they get removed from their power.

What the community traded Blue for was a few people with power who were willing to listen to the reasonable/wise people in the community. As far as I know the patch had SEVERAL people participating in it to build it. It wasn't just one person. What else do you want? There have been all sorts of people helping in this patch.

Now as far as where I stand in all of this. What in the hell makes you claim I'm running things all of the sudden? I have no idea where you got this crazy assertion. Never once have I stated or implied that I had some sort of power authoritative position here. I've also stated before that I DO NOT want any position of power. Now let's clear your misunderstanding shall we?

Just because I shoot down a few peoples propositions for melee balance and add my opinion with the intention of keeping this patch balanced does not mean I am running the show or calling shots. So don't assume things next time.


If you are in disagreement with anything that has been proposed thus far in the patch feel free to post your concerns now. I have no desire to continuously argue over the same shit over and over. I haven't heard anyone argue against the final patch propositions. People want a reset and they want to play. The arguments and discussions have been over suggestions made by other people in which I shot many of them down but I did so with explanations and not simply just saying "BAD SUGGESTION!"
Most people including myself are tired of discussing shit at the moment.

Again I haven't seen anyone in disagreement with the final patch so what is your complaint/problem?

I don't want to hear a one sentence complaint that casters will have it easier than melee.I want you to explain in detail why you feel that way. I will clearly explain why you are wrong/right once you write a well written post explaining your opinion.

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 1:47 am 
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Sticky request... for lulz as nothing more can get out of this thread.


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 2:05 am 
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I'm tired of people balancing things in regards to flawed logic. That's all I'm gonna state for the remainder of the time left until reset.

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 2:13 am 

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LockDown wrote:
I'm tired of people balancing things in regards to flawed logic. That's all I'm gonna state for the remainder of the time left until reset.


I'm tired of people talking shit without backing it up. If you have to think twice about it then think no more. Guess we are all tired eh? We'll see how melee/phys play out during reset. Nothing left to discuss. The right and wrong will come out then. Think we can all agree on that.

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 2:36 am 
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LockDown wrote:
I'm tired of people balancing things in regards to flawed logic. That's all I'm gonna state for the remainder of the time left until reset.


I have a penis.


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 4:13 am 

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snakzz wrote:

I have a penis.


p!x pl0x! :mrgreen:

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O hi

Gimme all your rice!


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PostPosted: Thu Sep 08, 2011 4:43 am 
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snakzz wrote:
LockDown wrote:
I'm tired of people balancing things in regards to flawed logic. That's all I'm gonna state for the remainder of the time left until reset.


I have a penis.



I hear you put balls on small guy faces Snak :D

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 7:51 am 

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Im tired of bashing my head against a wall Lee.. Lets just see how it pans out.


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 10:14 am 
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I'm tired of reading all this shit.

1: The whole topic should be moved to the argument forum
2: Stop going around and around in circles. Theres nothing to argue about anymore, we will get what we are given. All arguing is doing is putting the reset date back further and further so argue about it in the channel if you want too, at least everyone else don't have to read it that way. There is a diference between raising valid points and arguing for the sake of arguing. This thread is now the latter.

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PostPosted: Thu Sep 08, 2011 10:38 am 
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Serious Sam appeared!

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 10:58 am 
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This thread can be found in the 'fucking goods' section
Image

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 2:17 pm 

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hex wrote:
Quote:
Sure you wouldn't be butt hurt. Probably 1.21z was the most balanced melee/phys patch of your dreams.

Actually, I enjoyed 1.20f patch and the one before it the most. Don't know if you were here around that time. T'was the time when forums were on gamespy, squelch trolled the forums, melees were tanks, JarL was playing his Immortal exec-justice fury/summon druid, casters were support, bladesins were freshly nerfed and unusual builds were popping up all over the place just for the heck of it. It sure was a fun time...


Huh? I wasn't around during 1.2.


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PostPosted: Thu Sep 08, 2011 2:32 pm 

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Rofl @ fucking goods section

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 6:55 pm 

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SvF-Cagematch wrote:
hex wrote:
Quote:
Sure you wouldn't be butt hurt. Probably 1.21z was the most balanced melee/phys patch of your dreams.

Actually, I enjoyed 1.20f patch and the one before it the most. Don't know if you were here around that time. T'was the time when forums were on gamespy, squelch trolled the forums, melees were tanks, JarL was playing his Immortal exec-justice fury/summon druid, casters were support, bladesins were freshly nerfed and unusual builds were popping up all over the place just for the heck of it. It sure was a fun time...


Huh? I wasn't around during 1.2.


Lies Squelch is like the Dread Pirate Roberts... Lives forever :)

Wasnt the patch prior to 1.20 where bladesins and hobos ruled the universe.


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 9:36 pm 

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JnDmX wrote:
Lies Squelch is like the Dread Pirate Roberts... Lives forever :)

Wasnt the patch prior to 1.20 where bladesins and hobos ruled the universe.


I think that was like 1.11 or something. Which was quite a few patches before. Oh and remember that next hit delay bug I mentioned? Blade Sentinel has it (and is a trap, therefore counters are aimed at it and not you). It just never got any attention before Bladesins were buffed, as no one knew about the bug's root cause, and well... Bladesins sucked otherwise. :P


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 08, 2011 10:08 pm 

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SvF-Cagematch wrote:
JnDmX wrote:
Lies Squelch is like the Dread Pirate Roberts... Lives forever :)

Wasnt the patch prior to 1.20 where bladesins and hobos ruled the universe.


I think that was like 1.11 or something. Which was quite a few patches before. Oh and remember that next hit delay bug I mentioned? Blade Sentinel has it (and is a trap, therefore counters are aimed at it and not you). It just never got any attention before Bladesins were buffed, as no one knew about the bug's root cause, and well... Bladesins sucked otherwise. :P


Its been so long it all blends together these days. I even blended early Aftermath with HU lol... Back during the days of 1 hit ko werewolves in dark wood and Trevor telling us to cry more. lol


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 09, 2011 12:06 pm 

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JnDmX wrote:
SvF-Cagematch wrote:
JnDmX wrote:
Lies Squelch is like the Dread Pirate Roberts... Lives forever :)

Wasnt the patch prior to 1.20 where bladesins and hobos ruled the universe.


I think that was like 1.11 or something. Which was quite a few patches before. Oh and remember that next hit delay bug I mentioned? Blade Sentinel has it (and is a trap, therefore counters are aimed at it and not you). It just never got any attention before Bladesins were buffed, as no one knew about the bug's root cause, and well... Bladesins sucked otherwise. :P


Its been so long it all blends together these days. I even blended early Aftermath with HU lol... Back during the days of 1 hit ko werewolves in dark wood and Trevor telling us to cry more. lol


Yeah, I know the feeling. I was like... what patch was it the separate Shenk area was added? Apparently, a later one than I thought. Same with LoS. I know I left at 1.15f though, so it couldn't have been after that, and there were only two after it, 1.21 and 1.3.


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PostPosted: Fri Sep 09, 2011 1:35 pm 

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Quote:
what patch was it the separate Shenk area was added?

shenk was put into his dungeon on 1.12b patch

When I first came on to HU it was ~2006 and a 1.14 flavor for the patch. Lit zons and bladesins were were fotm at that time, while melee struggled (i.e. almost non existant). Soulmancer fixed/buffed that melee issue at that time by lowering the hell leech penalty divisor from /4 to /3 and increasing str bonus to dmg in 1.15 patch.
What followed was melees were beginning to be used more and more as people saw they didn't suck any more. Then fury druids were fotm, with ww barbs a close second.
This effect was further increased by several item lists/talent point builds and strategy that were floating around the forums at that time.

Screams of "Oh, you need a fury druid to advance into a new act" echoed across the forums. Eventually melee nerfs started to creep in, first hit was to remove curse immunity.
Phys A1 mercs were introduced to the game, changing the face of the game. Several patches nefing them followed, culminating with their removal.
A change of management happened , mod lost it's direction and several small changes made large effects. Hammeradins, thorns/amp, poison skills had their fotm. Several nerfs which attempted to balance the mod resulted in melees being the only viable chars from a effort:reward pov. Soon other changes obliterated melees by making the later bosses 'accidentaly' phys immune, other attempts to nerf melees only added to this. A strong HTFU and Addapt or die message echoed. Melees were eventually relegated to oak/bo bitchs, healadins were shown a small glimpse of power due to allowing melees to act as boss punching bag for underleveled poison chars

The future survival of the mod is uncertain...


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 09, 2011 2:31 pm 

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I remember the lightning zon thing. I was the lightning zon guy, and I was saying they were fine, just that poison auras dodgelock them and bosses counterspam them. Also Pierce was removed at some point, and replaced with a different skill. A bunch of people that quite bluntly had no fucking clue had many more problems with lightning zons. They whined, and got them buffed, so they became a noob build. I was unamused.

As for the melee thing, trying to remember what that was about. I'd like to say it was either tampering with the classic damage = LL = tanking formula by making everything that mattered unleechable or nerfing shields again, because you couldn't survive without one and two handers sucked.


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PostPosted: Fri Sep 09, 2011 4:51 pm 

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SvF-Cagematch wrote:
I remember the lightning zon thing. I was the lightning zon guy, and I was saying they were fine, just that poison auras dodgelock them and bosses counterspam them. Also Pierce was removed at some point, and replaced with a different skill. A bunch of people that quite bluntly had no fucking clue had many more problems with lightning zons. They whined, and got them buffed, so they became a noob build. I was unamused.

As for the melee thing, trying to remember what that was about. I'd like to say it was either tampering with the classic damage = LL = tanking formula by making everything that mattered unleechable or nerfing shields again, because you couldn't survive without one and two handers sucked.


There was a point in there when fury druids could be curse immune? They dominated for awhile...or am i thinkin of a different mod?


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 09, 2011 8:09 pm 

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JnDmX wrote:
There was a point in there when fury druids could be curse immune? They dominated for awhile...or am i thinkin of a different mod?


Oblivion (fade oskill) + Holy armor if I recall correctly. It was easier with a shield though, because of skulls.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 09, 2011 8:23 pm 

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I clearly remember the days of the melee opness. I remember when Tas used to rape NM Diablo on a zealer with CI. That shit was insane. Lifetap + zeal/ci was able to kill bosses in NM at least.

CI was just godlike on any melee. Can't be cursed at all? Well damn. Especially on a character with a hell of defense/dr/life etc. Just pure rape.

That had to be nerfed. Mancer was pretty intelligent in terms of balancing. I'm sure if he had still been modding HU today things would have been ok. He would have nerfed melee again in some way or another and toned casters down similar to the next patch coming out. The patch that should have been here this ladder had it not been for Blue.

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PostPosted: Fri Sep 09, 2011 8:38 pm 

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Lee wrote:
The patch that should have been here this ladder had it not been for Blue.


Wut? Had it not been for Blue we'd all still be playing 1.2z. If anything Blue is the man who got the new patches rolling. Talk shit about his changes/attitude all you want but I'd bet the only reason we're getting this upcoming patch is because he originally got permission from Mancer to continue modding HU. Mancer essentially came out and said he retired from working on HU after 1.2z I think it was.


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 09, 2011 11:13 pm 

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Yeah I agree with you Ben. If it wasn't for Blue there probably wouldn't have been this patch either.

What I meant though was that Blue had the potential to put out a good patch but he didn't. Wouldn't listen to anyone and just did w/e the hell he wanted.

But at the end.. guess Blue gets some credit. Much as I hate to say it.. w/e still can't stand him.

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PostPosted: Sat Sep 10, 2011 12:29 am 

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Back when the patch (1.3a) was being talked about Terry had said "small changes can have a huge impact on game play." Turns out he was right. He had said he wasn't going to do any major changes but make a few tweaks and hit the reset button. Blue got him on board with the idea he could do a balance patch.The end result was many skills had been tweaked, while items got massive changes. He was confident in his changes and thus said no to the beta. A short time after 1.3a was released and Terry saw the forums on fire with the flamefest, he said he was retired officially and left the mod to the community as a whole. http://forum.arimyth.com/viewtopic.php?f=24&t=2881 A full month after 1.3a hit the realms.

I will say in spite of all the negatives last patch brought, there were a few good things to come. A few skills got some needed work, but then a few items for casters got turned into super items making a toon a godlike killing machine. As for this patch, I've seen good and bad coming from it. Some items got much needed adjustments and some skills got needed tweaking. However, like last patch, it went from a few smaller fixes into a huge changelog of tweaks. Are they for the better? Time will tell.

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PostPosted: Sat Sep 10, 2011 2:12 am 

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SvF-Cagematch wrote:
JnDmX wrote:
There was a point in there when fury druids could be curse immune? They dominated for awhile...or am i thinkin of a different mod?


Oblivion (fade oskill) + Holy armor if I recall correctly. It was easier with a shield though, because of skulls.

Oblivion + OS cleanse from Leviathan's armor (cleanse reduced curses duration back then). No shield required and was available to any 1h/2h melee.


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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 10, 2011 11:14 am 

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hex wrote:
SvF-Cagematch wrote:
JnDmX wrote:
There was a point in there when fury druids could be curse immune? They dominated for awhile...or am i thinkin of a different mod?


Oblivion (fade oskill) + Holy armor if I recall correctly. It was easier with a shield though, because of skulls.

Oblivion + OS cleanse from Leviathan's armor (cleanse reduced curses duration back then). No shield required and was available to any 1h/2h melee.


Cleanse didn't actually provide curse resistance though, just reduction. The result is you still got cursed, just not for very long. But it also doesn't take long to die, so whatever. Holy armor provided 35-45% though, which with Fade is immunity, and uber skulls were 20 each.

Though actually, having curse immunity wasn't that bad. Remember what I was saying before about the power difference between an enemy spawning with junk mods, and an enemy spawning with good ones? It leads to huge spikes, where you end up getting enemies one shotting people left and right based solely upon luck of the draw. Curse immunity leveled that out a bit. Making the difficulty more uniform actually makes things harder, as the alternative is that things are only hard when you're unlucky and/or complacent, which is a core problem of D2.

Consider if you will a game balanced around the assumption that curses will stop working after a certain point, but that enemies will kick your ass even though you're properly prepared for them. This is a principle carried throughout HU, which is why for example you can have bosses that drop 100% guaranteed uniques and sets, and still have the game smack people around with a large trout. :mrgreen:

The result of such a game is that the easy parts are harder (because there is less of a gap between them and the hard parts), less common (because enemies aren't only really tough based on luck), and as a result the average difficulty is higher.

Now if you just threw in CI without accounting for any of that, then that's different. As for unstoppable melees and whatever... Unfortunately D2 is a binary game, so you're going to swing from useless to overpowered faster than a drunk swings across the road while driving on it. The main problem with that is that everything is all about bosses, so anything best at bosses is the best period. Make other enemies valid, and it's not so straightforward to determine what you should be playing. As let's face it - there are huge gaps between bosses and non bosses both risk and reward wise. You can faceroll the content until you hit a boss, then be stopped cold by them.


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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 10, 2011 11:44 am 
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hey hey hey it will be ok


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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 10, 2011 1:38 pm 
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Steel wrote:
hey hey hey it will be ok

this thread needs some love

looking forward to a reset and hopefully a great patch

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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 10, 2011 2:26 pm 

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BABY BABY BABY ( insert justin bieber lyrics ) we need that song right now lol

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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 10, 2011 2:40 pm 
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http://www.youtube.com/watch?v=0mmV_5G5AYg > melee thing.

@IgnorantLee you don't know what good trance is so stfu :D


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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 10, 2011 3:51 pm 

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it saddens me that trance can be considered "good" at all...

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PostPosted: Sat Sep 10, 2011 3:54 pm 
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oh, I love musical discussions!

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PostPosted: Sat Sep 10, 2011 4:32 pm 
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Verb wrote:
it saddens me that trance can be considered "good" at all...

lady gaga ftw!


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PostPosted: Sat Sep 10, 2011 4:41 pm 

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http://www.youtube.com/watch?v=dQw4w9WgXcQ

:mrgreen:


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PostPosted: Sat Sep 10, 2011 4:49 pm 
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never gonna give you up never gonna let you down !! ETC ETC.


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PostPosted: Sat Sep 10, 2011 5:02 pm 

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Psh I don't like trance that much. I'm more into techno.

http://www.youtube.com/watch?v=QV8eiSA4vqc

That's my shit Deadmau5. Damn he is so fucking good :D

This song is also not bad

http://www.youtube.com/watch?v=zK1mLIeXwsQ

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PostPosted: Sat Sep 10, 2011 5:16 pm 
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Old deadmauz is cool, but only before he went rage @ ever trance producer in 2010. Other producers (not djs!) I like: http://www.youtube.com/watch?v=U3ctgfoU9zU ATB ALWAYS. But while I'm working/playing I prefer 2-4h long sets from schulz, de jong, kenemberg, etc... OT OFF. Or just listen to old therion/soilwork bootlegs.


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 Post subject: Re: My thoughts on Melee
PostPosted: Sat Sep 10, 2011 6:48 pm 

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all I know is bladesins suck ballz. got mine to 95 and shes an uber waste of time. Maybe make blade sentinel go in an expanding circular motion bc its absolute trash? its not a viable build, you need ar, so max claw mast, fade, and 60 points for fury, sent, shield? At lvl 95 w end game gear im doing 17k. or go max venom and cloak of shadows so you a shitty poison dueler. Its all worthless. Or is it only massive complainers like Lee that get their way? This class needs a look.


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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 11, 2011 10:32 am 
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Explain where you would give AR and damage from, and if it something quick that can be done maybe it will be. At this stage, you cannot expect results unless the problem is well defined, a detailed explanation is given, and hopefully you have tested the proposal to show how the result is reasonable. This is why Lee 'got his way'. Baerk told you why a simple stab at a solution wasn't possible atm.

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 11, 2011 11:12 am 
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ONLY RAINBOWS AFTER RAIN

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 11, 2011 5:27 pm 

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After Kevin, Baerk Damn why do I feel like Kramuti is amongst a few who understand me.

That's the big picture many people miss. It isn't just about expressing your sole opinion and wanting your way. It's about your reasoning. It's very difficult to beat a reasonable man. Someone who is unreasonable has already been defeated before conversation.

I compared Melee/Phys to 1.21z and simply said "Look we need to find a mid line balance in comparison to that patch because Melee were op." That was the bottom line in all of my 100+ posts ultimately on the melee/phys topic.

It takes time and effort if you truly want to be heard and get people to understand you. You're going to have to do some research on previous Bladesins and provide more information stating why they need balanced.

I didn't conduct extreme tests with every type of character but that was not needed. It was the reasonable point in my message that 1.21z melee/phys should not be repeated for the sake of balancing.

Something in order to argue against would be justification that 1.21z melee were balanced and no one can argue that was the case so my reasoning was correct.

If you truly want to see Bladesins balanced delta then make a topic like I did and press your point with hard facts and be willing to argue to prove your point. It's with anything you want to see accomplished. It will take some time but it's worth it if you want to see Bladesins balanced.

I'm sure there is some balance issues with bladesins because they are extremely under played and may need buffed a little but I don't know if they need majorly over hauled. The assassin melee class is pretty strong and blade sins are powerful from the distance. It would take a lot of testing, different opinions and something that could be looked at for the next patch but again like I said before the patch is basically over now... most of us just want a reset and not a few more weeks of testing.

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 11, 2011 5:48 pm 

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Lee regretfully your right.......you do have to argue even if the build is abviously a melee turd...........the squeeky annoying little bitchy wheel always gets the grease.....


So delta instead of just being right, you need to argue , cajole, annoy, and in general be a douche nozzle.........and you will see your build be investigated and probably get some much deserved love.

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 11, 2011 9:04 pm 
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OR test with end game gear against bosses with level 40 Amp obviously providing balanced insight. Because you know level 40 amp is seen all the time.

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 11, 2011 9:23 pm 

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LockDown wrote:
OR test with end game gear against bosses with level 40 Amp obviously providing balanced insight. Because you know level 40 amp is seen all the time.


Where have you been throughout the duration of this thread? Your obviously very lost with what was happening and what was trying to be achieved.

In the midst of it all beyond my 1st test in which I used L40 amp. I conducted more after with L6 and L40 but again beyond that what was trying to be achieved?

A mid line balance from 1.21z to our current patch for Melee/Phys characters. Why do people insist on turning simplicity into complexity?

At the heart of it beyond my tests the ultimate goal was to find a midline balance. Was it achieved? YES! It was.

We posted previous 1.21z values and compared them to the values now and the goal was accomplished. I stressed this beyond my fury druid tests. I started out talking about fury druids but if you noticed the discussion it became more about melee/phys in entirety and comparisons to 1.21z began.

You know how balancing works? You ever seen a scale? The previous values reflected 1.21z in terms of physical pierce. It was widely agreed upon that 1.21z amp was over powered.

In the midst of all the discussion etc. physical pierce was slightly nerfed and feral was adjusted accordingly. That's all that has happened.

At the core of everything. There is a widely agreed presence between the veterans here on balancing. While we don't see eye to eye on everything. I tend to agree with Pious 99% of the time. I tend to agree with Kevin a lot. It's vica versa with a little disagreement that results from miscommunication amongst other things. There are other people like Abominae that I didn't mention and I'm sure even Steel and I could find agreement on many other things regarding balance in the future. No one is perfect. No one is always right but it's discussion, testing and factual information that directs us towards balance. I'm not saying that I'm always right and everything I propose is completely accurate. In fact I told other people to go test. All I actually did in reality is preach for a midline balance for 1.21z in terms of melee/phys. Instead of working against each other why not realize it's a community and we should be working with each other? We just want a fun balanced game to play. We are after the same thing.

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Damn it's not so complicated is it? Damn I'm the king of walls of text. rofl

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 Post subject: Re: My thoughts on Melee
PostPosted: Sun Sep 11, 2011 9:24 pm 

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Pappy wrote:
Lee regretfully your right.......you do have to argue even if the build is abviously a melee turd...........the squeeky annoying little bitchy wheel always gets the grease.....


So delta instead of just being right, you need to argue , cajole, annoy, and in general be a douche nozzle.........and you will see your build be investigated and probably get some much deserved love.


Yeah so your getting ignored pappy. No desire to have a flame fest with you on the forums. You always do nothing but talk shit here. Act mature for a change? Dunno. You're like 20 years older than most of us? Ironic isn't it?

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Sep 12, 2011 12:03 am 

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Lee wrote:
LockDown wrote:
OR test with end game gear against bosses with level 40 Amp obviously providing balanced insight. Because you know level 40 amp is seen all the time.


Where have you been throughout the duration of this thread? Your obviously very lost with what was happening and what was trying to be achieved.

In the midst of it all beyond my 1st test in which I used L40 amp. I conducted more after with L6 and L40 but again beyond that what was trying to be achieved?

A mid line balance from 1.21z to our current patch for Melee/Phys characters. Why do people insist on turning simplicity into complexity?

At the heart of it beyond my tests the ultimate goal was to find a midline balance. Was it achieved? YES! It was.

We posted previous 1.21z values and compared them to the values now and the goal was accomplished. I stressed this beyond my fury druid tests. I started out talking about fury druids but if you noticed the discussion it became more about melee/phys in entirety and comparisons to 1.21z began.

You know how balancing works? You ever seen a scale? The previous values reflected 1.21z in terms of physical pierce. It was widely agreed upon that 1.21z amp was over powered.

In the midst of all the discussion etc. physical pierce was slightly nerfed and feral was adjusted accordingly. That's all that has happened.

At the core of everything. There is a widely agreed presence between the veterans here on balancing. While we don't see eye to eye on everything. I tend to agree with Pious 99% of the time. I tend to agree with Kevin a lot. It's vica versa with a little disagreement that results from miscommunication amongst other things. There are other people like Abominae that I didn't mention and I'm sure even Steel and I could find agreement on many other things regarding balance in the future. No one is perfect. No one is always right but it's discussion, testing and factual information that directs us towards balance. I'm not saying that I'm always right and everything I propose is completely accurate. In fact I told other people to go test. All I actually did in reality is preach for a midline balance for 1.21z in terms of melee/phys. Instead of working against each other why not realize it's a community and we should be working with each other? We just want a fun balanced game to play. We are after the same thing.

Things aren't like they use to be when Blue was around
Damn it's not so complicated is it? Damn I'm the king of walls of text. rofl


I believe you're forgetting the reduction of str % ed on weapons.. That was brought down as well meaning it will reduce the overall dmg a melee will have for actually spending str points.

I still think 1.21z's main issue was CB.. A char could achieve huge CB numbers and whiddle a boss down faster than static shock does on bnet. The phys pierce was more slightly buffer than it needed.

Time will tell if its really balanced though Lee. Don't go tooting your bell yet my friend. I think the test will be to see if a "team" will trash end game without endgame gear as phys dmg or it will be casters.


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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Sep 12, 2011 1:48 am 

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Still no patch ???? WTF!


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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Sep 12, 2011 8:05 am 
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Lee wrote:
Where have you been throughout the duration of this thread?

Damn I'm the king of walls of text. rofl



Probably why I don't read most of what is posted.

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Sep 12, 2011 8:20 am 
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One habit I particularly find annoying is when the most recent post or two is that wall of text and someone responds to it by quoting the entirety of it of all things. They seem to can not even be bothered just to do something as simple as @name to indicate they are directing their public post at a particular person (which would save others from having to scroll through the same wall of text twice).

Quotes should really only be used for posts that were not so recent. If they are being used to point out a paragraph of interest then all the other paragraphs should just simply be deleted from the quote just simply to save others from scrolling.


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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Sep 12, 2011 8:34 am 

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Rofl @Lockdown that's what the people who read every word say. When someone posts something in reply to what you say then it's inevitable that your going to read that persons reply because of what they say. It's an inclination all of us have. Hardly anyone is a exception. You'd be surprised at how many of my posts Blue actually does read contrary to him not admitting it.

Now if I was posting a wall of text irrelevant to you or not in response to anything you say then you're more inclined to naturally avoid reading unless it pertains to something that you have interest in.

Simple psychology again.

@Jndmx *sigh* it gives me a headache when things that have been explained 100times need repeated. The stre nerf was adherent to stre values in 1.21z. The stre was nerf because Blue buffed it. Crushing blow was not the only part of melee that made them over powered. It was their extremely high damage with AMP that also made them OP.

Hence CB added back but not at the same forefront as 1.21z. Hence DS added back but not at the same forefront as 1.21z. Everything this patch has a -middle- balance between what 1.21z was.

Comparing killing rates between a caster/melee is not an actual test to see their viability/validity. Two different classes/roles. Casters have always excelled much better at trash than melee/phys. While melee/phys play a more dominant role in boss fights due to their higher life, def, dr, etc.

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Sep 12, 2011 8:39 am 
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Most of it's been irrelevant to me. I also lost hope in reading it all when I was gone for 3 days and it went from 5 to 12 pages :(

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Sep 12, 2011 8:43 am 

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It's a longer topic than usual has 3,000 views too. Surprised how long it went on. I'm sure if you combined this with the previous Mancer locked it would be close to 40~ pages almost.

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 Post subject: Re: My thoughts on Melee
PostPosted: Mon Sep 12, 2011 8:47 am 

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@Baerk hard not to agree here. I use to quote the walls of text and reply back but it just creates longer topics, unnecessary scrolling. It's better to just @Name and reply to what was posted. Everyone should probably try to do this in the future in longer discussions.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 13, 2011 12:20 am 
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Lee and company from top of 29:
It's not so much understanding you, as it is you understanding the process by which things have to be done. Sometimes the methods of getting things across were a bit crass, but sometimes being nice doesn't get much done...just know where to draw the line.

The reason Abominae's change to mental sins was done was because he had thought about it long enough to clearly articulate the problem, think about a solution, and to understand the problems those solutions might bring about so that he could discuss it reasonably with those who disagreed with methodoogy, or disagreed with the root cause itself.

On the melee issue the discussion was naturally more heated because there is 1) many more builds to consider, 2) opinions on how peoples' favorite classes fare in certain areas of the game 3) how much soloing should actually be able to be done 4) things that don't appear broken at reasonable levels can be wtf overpowered in extreme conditions.

After all the hooplah, what a few shifts in the values of the few skills in question? This is what people are clinging to when they think that Lee 'got his way', and if the fix isn't perfect folks will be obliged to point the finger his way? This is part of the reason Blue gave people the finger.

I mean holy crap, have people looked at the changelog? You know we have high res Diablo 2 that works with low res versions (basically) error free! If I recall, Blizz said something about not being able to do it satisfactorily after like a year of trying to get a patch that wasn't totally abhorrent...

In the mean time enjoy exploring with new character combos in teams. I hope to see all 3 maxed druid sages, a necro and a zealer smack some monsters in the face for starters,

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 13, 2011 8:30 pm 

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Yes I understand what you're saying. I agree with you. However.. as far as people being decisive about perfection we all know this simple fact. There is no way to achieve perfection in balancing. There never will be a way.

The idea is to balance to the best of your reasonable ability. It's achievable through testing and a little bit of thinking. My testing is rather completely irrelevant with melee because the reiteration was to avoid 1.21z. melee which were over the top over powered.

If we were avoiding 1.21z melee then it was simple. It was to find a midline balance between 1.21z and now for physical pierce values. Kevin was also strongly in favor of this but he was against changing the boss values pierce wise.

Everything was accordingly adjusted to prevent melee from being over powered. How that fares in the patch is pretty obvious in my eyes. Everything this time around has had a reduction in damage including casters.

Bosses had their life buffed twice as high for a reason. Single spawning and soloing. Mancer never had intentions for soloing in this mod. He had always envisioned it as a party mod. Arguing for the sake of soloing is irrelevant with that being said the goal was achieved in this patch.

You're more or less much better off duoing than you are soloing this time around compared to Blues patch where everything but a melee could just about solo. The changes this patch have been obviously intensively to push people to play in parties and not solo.

This effectively also makes the ladder last more longer and people will play more. It's harder to farm gear now because you have to really do it in a team. This means people won't quit after the first few months because they've raped everything/gotten all the gear they want. We can expect people to play for a longer time period now because it's going to require more time to acquire the gear and build the characters they desire.

All in all this patch seems relatively balanced in a broad perspective. It'd be shocked to see any true meaningful/reasonable concerns this patch for anything other then builds that are underplayed etc.

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 13, 2011 9:00 pm 
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1. Make Bowzon
2. Get to Hell Tundra Ancients Way Frozen Cit
3. ????
4. Get all gear you want or need (OR PROFIT!!!)

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 Post subject: Re: My thoughts on Melee
PostPosted: Tue Sep 13, 2011 11:31 pm 

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So the bowa can do it solo? Anyway I was referring more to farming bosses than trash areas. Trash areas are still doable solo of course.

I farmed a majority of bosses to find my gear on HC no idea how they did it on SC but relying on trash areas to get rich takes A LOT of farming and A LOT of time.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 14, 2011 6:05 am 
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Farm the 3 red portals. You'll find what you need in no time. I found 3 Dhorns in the space of a week farming Citadel and RoS.

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 14, 2011 6:54 am 
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yeah 3 red portals have increased drop rates. And farming bosses isn't that good:
Dragon - can't drop 95lvl items other than brc/dev lance/tstroke
Shenk - Same as above just harder
Amo/Belial - ;-/ on bowa
Guardian - doable but takes too long to get there
Nihl - with old 65% amp on brand rw he was a cake, now he was impossible, dunno how about with 45% amp now.
Running anc way + citadel usually takes 20min(2 chars in town for inc drops) and it's easy as pie. In citadel you just shoot from one spot you enter and everything is dead. All my 95lvl items come from these 2 places... well brc I found in andariel's hell early this season (2nd week, first named enemy)

I was told there were no dexzons on hc tho. At least no 50-70 vita one.


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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 14, 2011 7:50 am 

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making a pure dex zon on hc is suicide, though if you get a lot of help with the bosses then its probably possible...

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 Post subject: Re: My thoughts on Melee
PostPosted: Wed Sep 14, 2011 8:04 pm 

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Verb wrote:
making a pure dex zon on hc is suicide, though if you get a lot of help with the bosses then its probably possible...


If you want a real challenge for your first char then a dex Bow zon is the way to go... Extremely rough in hell mode with first time gear due to low hp and awful resists.


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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 15, 2011 6:57 am 
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My zon has max res O.O

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 Post subject: Re: My thoughts on Melee
PostPosted: Thu Sep 15, 2011 7:00 am 
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LockDown wrote:
My zon has max res O.O


2 x constricting rings ftw :D


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 16, 2011 4:29 am 

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2x con? O: Was thinking like a +30 dex with res was better? Maybe no? : O

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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 16, 2011 4:59 am 
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Lee wrote:
2x con? O: Was thinking like a +30 dex with res was better? Maybe no? : O


MF dexzon you know :D


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 Post subject: Re: My thoughts on Melee
PostPosted: Fri Sep 16, 2011 6:52 am 
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Well con's and a 50 dex ammy.

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