WARD in NOT ruining the game, malcontents who complain are the ruiners

Mike has said this a few times in there live dev streams. 300c is the target for balancing they are aiming for

Reminds me about the time when I play darts completely wastedā€¦ iā€™ve hit everything but not the dart board ^^.

i hope you arent refering to me

  1. I dont play a spellblade, im playing a voidknight
  2. the point is the IF wards were OP, the spellblades would be top tier-- so im not understanding what you are alluding to.

shamans have it good, if anyone is playing them

go storm totem and get a boardmans set, and you will enjoy!

as far as the other defensives, I cant understand how they function, and hence that there in may be why they dont function.

a good example to me is block.

how does one have 450% block chance, and yet you hardly block?
why is there a block effectiveness as well? are they actually coded to work properly and synergistically? it doenst seem so

its like the whole crit chance thingā€” there the 1, 2, 3%, etc crit chance,

then theres the 20% to XXX% crit chanceā€¦ yet when you go look are your crit chance with all these modifiers you are at lets sayā€¦ 22% total. lol

or look at your resists

you can be capped at 75% and get one shot.

that means the mobs are doing really high damage and your resists arent protecting you.

so if WARD is the only defensive that is working to allow us to progress because the other forms of defense are really, really weak, then what as players are we supposed to do?------- especially melee speced toons.

if any changes do come down prior to the next cycle, it has to be the non ward defensives need to be buffed.

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I am fundamentally against ward as an idea as i hate any mechanic that promotes face tanking mechanics in a game, as it immediately turns the game into a railroaded mess where developers have to balance EVERYTHING around it.

It is a lot easier to balance around movement, iframes and blasts. Why i always think any form of lock on hits should be nerfed into ground for both us and enemies [dots, projectiles, surfaces etc] where player does not manually aim and target. As well as resistances. Full out gonna say it, resistances should not exist. The entire mechanic should be removed.

Game should be about not being hit. That is where the skill as a player is tested. Why spine of deathwing is best raid ever made. Fall damage kills everyone.

yes, well unfortunately this game doesnt have an iframe dodge like other games, IE souls games, blade and soul, d4 to name a few. and not ever class has an invincibilty skill like the primalist with warcry to provide a fast, instant iframe.

POE definately has ward builds, but they also had a damage type that bypasses wards.

To be fair: yes and no.
JUST before 1.0, yes, it maybe was fine.
But before that, throughout the years, there has been several ridiculously broken builds requiring an emergency nerf, and it was ALWAYS linked to ward.

I donā€™t mind ward as a mechanic, I think it is rather fun, and I donā€™t think it should be removed, but you cannot deny it is very, VERY prone to unforeseen interactions and trouble.
It has happened in the past, it is happening now, and it will happen again, each time they introduce new uniques or skills. It is not even a question, it is a certainty.

3 Likes

At least it always got nerfed in a reasonable timeframe :man_shrugging:

1 Like

Storm Crows doing 140k crits at lvl 81 in monoliths. With the new tech and gear each Crow can get about 80-100 flat spell damage? I have 6 crows so approx 600 flat

Lowlife, 8k Ward currently, will be 10k or more at 100

20% + 25?% + 10% DR from lowlife/passives. nearly 3k armor

I meant the ones like bear and raptor, which NOBODY runs

I played a Thorn Bear prior to the nerf and was good, completely gutted now. Raptor has no AoE and a mediocre companion ability

Block chance is the chance to trigger a block. Block effectiveness scales the damage reduction of the block. From all I can tell, they work as intended.

Base crit chance: 5%
3% melee crit chance will be added to those 5%, giving you 8%.

Increased critical strike chance is then used as a multiplier. Letā€™s say you have a total of +250% increased critical strike chance, which results in a multiplier of 3.5

8% x 3.5 = 28%.

Monsters get up to 75% resistance penetration, resulting in an equal baseline if you have 75% resist.
If you have 0% resist, you take 75% more damage.

Much easier to balance around, much less punishing if people donā€™t cap their resistances.

All defensive mechanics that donā€™t work in 100% of the cases are prone to fail you at some point. If you either dodge or die, and you have 80% dodge chance, all it takes are 5 attacks statistically. If you have 95% crit avoidance, the 20th crit will get you.

If you base your game around dodge mechanics, it railroads the devs to balance everything around dodging, iFrames, and keeping distance from your enemies. The difference between Dark Souls and an ARPG is the sheer number of enemies and incoming attacks.

Dodging works fine against bosses with a limited skill sets and telegraphs you can focus on. Not so much against all the other content where projectiles come from different directions, with puddles on the ground, meteors raining from the sky, etc.

Most long ranged classes can rely on a much safer play style, where they can take out many enemies before they have time to even attack. Minion builds usually spend less time performing actions on their own, so they can move more freely.

But short ranged builds (not necessarily melee) will inevitably have to take hits. Itā€™s impossible to dodge everything, there is too much going on. Or builds that canā€™t move while channelling.

2 Likes

This is the point.
1 - DS are BAD games whose only difficulty is bad gameplay, they are mechanical games that are won by trained goldfish (yes, look for the video) NONE of them have retention because the fights become boring at the exact moment you master them, they they wouldnā€™t support a season system, and see that doesnā€™t take away from the game itā€™s just a different style.
2 - the FOCUS OF AN ARPG is the fluid gameplay that keeps you hooked and allows you to play and repeat the game without getting tired, the difficulty is focused on fights against UNIQUE BOSSES (not full of crowded minions) in this style an HK has to be something really slow and telegraphed to give the feeling of threat and not to PUNISH 99% of the gameā€™s builds.
3 - you have 75% resistance, 32% reduced damage from an aspect, 10% from an item, 20% from your class, apart from block dodge armorā€¦ and EVEN SO you die with one hit, itā€™s OBVIOUS that the game is unbalanced

Enjoy it while you can. I guarantee that if these Warlock bugs are fixed then whatever rises to the top of the leader board in Lockā€™s place will be the next scapegoat and the same Ladder Police will be screaming for that to be nerfed (unless they happen to use whatever it is).

3 Likes

Iā€™m still learning the game too here, but from my understanding thereā€™s a difference between a flat additive increase, and a multiplicative one. When it states +3% Crit Chance that adds to your flat base of 5% as a character, giving you 8% crit chance. When you get a piece that says +50% increased crit chance, then using just the 5% base again that would be 5% * 1.5 = 7.5% crit chance.

Iā€™m doing my best to get an understanding of the mechanics and how they work, and luckily we have the dev team answering questions in discord, streams where they answer questions, and plenty of content creators on youtube helping to spread the info for the masses.

This info also helps when trying to figure out if +30 health is better than +5% icreased health. Your base life may be low enough at some point where 5% increased tallies to a number lower the +30, so the +30 is more optimal to choose at that time. But maybe as you level and your base health increases the +5% increased will result in more the +30 health.

Iā€™d recommend you take some more time to understand these things, it will then make more sense. Iā€™m not trying to give you any guff, but I was a bit frustrated up front too until I understood some of these mechanics. Itā€™s complicated enough to add diversity and choices. The built in guide may also explain a lot of this stuff too. Iā€™ve heard itā€™s phenomenal, but honestly speaking I havenā€™t utilized it as much as I probably should have.

You didnā€™t mention Health or Crit Avoidance. You knowā€¦ The two things that will cause you to be one-shotted above all else. Says it all.

Iā€™ve hit 800+ corruption with a char with 2k life, no ward and uncapped resists. Unbalanced!

Iā€™d start by not believing the nonsense that ward is the only defense that is working. Turned out fine for me.

Which class? because falc would do this which proves that the game is REALLY unbalanced, I doubt it was with a meele class.
see D3 had this phenomenon of glass cannons and the game died within months. PoE went through this with 700-HP trap builds that blew everything up, the game reached the WORST retention level in its history, ARPGs are not that, people are already abandoning the game, when I say it itā€™s because I care, if the If this is the direction of the game, we will soon stop playing and talking, then you will have another empty shell like Wolcen, D3, D4ā€¦ Denying that the game has problems that affect 80%+ of builds is the path to failure

Many classes. Many builds. Iā€™ve been playing for a loooong time and have 20+ Alts who are level 90 or higher. Many are higher corruption than that. Many are melee. All sorts. Shrug.

Only levelling my first Falconer now. Sheā€™s only lvl 80.