No counter play to deaths

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max225#0897 schrieb:


Volatile plants on endgmame lightning arrow or spark builds are quite literally invisible. You can't see them through all the proj because they use the same texture and the same color. Yes, technically there is counterplay if you assume every rare has volatile plants and never cast more than once between strafing, but nobody plays like that because it is inefficient.


I mean, true. Some things suffer from visual clarity and that's something I have criticised GGG for years now. The same goes for bugs, you technically have not really much counterplay to something that isn't intended in the first place.
No matter what your skill level, your build leaves some vulnerability to being (effectively one-shot.

I changed my necromancer to use Eldrich Battery/Mind over Matter. This gives me an effective life pool of about 3600. More important - it gives a great visual of the size of damage spikes.

Now, I can actually SEE the damage (plus get one-shot MUCH less). You can see that T14-T15 250% maps tend to have damage spikes about 3000. Sure, some get even larger, but they're much rarer.

Because I can see them now, I get much better at anticipating them, and countering them. Also, I know how big my pool has to be to avoid them - dont even try high end content without life+ES = 3500. (And dont count anything from Grim Feast)

The biggest protection against these one-shot effects is an enormous life/ES pool. And I mean ENORMOUS.
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Suchka_777#4336 schrieb:
There is basically no things which can't be countered with knowledge and awareness.


Sun Priest shooting form unreachable position. Whoops

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