Resolute Technique heavily overpowered
I have to admit that I am not into endgame content yet, but still I have a high lv marauder(~50) who focused on Mace, Resolute Technique and HP and its working well. Not OP in my opinion, but when I started with theorycrafting about a 2h Axe/Sword Duelist I came to the conclusion that RT is probably heavily overpowered and bears other problems with it.
The first point is that RT actually does not have any downsides. Losing the 5% Critchance is a loss of ~2,5% DPS which is almost nothing. You have to note that Marauder/Duelist actually cant really spec into Crit. On the other hand your DPS get boosts because your Chance to hit goes from 95 to 100% (+5,2%) Also RT trivializes character building a lot. Thats not a problem actually, but the problem is, that you gain an extremly high benefit. When I analyze game mechanics I am comparing "affixes potentials". If you think about how MANY Accuracy affixes and passives skills you will need just to get to 95% you will see that its almost unimaginable that RT is balanced. If you compare affixes I am pretty sure that Resolute Technique stands on the same lvl like a +1000HP keystone would do. When I played an archer( a high dex + %Accruacy class) I was NEVER at 95%, maybe 94%. And on the long run I would probably have had to invest a handful of affixes to KEEP those 94%. A marauder maybe could just get 5x100HP instead... Another point I have with RT is that it really devaluates Axes and Swords. Axes are fine, because they have higher base DPS then maces(classic RT weapon), but if you mix axes with RT you wont have such a good synergy like maces have, because you have to get DEX and this could be a waste of stat points. And if you dont get RT while using a axe you have the "affix disadvantage" like mentioned above. Swords suffer a lot more then axes, because they have the same base DPS then maces, but dont provide an implicit mod which is useful using it with RT. The bonus accuracy completly goes to waste. The last point I have is PVP. Though I am not very interested in PVP how is this supposed to work out? If somebody has 3000 evasion which gets reduced to 0? How can this be balanced by any means? How can this be fun if you play a 2h duelist and get stunlocked while taking full damage and probalby get 2shotted? Fear not GGG team, I have some solutions too :D 1, Change RT to "+20% Chance to hit". This means that you can get very low accuracy(with a STR build) and still have high hit chance. Lets say you play a mace marauder who has only +200A on his helm and therefore his chance to hit is only 74% he can get RT and voilla, he has 94%! An absolute increase of the chance to hit would still be incredibly beneficial to pure STR builds, because of the way the chance to hit formular works, and as a side effect its NOT USELESS to get accuracy. As a result Swords and Axes are not useless. Sounds nice, IS NICE! (PS.: I think rasing the cap to 100% would also be fine. So RT would raise the cap and give +20% absolute chance to hit. I guess a lot of people, espacially the HC ones like the security because of having CONTROL) 2, Make high values of Accurcy translate into critchance. This might be a very vast change but if every 500 points of accurcy would give +50% Critchance, RT would really have downsides or at least it has COMPETITION. Personally I would like 2, but this idea definitly would need refinement. Its just not satisfying if you INVEST, INVEST, INVEST just to get your chance to hit from 94-95% while marauder hitting with 100% showing their trollface. (and if you have hitchances of <90% you are screwed anyways) But if you can get Critchance through accuracy, this would be really cool! Another point to add just to flavour this post: I said that 95->100% is an increase of 5,2% DPS but actually thats not true! 100% chance to hit is much more valueable, because of security and non risk. Assume there is a pack of monster(5) and you can kill them with 3 hits. Marauder hits 3 times->GG, well played Duelist without RT also can kill them with 3 hits and has "very high Chance to hit of 95% Duelist attacks 3 times, chances are VERY HIGH that 1 monster will survives (because 0,95^x still is a low %) Duelist needs 4+ hits->MEH Basically an increase of chance to hit from 95 to 100% could mean +33% EFFECTIVE KILLSPEED. Yea, 100% sure that Resolute Technique needs rework. Its a nice skill, but 100% Chance to hit without losing ANYTHING is just BROKEN OP. Thats exactly what it is. Zuletzt bearbeitet von Nasabot#4956 um 28.12.2012, 16:27:33
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I would agree if it weren't for the existance of Diamond flasks.
Sure, you will never miss, but at the same time, you will never hit that mythical 50-150k dps mark you are seeing others hit. When diamonds get a rework, I would not be suprised in any sense to see RT get hit by the nerf bat quite hard. |
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" I would exspect it. On youtube I saw a some builds which relied on Diamondflask abuse. And in my opion such a build is not fun at all.. Mainly because of the short duration(1,8 sec?) Pretty sure it will get changed. Personalyl I would like something like: 5 sec Duration +25% absolute Critchance And if diamandflasks would be like this then Resolut Technique would be nerved indirectly. Dont get me wrong. Since I came from Diablo 3 to PoE I saw that "imbalanced stuff" is quite nice(see facebreaker) but imblanced does not mean that its OP. Everything should has its up- and downsides. And currently RT has ONLY upsides, thats a problem. |
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Well. Upside and downsides is another topic.
Arrow dodging would fall into the same category. RT makes you lose a ton of possible DPS a la diamonds. I've reached the point of: let OB come, and well go from there. |
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RT is fine, we just lack ways for accuracy to "matter" and criticals to "matter" to weapon-users. For players to competitively build Marauder/Duelist/Templar that don't involve never-missing. I think RT is an interesting mechanic that should stay at least until it's deemed too strong in comparison to future build options for these classes.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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Another thing to point out is that that HP and its liquidity are the only defense in the game worth overly much. By taking out RT's "Always Miss" ability, you are causing quite a dent in the incoming HP to some(Most) RT reliant builds, which subsequently use Leech as regen. Just a thought
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@OP: Not being able to get critical strikes IS a downside.
The first thing you're not factoring in is how the armor formula works. Lets say you hit for 100 physical non-crit and have 150% critical multiplier against an armor of 1200. With a noncrit, your 100 damage gets 50% reduction and deals 50. With a crit, your 150 damage gets 40% reduction, and deals 90. That's +80% more damage, not +50% more damage; you're getting 60% more damage output out of critical multiplier than expected. As critical multiplier goes up, this effect increases; with 300% critical multiplier, 300 damage gets a 25% reduction and goes to 225, a +350% damage increase which is 75% more than the expected +200%. (Armor only applies to physical damage dealt, but almost all attacks are physical damage; this math doesn't apply to spells.) The second thing is elemental damage and crits. The ability to score multiple freezes and/or shocks on an opponent can be the difference between life and death in both PvP and PvM, even if the status duration is rather low. The third thing is specific gear. Flasks can recharge on crit, and numerous legendaries care. Resolute Technique removes those affixes from the list of things your character is capable of. In terms of high-evasion classes fighting against Resolute Technique in PvP, RT's nemesis is Iron Reflexes. You don't need any armor or Strength before IR to take it, and it completely nullifies the evasion problem you speak of. Actually, Armor is very good against RT, since physical damage per hit stays low; combined with the optional Unwavering Stance, and you get free stun immunity too. Since you can crit but he can't, you'll win. However, IR is a downside against a more evasion-based crit melee character, who will evade more of your crits (this turns them into normal hits, so no freeze), meaning you'll probably lose against a pure evader... who in turn gets wrecked by RT. So saying RT is OP is kind of like saying rock is OP because it smashes scissors... it's a false dichotomy, even among the pure melee builds. The one thing I will say is that RT might be OP relative to other Marauder options, unless you really like traversing the passive tree. You don't have a lot of natural access to crit chance or elemental damage, two things crit builds need, so it seems like anything other than RT is a waste of passive points for that class. However, just because most Marauders should go RT because it's close doesn't mean all melee characters should go Marauder because it's close to RT. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Zuletzt bearbeitet von ScrotieMcB#2697 um 29.12.2012, 15:56:54
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RT only ignores the Evasion roll; you can still be Blocked and Dodged. It's not that big a deal in PvP.
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" This is quite ignorant to say really. RT basically makes it so that evasion, specifically, is not a defense. Basically you are saying "RT invalidates an entire defense, specifically for hybrids" Not really a big deal. To be honest, this points out a large issue, RT somewhat affects. Evasion without acrobatics is quite terrible. |
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" And in trade, you never Crit. You don't get Shock or Freeze, nor hits that ignore armor instead ('cause really, armor does jack shit against a decent Crit). |
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