Saark
Arcane
- Joined
- Jun 16, 2010
- Messages
- 2,378
Now if you balance the game such that insane clearspeed is as easy to achieve as in POE and therefor becomes as comon as in POE, simply "playing slow" wont do the trick, because then you miss the point of the game.
Its like if i make a racing game and give every car a maxspeed of 1000mp/h. It would not be enjoyable, yes people could simply drive slowly by only driving on first gear or something, but that would suck.
What I dislike most about clearspeed-meta discussions is how everyone automatically assumes that not conforming to it means going slow. Theres a middle ground here, you realize that right? And the difference between over the top clearspeed meta stuff and "I play however I want, yet I know how the game works so my build is still pretty optimized" isn't double or triple the time investment per map/guardian/shaper/atziri.
Not to mention that most of these issues don't matter at all for large parts of the game unless you're trying to hit 100 as soon as possible. And even then there are other variables besides just clearing as quickly as possible like rolling maps/sustaining a base that early, having a decent support who doesn't fuck your shit up and your builds fault tolerance all play a much bigger role. None of this may matter much on SC, but that is a completely different ruleset anyway, I can only talk from a HC perspective.
The mapping issue is a fickle thing, and there certainly are some things that are wrong with it. Packsize is the only real thing that matters here though, and I'm fine with the fact that prefixes don't grant it at all. Ideally you simply don't assume that highest challenge = best rewards and you have no problem. Hard content generally still provides the best/most rewards, but since difficulty in such a complex game is quite a relative thing GGG decided to opt for giving packsize only to mods that affect the player and not the monsters. Might make sense to you, might not, but that's how it is and I see no reason to grant packsize to any damage mod when most people don't want to get hit in the first place. It would also be a pain in the ass to roll maps in HC, and GGG has gone quite a few ways to include bosses that far supercede both the difficulty aswell as the rewards of any map, which alleviated this issue a lot. There simply is no easy solution to this issue.
Surgeons was a thing way back before the current set of Utility Flasks were introduced, and the second it got nerfed pathfinder came around the corner. You were almost always able to sustain important Flasks 100% of the time if you wanted to. Your Flicker example is flawed in the sense that while you may have to rely on your Flasks being up 100% of the time and for your build it may be worse to not have that uptime, I can simply make a build that doesn't rely on having 100% flask/curse uptime to be viable and die the second they drop (which is what a lot of people don't understand even on HC and you see them pop left and right because their flasks dropped or they forgot to press the button). If you prefer a high-risk high-reward playstyle (like Flickerstrike) and you cannot sustain your flasks and die then this is on you, not the game. But saying "you weren't able to sustain flasks 100% back in the day" is simply ignorant.it's because you can sustain flasks when you kill 5 mobs a second forever, which you couldn't do originally, and you can't do in dangerous maps. It's actually safer at this point to blast through with flickerstrike and piano key your flasks than it is to play something that might have to go without flasks being up for 5 seconds.
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