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Showing results for tags 'concentration'.
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Hi everyone, not meant as a whining/rant post, just throwing around some questions/doubts. First of all, and maybe needless to say, I do love PoE 2. No matter how much I love it, I can't help thinking the Concentration system (for casters), despite being a really nice idea, is deeply flawed. Bear with me, and please do let me know if I'm wrong, somewhere: - No matter the level, no matter what kind of caster you are, no matter how high your stats are, you can get at best 1 level of concentration at the beginning of the combat (through the talent). You cannot actually stack concentration layers, you just need to get it up again through spells. And this is what I kind of find insane...you need to cast a spell (one that provides concentration) to cast another spell...you cast a spell to cast another spell...and if u get interrupted during that buff spell, well...you understand where this is going... - Most times (not always) casters are targeted by spells (since they tend to cast from behind the first line). Knowing this, I always try to keep Arcane Reflection up. How ON EARTH can mobs interrupt me if the spell 1) does not deal damage 2) does not even hit me. I have experienced this several times. Is it a bug? Is it working as intended? Is it me who's slowly slipping into madness? Who knows... - Spells/abilities can actually interrupt people while they WALK...I mean...seriously?!? Do I need to be focused to WALK?!? I could understand if the pg received a massive damage/crit, so that he needed some time to recover...that, I'd understand...but grazes/hits too seem to prevent characters from running...again, am I missing something? - This is the best...the one and only level of Concentration protection can be taken off by an attack EVEN WHEN YOU ARE NOT CASTING...so, example: mage running from one side to another of the map, just RUNNING...one arrow hits him with a graze...Concentration goes off...he was NOT EVEN casting...I mean...this cannot be the way developers wanted this mechanics to work, right? So...please, do correct me if you think I'm wrong or just share your view about this...I like the system, just think it could have been implemented in a much better way. Just a thought. Ah, by the way...I'm obviously talking about PotD difficulty. Thanks everyone.
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Hello all, I'm new to the game and have been trying to build a melee DPS class. I have been mostly toying around with Barbarian and Rogue, and had some questions about Resolve, Concentration & Interrupt. In both cases, I decided to dump Resolve to 3, and now that I'm a few levels in, I noticed that I keep getting interrupted anytime I get hit. I'm considering re-rolling, but am unsure if I should as raising Resolve would force me to lower DPS stats. Which amount of resolve is recommended for a melee DPS class? Which amount would allow me to avoid being interrupted too often? Is it worth to trade off my damage output for getting interrupted less? I'm still at the very beginning of the game. If I leave my Resolve at 3, will it be possible to raise my concentration and limit the amount of times I get interrupted through items/talents? Thank you for your help
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Ok... here's the thing.... I really, really do not like the interrupt mechanic as currently implemented. Not as something that can happen from any attack. Interrupting spells in the process of casting - fine. Interrupting attacks, but using a spell or ability - fine. But this whole "any attack can interrupt any action" mechanic? Nuh-uh. Nope. Bad mechanic. And here's why, from a game design standpoint. Interrupt, as currently implemented adds RNG to battle, but in a really unpredictable way that is hard to anticipate. Good, rewarding mechanics are all about giving the player various tools to make intelligent decisions with. Making an intelligent decision about interrupt is extremely, extremely difficult. As I've gone into more detail about here: (http://forums.obsidian.net/topic/67761-dps-vs-accuracy-deflection-heres-the-maths-enjoy/?p=1493755), actually figuring out how interrupt affects your effectiveness in combat is highly nontrivial. Interrupt (and by extension the current version of RES/PER) is extremely difficult for a player to place a value on, which means that any build choices regarding interrupt aren't because the player knows what they're trading off, but more based on a qualitative "feel" for which they like better. And don't get me wrong - I'm not knocking qualitative feels. Despite what my math-focused posts may lead you to believe, I am not a powergamer or a min/maxer. I like doing the math and knowing what my choices are, but I rarely derive any enjoyment from simply choosing the most optimal thing. I like to RP in CRPGs, and my choices about stats and abilities and weapons and armor are often affected by that. So don't misinterpret me here - I'm a fan of qualitative choices. And many players are. But that's no excuse for bad design. Even if a player wants to make a choice based on what they qualitatively prefer or find more fun, that doesn't mean they shouldn't also have the tools to know what the implications of their decisions are. So to summarize - I think interrupt (as currently implemented with anything able to interrupt anything) is a bad mechanic. I think the game would be better without it. What do you think? And to round off my argument with the final nail in my web of logic and reasoning... Boo interrupt. PS - Remember that it's still early enough to potentially make large changes to the mechanics. And while I don't think interrupt ruins the game or anything, I think it would be undeniably better without it (at least without the current implementation.) If people agree with me, maybe OE will see it and think about improving it. If not, then OE doesn't need to change anything because the majority of their testers don't care.
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