Development Manifesto: 2.3.0 Balance

Shavronne has been made rarer, a bit late tho now that the market is flooded with... Otherwise nice changes
The Slayer ascendancies are kindda messed up, 20% Overkill dmg life leech with cullling on 20% ...anyone care to explain how thats gonna work?
Some changes for Ascendancy classes (from file in first post)
Not covered: Small node changes

Ascendant:

Berserker no longer always gives global leech, gives 1% on kill (rip casters)

Slayer gives culling strike implicitly, and no longer gives attack/cast speed while leeching, but no longer gives attack/cast speed while leeching

Raider dodge chance doubled to 4%

Deadeye pierce lowered to 30%, and no longer gives projectile speed, instead gives 15% to bleed on hit

Necromancer gives 8% attack/cast speed on corpse destruction, up from 2%

Guardian now purges curses/status ailments every 5 seconds instead of 10

Hierophant now grants 10% of mana as ES, up from 8%

Zerker:

Pain Reaver gives 1% global life/mana leech implicitly, along with 2% on kill

Cloaked in Savagery grants 50% damage/25% speed, up from 20%/20%

War Bringer gives 25%(!) life/mana, up from 10%, along with 100% increased warcry duration

Rite of Ruin grants 25% increased attack speed if you haven't killed recently, along with the original bonuses

Juggernaut:

Undeniable grants 1% increased attack speed per 100 accuracy

Unyielding grants 25% increased fortify effect, along with original bonuses

Unrelenting now gives max(!) endurance charges instantly if you were to gain a charge

Chieftain:

Hinekora now gives totems 1% leech that applies to you, rather than your totem

Ramako now gives 20% to gain an endurance charge, up from 10%

Hierophant:

Ritual of Awakening has 8% less per totem, down from 10%

Divine Guidance gives 150 mana, up from 100

Sanctuary of Thought grants 50%(!) reduced mana cost, along with an extra 50% on full ES

Conviction of Power gives 15% power charge on kill, up from 10%

Inquisitor:

Instruments of Virtue gives an extra 10% on everything (30% spell, 50% attack, 20% attack speed, 30% cast speed

Pious Path no longer grants damage, but instead grants an extra 4%(!) life/es regen while on consecrated ground

Augury of Penitence makes enemies take 16% increased ele damage, up from 10%

Guardian:

Bastion of Hope now grants 50% block for one second every five seconds

Time of Need is now every five seconds, from ten, and grants 25% reduced curse effect on you

Necromancer:

Spirit Eater gives 30% minion damage, and lets desecrate make two more corpses, along with 40% damage if you destroyed a corpse recently

Commander of Darkness gives 20% all res, along with 10% damage/5% attack/cast speed to you and anyone affected by your auras, up from 6%/2%

Elementalist:

Beacon of Ruin radius increased to 12, from 9

Liege of the Primordial now grants 1 extra golem, along with original bonuses

Paragon of Calamity now grants 50% reduced(!) ele reflect damage taken, along with original bonuses

Pendulum of Destruction now grants 25% inc aoe, along with original bonus

Mastermind of Discord now grants 25% penetration, and lasts for 10 seconds, instead of 4

Occultist:

NOTHING

Assassin:

Noxious Strike now grants 30% inc skill duration if you killed a maimed enemy recently, along with original bonuses

Toxic Delivery now grants 20% of phys as chaos against bleeding enemies, along with poison from crits doing 100% more damage, and bleeds doing 100% more damage against maimed enemies. Only retains 10% reduced dot damage from before

Trickster:

Swift Killer is now 15% to gain frenzy on kill, up from 10%

Saboteur:

Blinding Assault now gives 25% to blind on hit, up from 10%

Demolitions Specialist now grants 40% mine damage if you detonated recently, along with 100% increased arming speed for mines. No longer grants 20% mine damage, and now has 20% chance to place an additional mine, down from 30

Pathfinder:

Master Bowyer grants 100% increased flask charges gained if you kill an enemy affected by a status ailment

Nature's Boon grants 8% reduced ele damage, up from 5%, and grants flasks a 20%(!) chance to not consume charges

Master Alchemist grants status immunity, 20% chance to freeze/shock/ignite, and 40% inc ele damage, all during flask effect, instead of original bonuses.

Deadeye:

Powerful Precision now makes it so that projectiles return to you after hitting, along with original bonuses

Sharp and Venomous renamed to Rupture; grants 25% chance to bleed on hit, 40% inc crit multi and 80% inc crit chance against bleeding enemies, and makes it so that you no longer take increased damage from bleeds while moving

Raider:

Quartz Infusion now grants phasing during onslaught, and while at max frenzy charges, along with original bonuses

Way of the Poacher now grants 15% chance to gain frenzy on kill, up from 10%

Slayer:

Tree layout changed and reworked; it is now bane of legends-->headsman, Endless Hunger-->Brutal Fervour, and overwhelm/impact are now two points

Bane of Legends now grants onslaught for 20(!) seconds when kill, along with an improved culling strike that culls at 20% rather than 10

Headsman grants 50% reduced phys reflect damage (always), along with 20% MORE damage and 20% inc aoe if you've killed recently

Endless Hunger grants 20% overkill damage as leech, and leech does not stop when at full life

Brutal Fervour now gives 10% increased max life leech, 100% inc life leech rate, along with bleed and stun immunity while leeching

Champion:

Inspirational now only gives 8% movespeed, down from 10%. Damage remains the same.

First to Strike, Last to Fall now intimidates full life enemies on hit (10% increased damage taken)

Conqueror now grants 1% life regen when killing a taunted enemy, along with original bonuses

Unstoppable Hero no longer grants movespeed/fortify effect, but instead grants 30% melee damage and 30% inc evasion/armour (not separate) while you have fortify

Gladiator:

Violent Retaliation effects doubled (8% phys/4% movespeed), and also grants 80% increased physical damage if you blocked a unique enemy recently

Outmatch and Outlast now grants 10% more physical damage at max frenzy charges, and 10% reduced physical damage taken at max endurance

Blood in the Eyes now grants 25% chance to bleed on hit, along with original bonuses

Will those new mobs be usable as spectres for summoners with those new skills?
Let's see!?
GGG should really do something about blade vortex's damage before slapping it on a mob. And GGG got a little too exited with adding Earth Quake to mobs I think. There like 4 EQ users in 1 patch, thats a little... Its not like ppl who use EQ just like seeing it here and there. Love everything else though. And the shield charge!!! at last T_T
Last edited by DenSan1587#1420 on May 26, 2016, 5:37:07 AM
"
TheDiablo666 wrote:
Melee Balance?..


what is Melee? do not know that unique.. is it something new?

/sarcasm
Oh my god i just saw the "rebalanced" (first iteration) of the Asendancy classes in the new offline planner...

GGG ARE YOU FUCKING KIDDING ME? Even more power creep across the board?

Duelist:
- no serious or impactfull nerf to champion (perma fortify still exists as strong as regular fortify)
- Slayer is much better now, ok, but there is still no reason to pick it over Champion or Gladiator

Marauder:
- Juggernaut is borderline OP now; Unrelenting basically says: "You always have max Endurance charges"
- Juggernaut now can get 40% stronger conditional fortify if he wants - nice!
- Berserkers Painreaver now grants unconditional mana and life leech (basicallly no mana problems)
- Chieftain is still too niche - needs a major rework imho

Templar:
- Inquisitor's Inevitable Judgement still not nerfed? LOL
- Inquisitor's Pius Path/Concecrated Ground path looks nice but in comparison to other options...
- Guardians Radiant Faith not even slightly nerfed? Still 20k Armour for nearly no investment
- Guardians Time of Need = PoE goes casual/D3
- Guardians Bastion of Hope is really flavorfull - nicly done

- Hierophant got a major rework but i feel it's still a "Johnny build class" (which is fine!)
- Hierophants new Sanctuary of Thought could enable some dangerously strong zero mana cost builds
- 8% less totem damage per totem is a buff from 10% less but i don't think it will be enough.

Witch
- Occultist got no significant changes (class was very strong since release)
- Elementalist: no nerfs to conflux + a BUFF to prolif radius? --> LOL (wasn't it broken enough yet)
- Elementalist golem node now grants + 1 golem on top; nice!
- Pendulum of Destruction and Mastermind of Discords buffs don't cut it imho

- Necromancer: MOST FUCKING OP ASCENDANCY CLASS IN THE GAME NOW!!!
- Necromancer is now the "offensive support class" for partys (Guardian is the "defensive support")
- Necromancer: Low Life SRS Aurabot will be OpieOP in 2.3 (pure power creep here!)

Shadow:
- Tricksters Shadeform still not nerfed (really GGG?)
- Tricksters Weave the Arcane basically says: "You now have infinite mana if you attack/cast fast"
- Saboteur: got some buffs accross the board but imho i won't think it will change anything
- Assassin: Noxious Strike and Toxic Delivery got swapped
- Assassin: Toxic Delivery grants 100% MORE POISON DAMAGE --> ROFL

- Assassins: Toxic Delivery is brokenly OP - i can at least imagine 1 build that could break the game with it (even stronger than current bladefall poison miner) --> really GGG?

Ranger:
- Pathfinder: GGG maybe thought that class wasn't already broken enough so they gave it a 20% chance to not consume flask charges on use and basically free 100% increased flask charges gained on top of that --> ROFL
- Deadeye's Powerfull Precission got gutted - there is no place for that in a pierce meta
- Raider wasn't already good enough with 8 points GGG feal - so they thought to make Quartz Infusion give the player basically "You have phasing" so it doesn't require you to press a flask every 8 seconds - LOL

Scion
- Nerfs! - Nerfs everywhere!
- Berserker leech is now conditional (imho great nerf); RIP Berserker Scion
- Deadeye now only grants 80% pierce and no proj speed; RIP Deadyeye Scion
- Slayer got a significant buff and will be the new go to i feel




TLDR:

Even more power creep across the board. Hardcore will still consist of 33% Champions. Juggernaut, Raider and Pathfinder are now borderline OP; Necromancer is the new offensive support and really overpowerd for SRS low life summoners (competitive partys will want to have 1x guardian/1x necromancer/1x champion there to map with them).
Scion's popular subclasses got destroyed (maybe because of tree roaming potential in 2.3)
that Elementalist buff, holy zombie jesus. Guess Iam dumping chieftain
"
Vhlad wrote:
"
Qarl wrote:
Core Systems Changes
Environmental traps in the labyrinth now calculate a player's effective life differently for determining damage. This was previously the total of a player's maximum life and Energy Shield. Now Energy Shield counts as 60% of its value for this purpose. Only Energy Shield covering life is counted. This was determined to be the best ratio applicable to the wide variety of Energy Shield based builds that exist.

Low life builds (i.e. builds that reserve 70-99% of their life pool) are still taking a much greater amount of real % EHP in trap damage than any other build. Is there anything you can do so that these builds aren't so heavily penalized? Many sacrifices need to be made to make these builds work, and you have numerous mechanics and items that facilitate low life as a viable character design. It's disappointing to see them hamstrung in the lab, especially with an "end game" version coming.

Edit: Maybe a keystone near blood magic and/or pain attunement? X% less trap damage taken when 70% or more of life is reserved?


i can think a much better solution: make reserved life dont count/count at a disconted rate to trap.
"
Blitzo wrote:
"
DarkKaine wrote:
So let me get this straight.
The build-enabling item that I have been hunting down ever since I started playing this game and never found had it's drop rate reduced even more?
Do you even play your own game?


This is pretty much how I felt when I read that. I haven't seen one of this tier drop let alone the elusive Shav's. Oh well, LL will remain a dream.


solaris lorica.

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