On Balance Feedback and Charge Changes
" Nothing good comes from just buffing stuff that falls short. |
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My issue with the charge changes is that it goes against what seems to have been POE's overall design philosophy. Having more mechanics open to more types of characters is good for build diversity. Making things only for casters or only for melee or whatever gives us fewer options for building characters and for no real reason. This is something historically POE has done well, allowing players to use mechanics in interesting ways that aren't immediately obvious.
Frenzy charges were strong for damage, yes, but they were hardly mandatory, and they were a flexible mechanic that could be used by almost any build. They're also not necessarily easy to generate consistently on some builds. This gave us an interesting way to scale damage on builds. The power charge nerf, I have less issue with, though I think it's unnecessary, especially with the nerf to Assassins already. Assassins are supposed to be THE crit class. If you nerf charges and you nerf Assassin's crit and ailment nodes, why would anyone ever play Assassin over, say, a Berserker or Raider? This again reduces build diversity because it gives us fewer viable options to build characters with. The shock and chill change just seems awful to me. Chill was never too powerful, as far as I'm concerned. It was a nice defensive mechanic but not ridiculous. This change makes applying ailments in any meaningful way difficult to impossible, especially on bosses. Cold damage tends to be lower overall with the benefit of being able to slow, freeze, and shatter enemies. If you take that away, it makes many cold skills strictly worse than other elements. Shock is also pointless now because you'll almost never get an impactful shock against bosses. This makes Elemental Focus basically mandatory if you're using a lightning skill. The new system also punishes builds that do fast, small hits. As-is, a character with, say, tornado shot with chain can slow packs with chill, which is good defensively, with the new system, that won't be possible. I know I've repeated a lot of what's been said already, but I think it's important to give feedback on this issue so the devs know people aren't just whining because of nerfs. There is a reasonable cause for concern here. |
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Hello everyone, I don't mind the charge changes, I think they will be fine.
The shock and chill new mechanics I don't understand so much so I don't know. thanks and I think the 3.0 will be amazing (ღ˘⌣˘ღ) |
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" I'm not in the beta, but I've got one for you. - Rangers have the easiest access to Frenzy charges - Bear Trap is a signature Ranger skill with a pure Dex requirement - Master Sapper is in the middle of the Ranger tree and grants Frenzy charges when your traps trigger - Frenzy charges now provide absolutely no bonus to Bear Trap Not to put too fine a point on it, but you need to do a better job at computing the consequences of your balance changes outside of the specific areas you intended to address. Also, certain skills now cannot gain a damage bonus from either Frenzy or Power charges. RF, Heralds, Abyssal Cry, etc. |
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" That's literally the problem. These aren't a nerf. Nerfs are fine and needed. These are the straight up removal of mechanics and build diversity. |
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Power Charge Feedback:
For attack-based players, losing anywhere from 60-80% (3-4 charges) increased crit chance is a big nerf. That's 3-4 skill points or 2-3 equipment items with crit. This makes any non-high crit weapon a lot less viable to go crit. |
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I really like the changes, i think they are good.
The charge changes are especially good, because they nerf the top builds which used both types of charges to get very high damage and buff weaker builds like non-crit spell casters. However with these changes, i hope unqiues which interact with charges will also receive changes (at least over time) to match the charge changes. I dislike the changes to spell casters which focused on frenzy charges. Giving Raider (and Scion Raider) some kind of buff to spells would increase build diversity and promote different playstlyes. Also, the uniques, which got nerfed because of the changes to frenzy charges in 2.0, and are mainly used by spell casters could be improved too. I really enjoy the buffs to old uniques in 2.6, those created a new feeling to old items. In my opinion the changes to shock and chill are a step in the right direction. But even with the changes it's just there. I'd like to be able to build more around it, e.g. increasing the effect or the cap. I hope u introduce more clusters on the tree which promote investing into those mechanics. Immunities (like Shapers shock immunity) stop those mechanis from being more relevent when planning builds. |
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okay i'm the real minority here
i do like the chances. at least the power charges change i totally agree, that crit cap was to easy to achieve. today the crit support gem and the assassin both give flat crit chance + 50% per power charge. add a diamond flask and you're already near cap the 4% more is great for spellcaster and i do love the chance. the frenzy charge nerf is a bit more inconsistent it's not a tradeoff, it's a pure nerf for most builds what about making it more physical dmg? that would be good for physical spells, too and every conversation build. |
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" You would be surprised you aren't the real minority! I like the changes too. I really hope they don't revert the changes because a louder minority is upset. |
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I like what they're trying to do with the changes, but this is not how to do it. They looked at a very small subset of the game, made changes that improved that subset, and completely failed to notice that they broke other areas.
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