On Balance Feedback and Charge Changes

"
Samson001 wrote:
Can you just for 1 patch. Not nerf anything. Take all the useless uniques, all the most unused ascendancies and all the most unused skills and just focus on buffing those. Every patch should actually put more options on the table. Can we just have one patch where the only objective is how do we make this better. Take the mountain of useless shit and just select a few to make interesting and useable again.

Just one time. Only focus on what to buff. What will enable more synergies. I want options. Not to be forced into playing one way for 3 months only to have that become dog shit 1 patch later.


Nothing good comes from just buffing stuff that falls short.
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.
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)
"
Chris wrote:
Please playtest them and let us know the results of what you find. We'll post again after the weekend with our findings also.

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.
"
Pyrokar wrote:
I like the changes. If it were up to me i would nerf every single thing, every item and every skillgem from blade vortex to cleave just to get a semblance of the tactical gameplay poe had when it was young.

I wouldn't even call these changes a nerf. We need more drastic ones than these if you want to increase the difficulty in the main game.


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.
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.
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.
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.
"
axlechen01 wrote:
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.


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.
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.

Report Forum Post

Report Account:

Report Type

Additional Info