Path of Nerfs

My poor QOTF :(
Well can't say I'm surprised yay for nerfing the game around the top 1% of players and making the game that much more of a grind and really unpleasant at that for the average players.
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1453R wrote:
WOOOOW. Not afraid to rip that Bandaid right off, huh guys? Heh...honestly it's probably for the best that this hits before the patch notes. Concentrate all the Haterade in one(ish...) spot and let the patch notes be a Happy Funtime experience instead. That said, because hey why not write a bunch of words nobody cares about at work...

>Vaal Pact Keystone
This has needed doing for the longest damn time, and I'm quite glad to see it finally happen. Thanks for giving us a chance to see what the game looks like without Captain Insaneballs Ubahleech ruining every other balancing decision in the game. It is still pretty potent, despite all the naysayers.

>Atziri's Acuity
Did not actually see that one coming, but you know what? I kinda like it. It works for having-VP when VP matters most, but you still get regen to top off between fights. You also don't need to be nearly so bonko invested into crit to make the things work. I didn't really care about Acuity before this but I honestly want to play with this version. Awesome.

>Mind over Matter
Very sad face, but I suppose. I just hope it wasn't reduced to trivial levels, because it's actually kinda super difficult to get more mana in the tree. There's not a lot of it and it's scattered to the four winds. Having a nice big fat chunk right there behind Mind Over Matter itself helped a lot, but I suppose there were too many folks hitting the blue sauce. I would have hoped that having to avoid reservations was enough of a drawback but I guess not. Ah well.

>Vulnerability, Despair and Wither
I'm a little cheesed off over the change to Witchfire Brew; I knew a lot of players who used Witchfire as a nice strong-Curse option on characters that didn't otherwise have access to a useful curse. Imagine the new version is going to be mostly pointless given that the characters which deal Chaos damage and/or Chaos degen have never had any trouble applying curses to things. Glugh. Oh well. I suppose I can't manage to slip by every nerf in the list without incident, and at least I dodged the VP hammerblow.

New Vuln had best be pretty potent to make up for losing its DoT effects and the Witchfire Brew thing, though.

As for Wither? I suppose. It did seem a little redonk, but then again the chaos skills it was meant to help augment are all kind of super weak. Dark Pact is an obvious exception but that didn't exist when Wither was tuned. We do have Blight w/Thresh jewel though, and MAYBE Despair will be worthwhile to use but I doubt it. Ah well. It's still a very useful skill with a lot of interesting applications, and it's best to combat power creep in smaller increments like this rather than waiting for one 3.0.0, doing it all at once, and blowing up the community.

>Dark Pact
Did anybody really not see this coming, given how bonko Dark Pact was? The answer is no.

GIT YER SKELLINGTONS OUT, BOIS. DP THE WAY GOD INTENDED. But yeah. Lower bonus damage and no AoE radius seems fine.

>Barrage
While on the one hand I agree that +2 Barrage projectiles was just too damn strong...part of making sure bow builds have other options is giving us single-target options for our bow characters that aren't fisking awful. Bow single-target outside amplified Barrage is kinda total butt, Grinding Gear. We have nothing built to lay into heavy bosses, and no, you don't get to say Siege Ballista. Could we maybe get a new skill that actually does damage to single large targets instead of being even more ways to obliterate packs? We've got pack clearing covered, really we do.

We're even willing to share with wands! Those guys haven't gotten a new skill in literally ever, we could both use some new-hotness single target damagae! Pretty please, GGG? For Christmas?

>Doomfletch and Doomfletch's Prism

Okay yeah, high-budget Doomprism builds were going a little bonko. I can understand tuning the bow down some, though this feels a bit double-whammyish after Barrage took its own justified hit. I'm not really sure the loss of crit is going to slow it down that much, but eh. Doomprism was outside the budget of ninety-eight percent of the userbase anyways. Maybe steel rings will cost less than half a soul if people fall off the Prism bandwagon and we can get some love for Facebreakers finally.

>Queen of the Forest
Yeah okay, Queen of the Forest was getting kinda stupid. The Evasion hit really sucks, I feel like maybe letting Queen of the Forest still actually be useful defensively whilst capping its admittedly ridiculous movespeed bonuses might have been okay, but I suppose we'll see. Definitely going to cause a lot of rage, though. Frankly I'm almost expecting folks to get more volcanic about this than they are VP.


>Rise of the Phoenix
And non-totem Righteous Fire immediately stops being playable without a billion-exalt investment! Yowzas. Poor RF. I mean I get it, taken by itself and not linked to specifically-Righteous-Fire, +8 maximum resistance on one item is probably too much. But the RF guys are going to start taking, like...double the damage they used to without that resistance. Maybe throw 'em a bone and put the extra max res somewhere else? Even just a point or two? level 21 Purity of Fire costs a billion exalts already.

>Experience changes for high-level characters
The vast majority of the playerbase doesn't care, and anyone who says otherwise is silly. Less then a percent of a percent of the playerbase ever gets above 90 anyways, and you guys can deal with taking an extra hour to cheesefarm your way to 100 with your party of aurabots. At least the 80-95 stretch is the same.

>Conclusion
Actually better than I was expecting, despite a couple of painful hits. The RF guys are going to take it square in the johnson and that bites, but the VP thing has needed doing for years so huzzah for that! The Vuln/Despair bit came out of nowhere and I don't like the functionality on Witchfire Brew being thrown out the window and replaced with nobody-cares-a-whit 'Despair', but on the whole it seems like more healthy changes than not. Numbers dependent, of course. Perhaps one of those shiny new uniques will be a flask that delivers Vulnerability so people who used WItchfire to debuff physical resistance LIKE IT WAS SUPPOSED TO don't also take it in the johnson...but eh.

We'll have to see if any of tomorrow's buffs clean up after some of the holes these are making in the less Speedclear Stupidity Meta builds. Until then, nice to know where the pain is, I suppose.


lol
(✿ =‿‿=)
Last edited by Yaumx#2358 on Dec 5, 2017, 5:31:16 PM
Interesting....I can still work with DP tri totems.
Will have to find a way to make Iron Commander work. I really want it to work but Ill need cash....
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Chris wrote:
Experience changes for high-level characters
Each league, the race to 100 is over more quickly than the previous one, as players become more efficient and the experience available gets larger. We receive overwhelming feedback (including from top racers) that this process should be made longer. We're going to be careful though, and just adjust it a bit at a time. In 3.1.0, this takes the form of small additional experience penalties at levels 95-99 that have the following effect:

  • 95 to 96: 6.5% more experience needed
  • 96 to 97: 11.5% more experience needed
  • 97 to 98: 18.7% more experience needed
  • 98 to 99: 28.25% more experience needed
  • 99 to 100: 40% more experience needed



Pretty easy to call that one in the Beachhead Map discussion thread.

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_Saranghaeyo_ wrote:
These shitheads will use it to justify another XP Penalty. Feels bad honestly.



Some Grade A phobia for the push to 100. Fucked up, honestly.
Fake Temp League Elitists LUL
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Chris wrote:
Own-life-spending... very defensive build

PoE "logic" at its finest.

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Chris wrote:
Doomfletch's Prism was providing some of the highest damage numbers of any bow in the game, so has been reduced.

Naturally it never occurred to you that the other bows might just be garbage and in need of buffing.

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Chris wrote:
The movement speed bonus this item can provide has been capped at 100% for all versions.

Typical. Anything too useful or too much fun gets nerfed. We'll of course continue to see ever more different slowing effects applied to players, usually simultaneously.

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Chris wrote:
Over time as more movement speed and evasion became available this item has become unreasonable.

Because "reasonable" is of course movement at roughly 1 pixel a minute when all the typical player movement debuffs get applied in the usual manner (i.e. simultaneously).

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Chris wrote:
This item granted too much maximum fire resistance

Right, because passive defenses in this game weren't already absolute garbage.

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Chris wrote:
Each league, the race to 100 is over more quickly than the previous one, as players become more efficient and the experience available gets larger. We receive overwhelming feedback (including from top racers) that this process should be made longer.

Of course, you have to cater to the tiny sliver of the playerbase whose fun you actually care about (i.e. pro gamers and no-lifers without day jobs). No surprise there.
Fairgraves was a slave trafficker specialized in the kidnapping and transport of children. He was not "a good man".
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Chris wrote:


Experience changes for high-level characters
Each league, the race to 100 is over more quickly than the previous one, as players become more efficient and the experience available gets larger. We receive overwhelming feedback (including from top racers) that this process should be made longer. We're going to be careful though, and just adjust it a bit at a time. In 3.1.0, this takes the form of small additional experience penalties at levels 95-99 that have the following effect:

  • 95 to 96: 6.5% more experience needed
  • 96 to 97: 11.5% more experience needed
  • 97 to 98: 18.7% more experience needed
  • 98 to 99: 28.25% more experience needed
  • 99 to 100: 40% more experience needed


Doesn't really bother me personally, but are you guys really balancing the exp by looking at streamers? Thats how it looks like and it doesn't seem like the best idea.
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Chris wrote:
Queen of the Forest
The movement speed bonus this item can provide has been capped at 100% for all versions.

Can you clarify this point? Does this maximum value include the 25% reduced Movement Speed modifier? Or is it the maximum of the Movement Speed per Evasion Rating stat?

Thanks.
IGN: PyRobotic
chris why do you keep nerfing things? do you just want us to play vanilla sunder builds for the rest of our lives? seems like such a waste considering how much potential the game has for more creative builds. CAN WE HAVE CAST ON CRIT BACK ALREADY? why does it matter if certain builds are OP in a game that is mostly just gonna be played as single player or co-op anyway?? It's not like PVP is a real thing, nobody cares!

Meanwhile we still have builds like traps and mine builds running rampant and one shotting end-game content like atziri, shaper, and uber izario. how is this fair??? i've been supporting this game since closed beta (look at my supporter packs) and i only end up playing less and less patch after patch simply because there just aren't enough fun builds for me to try anymore

why???? back then when i played HC i would roll 10-15 builds each league. now i can barely justifying rerolling more than 1 character because nothing interests me anymore. your NEW content is made obsolete becausee you're changing and forcing the meta too much. you guys need to relax on the nerfing. this game should allow players the freedom to play and create what they want. PLUS, most of these things being nerfed are mostly high-end stuff that majority of players won't be able to achieve anyway, or takes a lot of time/currency investment in order to achieve. I understand nerfing broken and cheap builds but nerfing items like acuity or old builds like CoC just doesnt make any sense to me when there are builds that currently exist that take low currency and time investment to achieve power levels even higher than old CoC (eg. GC mines).

im sorry but if this continues i dont think i can continue to support this game. I am at a point where i am starting to regret the thousands of dollars $$$ i've thrown at you guys because the game just isnt as fun anymore.

MFJonesHC
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cptbuz wrote:
GGG did u not Learn about the Kids who already died from non stop playing ?! Do u seriously want us to DIE during Races?!

I´m talking serious rightnow. We´re already playing 30-40 Hours till we get 6 hours off sleep. DONT ENCOURAGE PEPOPLE to KILL THEMSELFS.

What are u thinking?!


I think your IQ might be VERY low.

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