Balance in Path of Exile: Synthesis

I love seeing all these poor people complaining. <3
Why am I getting that, "this game is about to be ruined", feeling?
GGG....do you even play your own game!?!?
PS: Not my real player account, just one use for posts n such.
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Joker wrote:
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Ecdubs wrote:
why 90% and not 95% to be consistent with other hard caps

more shit to explain to new players i guess
To be consistent with the existing 90% physical damage reduction cap?. The only thing that can increase it to 100% is immunity, like Immortal Call.

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Talamoe wrote:
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TradeImprovements wrote:
Player Maximum Resistances now can never go above 90% - R.i.p CI

as far as i am concerned chaos res does not count as elemental resistance :p
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Bex_GGG wrote:
Player Maximum Resistances now can never go above 90%. Any maximum resistance you have above this value will have no effect.
At what point does it say "elemental"?

But that still has nothing to do with the immunity of CI, just like the physical reduction cap and Immortal Call.

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keeperofstars wrote:
spell focus - the spell shifts from AOE increase to a powerful damage multiplier as you repeatedly cast.
Since BV isn't a channel it's a cast. spell focus is adding a more damage mod, and when you first start casting it's adding AOE. So you are going to get free AOE and a more mod from the support. BV is getting a huge boost in damage unless they nerf it to zero damage, and then it will still be good.
The Spell Focus Support might only work on spells that target an area, like Spell Cascade does now. We don't know the specifics yet.


Yeah that was exactly the point I was trying to make.
Leech Length Nerf
Previously, there was no upper limit on how much an individual leech effect could restore. This meant that a very high damage hit with enough leech could last minutes, if not longer, if you had an effect letting your leech remain on full life. Now, there is a limit of 10% restored per leech effect, so each individual leech effect can't last more than 5 seconds. For the Ascendant's Slayer Passive Skill, this is 5% lower.

...

I think thats not sooo bad. A few Bosses haves Imunity Phases but u can take Dmg, like Daresso. I´m not sure if this Phase is over 5sec.
But I´m sure that the overleech is still very strong and not a so huge nerf, like the ES nerf in 3.0 or so...at this time i lost a lot ES, the instant leech and a few craftings. But today still many ES build are here.

...

I dont really like the crit changes...0% is not good for EO and not much player will be 100%. Contr.destr. in early game is good, maybe change to ele.focus or conc.efect , maybe invest in crit points :/
There a few more changes to therorycrafting, will be interesting, but no builds will be "destroyed" or "unplayable" ... i hope!!!
And i hope the changes for the unique items will be not toooo hard.
Last edited by Natian#4336 on Mar 5, 2019, 1:41:31 PM
Unnerf leech, you should probably buff it as a whole
Leeching is convoluted, but relatively simple if you break it down. The changes only put a cap on a single portion.

Default is 0% damage. If you have 1% leech and deal 15,000 damage in a hit, then the hit heals for a total of 150 hp or until you reach max hp (Slayers leech remain active while at full hp). Increasing this increases the duration of the leech instance, because leeching will always heal at 2% max hp per second. The new changes will cap the total per hit to 10% max hp, so with 5000 hp no instance can heal for more than a total of 500 hp. If you were to have 5% leech, deal 20,000 damage, and have 7000 hp: 700 total healing at a rate of 140 hps for 5 seconds (previously 1000 total healing at a rate of 140 hps for 7.14 seconds). The total default cap is 20% max life per second, and multiple instances will occur simultaneously until reaching 20%.

Damage leeched as life
This stacks additively and an increase will increase the duration of the leech but have no effect on the total amount recovered. The new changes limit it to the equivilant of 10% max life.

Increased maximum life as maximum life leech rate
This increases the 20% cap and stacks additively. So 3% increase grants 23% max life leeched at any given time.

Increased life leeched per second
This increases the 2% cap and stacks multiplicatively. If you have 40% then each instance will heal for 2.8% max life. This will reduce the number of hits necessary to reach full leech effect. I do not believe it affects duration.

Vaal Pact
Doubles every value.

When leeching ES instead of life, it will cap at 10% max lps instead of 20%. Ghost Reaver will increase this to 20% to put it on par with life. Default ES leech will be new to 3.6, and I suspect the tree will look similar to below Slayer. I’m fairly certain it will be possible to leech ES and life simultaneously making hybrid builds more powerful with the right setup (just as you can leech both life and mana).
Can't wait for the new music and voice acting. love the game
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jlh165 wrote:
Leeching is convoluted, but relatively simple if you break it down. The changes only put a cap on a single portion.

Default is 0% damage. If you have 1% leech and deal 15,000 damage in a hit, then the hit heals for a total of 150 hp or until you reach max hp (Slayers leech remain active while at full hp). Increasing this increases the duration of the leech instance, because leeching will always heal at 2% max hp per second. The new changes will cap the total per hit to 10% max hp, so with 5000 hp no instance can heal for more than a total of 500 hp. If you were to have 5% leech, deal 20,000 damage, and have 7000 hp: 700 total healing at a rate of 140 hps for 5 seconds (previously 1000 total healing at a rate of 140 hps for 7.14 seconds). The total default cap is 20% max life per second, and multiple instances will occur simultaneously until reaching 20%.

Damage leeched as life
This stacks additively and an increase will increase the duration of the leech but have no effect on the total amount recovered. The new changes limit it to the equivilant of 10% max life.

Increased maximum life as maximum life leech rate
This increases the 20% cap and stacks additively. So 3% increase grants 23% max life leeched at any given time.

Increased life leeched per second
This increases the 2% cap and stacks multiplicatively. If you have 40% then each instance will heal for 2.8% max life. This will reduce the number of hits necessary to reach full leech effect. I do not believe it affects duration.

Vaal Pact
Doubles every value.

When leeching ES instead of life, it will cap at 10% max lps instead of 20%. Ghost Reaver will increase this to 20% to put it on par with life. Default ES leech will be new to 3.6, and I suspect the tree will look similar to below Slayer. I’m fairly certain it will be possible to leech ES and life simultaneously making hybrid builds more powerful with the right setup (just as you can leech both life and mana).


thanks for the clear explanation for those who thoughts it is "merely 5% nerf"
Last edited by nickwch#1078 on Mar 5, 2019, 2:01:35 PM
The full patch notes will reveal more, but a lot of those changes sounded like buffs to me. A little sad Winter Orb may get busted after just one league, it was fun to use. Overall I'm not sure if buffing and buffing some more is the grand solution. The balancing needs to go a lot deeper. Looks like a lot has been changed, but without addressing the underlying issues of rate wars and spikes and most enemies dying if you look in their general direction, this may just be like a fresh coat of paint.

Will almost certainly skip this league, but it looks like ES will be the new meta, being nigh on unkillable (short of the usual silly megaspike damages).
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Hollycz wrote:
I actually work 8-12 hours a day, do business trips, I have a GF and actually a life yet I still manage to get 36 challanges few weeks before end of a league while also play other games. And that is me doing 2-5 builds per league (usually not even lvl 95) only because I hate playing same build / skill again (also I delete my standard characters). sometimes I just get to maps with new build after few days and then delete it because I dont really like the skill or I dont find the meaning anymore playing it.

Also what exactly got so nerfed you cant play your build anymore? I didnt really see any huge nerf that would make anyone drop their build and if, as stated, 5% nerf is too much for you then bro, you got a different kind of issue for sure


Saying I "got a different kind of issue" before you did some reading on what has been nerf, and believing it is merely 5% nerf because GGG say so, telling me much about your personality
Well, if you are keen to find out, go read up from here https://www.reddit.com/r/pathofexile/comments/axgevs/could_it_be_just_poor_wording_when_it_comes_to/[/quote]

-RIP my Leech Slayer-
Last edited by nickwch#1078 on Mar 6, 2019, 4:42:51 AM

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