Just watched the interviews about balancing. That explains a lot.

"Fault" and "skill" are just topics for forum arguments. The game designers need to look at all the quit moments, and decide which ones they want to keep and which they want to soften. Pinnacle bosses should be hard. Maybe Geonor should be hard. White mobs, frankly, should not be as hard as they have been.

Also, for the people thinking it would be easy to hire more game balancers, all I can say is that it's clear you've never managed a complex system.
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Legioona#1076 wrote:
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There is no "between" seasons. While one season is in development, the other is running.


You got the point, just admit it.


What point? As I've said: There is no "between" seasons.

Sure you can buff all you want, but that only makes the game faster. Just because people aren't using skills because "I can use LS, why should I try something else" (even stated in the podcast) doesn't mean there aren't other viable builds out there.


What is the optimal amount of viable builds per season?
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No, it's not the games fault if you're running around and letting yourself get comboed. This game is not supposed to let you fly through the maps. Combat is meant to be more challenging.


No, the reality is that you probably play a ranged class and therefore aren't even remotely as confronted with all the problems that volatile plants in it's current state pose for a melee character.


Volatile plant in rituals are sheer trolling and even the devs know and that's why it' being addressed. It's also very very bad for minions because there's so much clutter.

I've seen ppl answer stuff like : "just use a crossbow, it's not rocket science".


Once a balance issue has been identified, appropriate buffs and/or nerfs should be implemented ASAP. Those affected can be afforded a free respec if its sufficiently build-breaking. GGG's approach should be meta-agnostic. Problematic builds shouldn't be left unaddressed for months on end.
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Legioona#1076 wrote:
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You got the point, just admit it.


What point? As I've said: There is no "between" seasons.

Sure you can buff all you want, but that only makes the game faster. Just because people aren't using skills because "I can use LS, why should I try something else" (even stated in the podcast) doesn't mean there aren't other viable builds out there.


What is the optimal amount of viable builds per season?



200+ with the level of customization in the game.
Last edited by DankWeebTrash#7386 on May 30, 2025, 2:35:42 PM
Oh, how jolly fun.

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Lol okay dude. why do you keep hallucinating up scenarios? Neither did I write that I get swarmed and that's why I die, nor did I write that I play a glass cannon.

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As a warrior I died a ton of times to those orbs by not seeing them when a gazillion other visual and audio effects are on top of it all.

Getting swarmed.

Where did I say that YOU are a glasscannon? Maybe stop hallucinating up scenarios?

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No, the reality is that you probably play a ranged class and therefore aren't even remotely as confronted with all the problems that volatile plants in it's current state pose for a melee character. And you refuse to listen to someone who has experienced those issues over the last like 300 hours of gametime.

There you go: https://www.pathofexile.com/forum/view-thread/3785609/page/4#p26180360

Good thing you're making wrong assumptions. That sums it up pretty good.
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You want to maintain your elitist attitude in claiming it is a "skill issue", even in the face of not only the vast majority of the player base agreeing that it an issue with the game, but also the devs and game directors admitting that it is an issue with the game based on big data analysis.

You would even get killed by them if they half the damage. As you have said yourself by your examples. Most of the people on this forum want also to one-shoot bosses, super-loot from white mobs, +30%ms on ALL boots (hint: base movespeed is the same for poe1 and 2) etc. You really think that's a good representation of what's good for this game?

I didn't say there is nothing wrong, I've stated that most of it is a skill issue. Reading comprehension and so forth.
Last edited by bloomhead#3858 on May 30, 2025, 2:44:35 PM
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Legioona#1076 wrote:

What is the optimal amount of viable builds per season?

Round about 7 +- 50. Give or take.
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LeFlesh#9979 wrote:
Once a balance issue has been identified, appropriate buffs and/or nerfs should be implemented ASAP. Those affected can be afforded a free respec if its sufficiently build-breaking. GGG's approach should be meta-agnostic. Problematic builds shouldn't be left unaddressed for months on end.


Agree - not addressing issues quicker causes player churn.
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Legioona#1076 wrote:

What is the optimal amount of viable builds per season?

Round about 7 +- 50. Give or take.


Wrong - the optimal number is as many as possible.

How to achieve this? Buff the skills which are not used during season.
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LeFlesh#9979 wrote:
Once a balance issue has been identified, appropriate buffs and/or nerfs should be implemented ASAP. Those affected can be afforded a free respec if its sufficiently build-breaking. GGG's approach should be meta-agnostic. Problematic builds shouldn't be left unaddressed for months on end.

It's been said that midseason nerfs won't be made unless they are bugs. For good reason.

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