Development Manifesto: Balance in Path of Exile: Conquerors of the Atlas
I was excited to play but I am considering taking another break now. The combo of no vicious proj and no multimod have totally screwed my plans for a CA build.
I get that other skills would take more advantage of the mods and be overpowered, but now there arent other good alternatives besides 30exalt delve modded bows. No sweet base mods to craft and no Uniques to fit the slot. I'm screwed. |
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" So, uhh, what exactly is quit-worthy in this manifesto? |
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Sounds about right. Story bosses finally get some of their danger back!
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" The only thing taking it away would do is let more people hit 100. Why? You're meant to 'gain experience' by 'know what mistake you did' and not do it anymore. |
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"Clearly you're not supposed to roll mods on an Elder weapon, you're supposed to roll them on one of the new influence types. "Serious question, what would you suggest as an alternative death penalty? |
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" Probably none. They don't want a death penalty because then that means dying feels bad. |
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" I think the point is to make enemies more dangerous (as they should be) and keep players with just a little bit of investment from oneshotting whole screens and bosses. just dodge abilities 4Head |
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" I don't see how bows aren't gonna be in a good spot with all the new changes |
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hot yeet
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Some modifiers no longer appear on Shaper or Elder items, like the "increased Physical Damage and Socketed Gems are Supported By" modifiers on Two Handed Weapons
does it mean no more helmets for HoA builds with supported by X lvl minion damage? |
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