Clarifying the Ascendancy Changes
" They are simpler, yes, but far to be "more powerfull" for most build that interest me... " No, +5% to DOT doesn't compensate 50% increase Poison damage. " No, reach the cap in 4 stack instead of 5 doesn't compensate 20% additional damage as chaos damage. Last edited by GKPlight#6321 on Jan 12, 2021, 3:02:01 AM
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Bullshit !
That was a deliberate nerf to curb to Necromancer. Fuck this game. "There he goes. One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die. " ~ Hunter S Thompson ~
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Why are so many people negative to the changes? Yes some are nerfs and some are buffs. If you play this game with the same build over and over again mabey just mabey you play it wrong. This is your chance to try new builds.
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I think people are missing the bigger picture. These nerfs are probably due to items that complement the nerfed classes 100% with virtually no downside to the class.
Like the 20% phys as extra chaos damage is probably added to a base item and also this way, you aren't forced into a phys to chaos build for poisons. Also, I think GGG wants map completion to be a little slower so buffing elusive defensively for the main part is okay I think. |
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I'm posting this on this thread too, maybe at least one dev might read it.
I'm normally more elegant when it comes to criticism, but whoever made the Hierophant changes should be fired. Unless there are some typos or things got posted erroneously, then these changes are ridiculous and nonsensical. Removed 6% increased Damage per Enemy Killed by you or your Totems Recently 10% increased Attack and Cast Speed while you have a Totem For 100% increased Totem Placement speed, GREAT, now we can get 140% totem placement speed (Sarcasm) but really it's only 90%, because 50 of that just got shifted from Ritual of Awakening. A lot of smoke in mirrors in this Ascendancy balance. Your players aren't stupid, they see through it. Removed 50% increased Totem Placement speed 3% more Damage per Summoned Totem Skills that would Summon a Totem Summon two Totems instead Added 5% more Damage per Summoned Totem This is NOT a BUFF, by the time players are forced to now use multiple totems support rather than slog down One totem at a rime, then this becomes a huge damage loss To rub salt in the wound, now players of this Super OP Ascendacy (that desperately needed a nerf), have to choose between charges or elemental immunity. Arcane Blessing Added 50% increased Effect of Arcane Surge on you Removed Immune to Elemental Ailments while you have Arcane Surge Oh but don't worry guys we'll give you elemental immunity back, wink, wink, you just have to opt out of taking Conviction of Power, and instead path up to lluminated Devotion Added 30% increased Area of Effect while you have Arcane Surge Immune to Elemental Ailments while you have Arcane Surge Removed 25% increased Area of Effect while you have Arcane Surge 40% increased Spell Damage while you have Arcane Surge Honestly I'm dumbfounded by these changes. |
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Poe 2 Beta testing, to see Ppls reaktions.
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Still don't understand why "Undeniable" on Juggernaut was nerfed. It was untouched when you reduced max accuracy so that was an indirect nerf. Now you reduce the amount of accuracy it gives too and almost remove the interesting option of going crit with the class. While giving him nothing in return... talk about hurr durr "no nerfs without buffs here"
Also love hos they nerfed both chaos and cold occultist builds ... by replacing more damage ... with increased damage ... GGG must think we don't know the difference between a multiplier and added damage. "Cobra Lash Projectiles now deal 5% more damage for each remaining Chain. Cobra Lash now converts 60% of physical damage to chaos damage (from 50%). This damage multiplier per remaining Chain has been added as there is no longer a stat of this kind on the Deadeye ascendancy, and the mechanic is an interesting way to improve Cobra Lash. The skill's conversion has been increased to make it easier to fully convert the skill's damage to Chaos." What a cool way of saying that some of our skills are playable exclusively with certain classes. Also 5% more =/= 10% more. It is still a 50% nerf. Glad I played my Cobra Lash build already. Last edited by AvenjQ#0131 on Jan 12, 2021, 2:34:24 AM
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all well and sound changes changes changes
bring in line with other stuff fine adjust numbers fine give direct character feel and specialisation fine but explain jugg changes coz i cant seems to see any relevance to it from what i see u added 0.5 regen lol and nerfed durations on small nodes reworked 1 node that nobody uses how is that making anything different on jugg at all ? im not saying nerf or buff jugg im saying you said u reworked all 19 of em jug doesnt seem reworked for shit They laughed at her...
pointed fingers, pulled their children away and whispered in the streets. burned her home and drove her from the village. ...She got even... THEY are counted among the burned and withered corpses in her wake. |
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" Except unless you do those super optimized streamer type builds, you just can't do half the content in this game. Good luck doing the 10 boss solo unless your using some super powerful build and or having a mirror drop in order to make enough money to kit out. |
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You can't just remove 34% movement speed from Assassin, on top of other nerfs.
Come on... Affliction and Necropolis worst leagues ever. The current game design has slowly turned this game into a loot-shower fest, chase uniques are way too available; and obtaining chase items through stacked decks simply isn't fun. Rework stacked decks needed. Last edited by Senju_Hyoketsu#6098 on Jan 12, 2021, 2:57:54 AM
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