Path of Exile 3.16 Balance - Part 2 - Core Character Defences and Recovery
What a mess, rly. So far its like a «This is a buff» meme. I see more nerfs to defences, than buffs.
Also, pls dont remove %life regen from shields. Its a big hit. Wonder how necros will survive all this. Also be sure youre ready to hit new lows on online numbers with such a 'buffs' in 3.16. |
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" They called him Karen.... if you nerf 10 gems out of 30, you automatically buff the other 20!
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" Isn't this just another way to make crafted items better than dropped rares? People already stop picking up most rares within a few days after league start, especially armors. This just exacerbates that. |
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" Truly xD |
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Interesting, but not too happy for losing attack dodge
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"Yeah, pretty much. Reading part 1 made me very hopeful, part 2 looks mostly nerfs. Phase acrobatics gone, spell dodge near impossible, fortify...honestly confused there, memory vault nerfed. You thought hard-nerfing the two tanky meta concepts would be balanced out by the mild defensive buffs here? I'd honestly be surprised if moderate investment in armor is worth anything after this, and evasion I never really put effort into caring about. Wicked Ward is no longer awful, so that's something I value. I promised myself I'd give 3.16 a fair shot, but it's starting to look like my last league. If you botch this "rebalance" start making a list of layoffs of your employees. Can anyone answer how to make a tanky character now? Well, in 3.16. Obviously the answer will be nerfed to oblivion in 3.17. (or actually deleted, dodge/spell dodge) |
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dunno man, all these core changes in so lil time and not much test...This doesn´t smell good.
Core stuff like this is tested over a year in a normal game...and even then almost always goes out with problems... |
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please, please, please rollback changes to mana cost for triggered skills!!!
3.23 was the best league of all time (an absolute banger)
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" Same impression here... just another league to chill and buy gear instead of waste currency on rng gambling a.k.a. crafting |
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will fortify have a higher cap based on melee damage as well? Can we expect more fortify effect if it's now properly gated for melee characters?
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