Path of Exile 3.16 Balance - Part 2 - Core Character Defences and Recovery

I didn't realize this yesterday when i read it, but the variable 0-10% armor on base types is an absolutely terrible idea. I first read it as you are going to buff base types up to 0-10%.

DO NOT implement this, it will make grind for everybody worse in the worst way possible, because it is not interesting. Imagine dropping an high ilvl influenced item all excited only to be let down because the fucking armor is worse. How does that help defenses OR make the grind for items better?

This is literally ancient items in a disguise and that system was atrocious and sucked the fun out of the game, because 9 out of 10 drops will feel SHIT, even worse for ES bases.

I repeat, this is a really really bad idea, I can't stress that enough and it is totally unnecessary. PLS reconsider.
pog
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JinLee1337 wrote:
I didn't realize this yesterday when i read it, but the variable 0-10% armor on base types is an absolutely terrible idea. I first read it as you are going to buff base types up to 0-10%.

DO NOT implement this, it will make grind for everybody worse in the worst way possible, because it is not interesting. Imagine dropping an high ilvl influenced item all excited only to be let down because the fucking armor is worse. How does that help defenses OR make the grind for items better?

This is literally ancient items in a disguise and that system was atrocious and sucked the fun out of the game, because 9 out of 10 drops will feel SHIT, even worse for ES bases.

I repeat, this is a really really bad idea, I can't stress that enough and it is totally unnecessary. PLS reconsider.


+1
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Ageless_Emperion wrote:
For items, I am of the opinion that good items should be accessible to players and they should not take multiple years or a professional level of time investment in the game to be reached. Read, I am not advocating people just get handed things, but what I want is to work towards achievable and plannable goals for my gear that don't require me to no life the game. Currently that's not possible and these changes are always going to hurt the players in the middle and at the bottom, never those at the top who GGG is apparently taking as examples of people having grossly easy access to perfect items. GGG is of the opinion that normal players stumble into mirror tier rares on the ground or that they knock them out over a couple of beers on the weekend. They also want the crafting process to involve as much RNG as possible as per their feedback on the matter in interviews. They are staunch believers in lucking into your gear from everything I have heard and seen of their handling when it comes to items. I HATE that kind of approach, for multiple reasons. Also don't even get me started on the whole item bases can be potentially 20% better thing that they are also doing.


Sorry, but that just isn't reality and it's like complaining people can't afford a Ferrari on minimum wage so it needs to be lower price. The people in the middle and bottom aren't gated by time or RNG. They are gated by knowledge and their limited ability to target items and/or generate wealth in a highly efficient manner.

Knowledge is what gets you into mapping in less than 10 hours played.
Knowledge is what gets you into end-game farming after a couple days played.
Knowledge is what gets you farming multiple exalts per hour.
Knowledge is what allows you to craft in the most efficient and cost effective manner the things you want or can sell for profit.






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Kitty1987 wrote:
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fireinthahole wrote:
I'm a bit shocked.

Here I was expecting massive sweeping redesigns of core defences to make them more suitable for general use. Instead, they're just as narrow as they always were, and the few defenses that were in a decent spot have been nuked from orbit.

The problem with armour isn't that it's too hard to stack. That's never been a problem. It's that it only applies to physical damage, and only hits at that. Why choose such a narrow defence when evasion and energy shield compete for the same spot.

Putting max res on the tree isn't going to fix that. You'll just take the res where you can, and build something else anyway.

Likewise, spell supression is not a solution for evasion. In evasion's case, it's one shots that are it's bane. Reducing spell damage is all well and good, but spell dodge already effectively did the same thing, leaving evasion much the same after as before, and probably slightly weaker. 100% chance to reduce spell damage by 50% is still worse than ~60% chance to ignore it entirely.

Then you still have to contend with one shots as well. Overall, that looks a lot like a nerf to me. People will use it, but only because everything else was gutted, and defences were too fragile already.

Energy shield remains viable, but thats because IT'S USEFUL ACROSS THE BOARD. It gives you an additional hp pool, and several tools too shore up it's only real weakness - chaos damage - with minimal effort.

I am not a fan of these changes. I came into this thread expecting to see massively improved defensive options. Instead, I see the most useful defences removed, ineffective ones remaining much the same, and playing builds that can actually take a hit being likely even less viable than before.


You and the thousands and I agree...it's a shame this just destroyed the entire game for so many..

GGG has just proved 100% without a doubt they are out of touch and can not run the game. I'll give it a year before they lose most of their income and realize they made the biggest mistake in ARPG History...there is a reason why every single other ARPG does not nerf defenses even slightly.



thousands LMAO, are you talking of those literally 7 haters with 3 achievements trashtalking who didn't even read the entire manifesto and already crying when there's still a part 3 and patch notes to come?

yes yes, another talking about nerfing defenses when they're really buffing them, but of course you didnt read a single line, youre only here to spread hate

as if...
Diablo 2 > Diablo 1 > Diablo 4 > Diablo > Torchlight > Titan Quest > Grim Dawn > Diablo Immortal > Path of Exile 2 > Path of Exile.

Purchased Vessel of Hatred Supporter Pack
"Problem: Fortify is intended as a defensive benefit for being a melee character, but can often be obtained by spellcasters using melee weapon types that don't actually engage in melee combat."

Define melee. How is earthquake more melee than sock nova? Many "melee" skills do not require being any closer than spell skills, and many spell builds require being close to the enemy (ex. coc cyclone).

If fortify is being taken from spell builds because of flavor reasons, at least give spell builds an alternative.

Also, as it was mentioned before, Chris did say before that only fortify was to be nerfed...

And while the changes seem to be going in an interesting direction, they do require more passive skill point investment into defenses, that is not bad, but the damage requirements for smooth gameplay are too high to divert here, still way better to go full glass canon, especially since longer fights just mean more one shots. Plus clear speed is way too important since drops are just bad. I understand that GGG wants the game to be slower, but the amount of time needed for an average player to reach the cool content is way too high, with way too few build options.
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JinLee1337 wrote:
I didn't realize this yesterday when i read it, but the variable 0-10% armor on base types is an absolutely terrible idea. I first read it as you are going to buff base types up to 0-10%.

DO NOT implement this, it will make grind for everybody worse in the worst way possible, because it is not interesting. Imagine dropping an high ilvl influenced item all excited only to be let down because the fucking armor is worse. How does that help defenses OR make the grind for items better?

This is literally ancient items in a disguise and that system was atrocious and sucked the fun out of the game, because 9 out of 10 drops will feel SHIT, even worse for ES bases.

I repeat, this is a really really bad idea, I can't stress that enough and it is totally unnecessary. PLS reconsider.


This
Love it! Except I'm slightly worried that we're now down to max one 6link per league in SSF with the double nerf to quality...
Hi, What about champion ascendancy node "Fortitude" regarding the changes to fortify ? What is the impact of the changes on that ascendancy ?
thanks
Just tested a few things pre-change. This will be a very tough change for casual players who used blind and dodge as vehicles to get to end-game play without spending a bazillion exalts.

Some of us just want to build our favorite character in standard rather than making a new character every league. Doing things that totally destroy that work is rough. I really hope the skill tree changes mitigates some of harshness of completely losing dodge (which I have devoted half my meager currency to, the other to frenzy) and blind.

Still hopeful but concerned.

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