Path of Exile 3.16 Balance - Part 2 - Core Character Defences and Recovery
OOOf, didn't catch the implications of this until Tarke mentioned it:
Base Types are now generated with a random 0-10% higher base defence, as an inbuilt currently-non-modifiable property. This means that all base types can be better than they currently are, and armour base types are not homogeneous any more. Energy Shield values on base types instead vary from 0-20%. I have very mixed feelings about adding an additional uncontrollable rng mechnism on base drops. Unique drops as well have other implications... that shavs with a perfect 20% implicit base is going to be worth like 20X more then a regular shavs because of rarity and scarcity... We already have different bases, that's good enough and varied enough. Early league I'd guess going for a 20% widowsilk is better then a vaal regalia... but now we're just adding more confusion. But for most people the changes are just going to feel bad, except of course the 1% where money isn't an issue. If a non vaal regalia didn't drop before we ignore it. And now if it's not a perfect roll time its going add to add more frustration since it's not a perfect base so it would feel bad to spending tons of currency crafting on. |
|
jfc this is convoluted
|
|
" As i have written time and time again - what i consider fun is creating builds, not aiming for challenges / endgame. Mtx is where ppl are paying more..no where else. GGG did not like the direction in which poe was heading..so they changed it. You can give them constructive feedback, to let them know that youre not satisfied. Last edited by Lisa_GGG#0000 on Oct 7, 2021, 7:47:09 PM
|
|
" Dude hitting lvl 100, is not hard..lvl to 90 by yourself, just breachruns / rotas till you hit lvl 95, then join 5 way runs, hosted on global 820..youll be 100 in no time. As ive said earlier, i like creating builds / messing around with pob. If you took your time to actually read the 3 part series, and then started using pob, then you would realise that not much have changed, only now its actually possible to to specialize your defence. If you dont find the game funny, then leave. Right now youre just insulting GGG and me, without letting GGG know what bothers you. So listen up...stop acting childish. Write down some constructive critisism, that ggg actually can use for something. GGG is a game from Gamers to gamers, and ofc its a business to, i never denied that. THey are doing the exact opposite of what Blizzard has been doing..they are listening to their playerbase, they are creating content..the exact opposite of what Blizzard does... Stop comparing GGG to Blizzard, when you clearly have no clue about how Blizzard has been handling business.. Second of all, gg has the final say, then decided to make changes..its up to you to decide whether youre going to adapt to the changes, or act like a spoiled brat and quit the game. Its your job to adapt, it works like that in any game..you need to adapt to change. It works like that with everything in life...so grow up dude :)[/quote] I dont know who indoctrinated you that playing a game is actualy 2 job where u have to adapt, overcome something, and not about having Fun. Why dont u prove me wrong and level at least one of your character to level 100, improve, adapt overcome !!! Because i tried and never achieved this goal, you know why, cose after level 97 if u die u have to do hundreds of maps just to recover 10% lost experience. That my friend is half of day of gaming. Half of day not staying with your kids, wife or friends. And all of this is because of 1 shot mechanic, and it doesnt mater if u have 3000 life or 9000, 5000 armor or 50000, -20% resistances or 75% u will still be 1 shotted. Community asked GGG to do something about this. Did they listened to their player base? No they didnt(like blizzard). Is not all: - Clunky trading - Clunky NRG Crafting (heavy demanding of 3.14 harvest deterministic crafting) - 1 mln clicks per map. Did GGG listened to community and tried to address this issues? No they didnt. Only empty, mostly useless words, posts and podcasts. The game is not Fun anymore. In this moments are coming absolute GGG simps like u and telling everyone to shut up and play it anyway cose a game shouldnt be fun, and if u dont agree with this u are spoiled brat. Prove me wrong, next league level one of your character to level 100.[/quote] |
|
" You accomplished nothing... If you have concerns, something you arent satisfied with. Then write down your issues..its called constructive critisism. Insulting me is not going to help you, and honestly i dont care... Sticks and stone may break my bones, but words doesnt do sh1t :) Last edited by Lisa_GGG#0000 on Oct 7, 2021, 7:47:39 PM
|
|
just wanted to input my thoughts about the fortify changes,
won't they be a problem for bleed and poison build cause their hit dmg is usually low so they. or is meele dmg dealt, the skills dmg (the same the ailment dmg gets calculated from)? |
|
After thinking about the extra stat on armour/evasion/ES bases a bit more, I really don't like it. It doesn't add any heterogeneity (Vaal Regalia is still the BiS, there's just another layer of RNG to get it), and it adds complexity. (Also it's pretty rough for Standard if there's no way to affect is for legacy bases.)
I think a better solution to improve heterogeneity is to add implicits to bases so there's more of a tradeoff. This is already kind of there for Astral Plates and Glorious Plates, but because they're so close in armour values Astral Plates will win in almost all scenarios. Adding interesting implicits like all res, faster start of energy shield recharge, spell damage, physical thorns (this is a joke) etc. to bases that provide a lower defensive baseline would make choosing a base much more interesting - Vaal Regalias and Astral Plates would no longer be the absolute BiS. |
|
removing dodge from the game may not affect players opportunity to dodge the league.
Last edited by UsualNickname#1500 on Oct 7, 2021, 9:12:54 PM
|
|
" The level of cluelessness demonstrated here is astounding. For anyone investing in attack block without scaling max block and who wasn't already a gladiator and who is getting their attack block up to 75%, the new keystone gives you a tradeoff of 100% more attack damage taken for 50% less spell damage taken. That's a lot of conditions, and a pretty big tradeoff. Also, if you're only getting your attack block up to 50% or less, then the new keystone literally does nothing, so it's not an "easy 50 % less damage" as you've repeatedly claimed, it requires investment, and even then it's not just less damage taken, it's less damage of one type taken in exchange for taking more damage of another type. Mixing glancing blows with it is just laughably wrong in almost every scenario; GB doesn't increase your max block, and the new VC keystone already reduces it to 50/50 from 75/75, so the only scenario where VC+GB would maybe make sense is if you only had 25% attack block, no spell block, a lot of passive skill points to waste on this bullshit, were doing it to trigger some sort of gain-on-block mechanic, and could handle that you're going to be taking 30% more damage per hit on average because of the GB downside. At that point you're not even really using block as a damage avoidance mechanic, you're just using it as part of some elaborate recovery mechanic. This also all completely ignores the fact that it also comes as a massive nerf to the gladiator ascendancy. For gladiators, the changes equate to 300% more spell damage taken for the same investment as before, or 100% more spell damage taken at the cost of spending additional passive skill points (and that's assuming they at least follow through on adding the "lucky" attack block ascendancy notable to replace VC... if they don't follow through, then it's a cost of both passives as well as the same 100% more attack damage taken everyone else gets with the VC keystone). In all cases, the gladiator also gets significantly less frequent on-block triggering, so gladiator recovery is nerfed in addition to being hit more frequently for significantly more damage. And this is on an ascendancy no one ever plays for damage, because it barely has any; the whole point was the defense. Fairgraves was a slave trafficker specialized in the kidnapping and transport of children. He was not "a good man".
|
|
I wanted to rant more against removing dodge, because I think it is a huge nerf that will not be offset enough by the other buffs. There are 2 important problems with dodge right now. Also spell suppression can be another option with dodge as long as dodge gets a small nerf. It doesn't need to replace dodge.
Problem one with dodge The problem of dodge being cheaper per point of investment is the first problem. This can easily be fixed with 20-30% less values on all dodge modifiers. That is much smarter than nuking it down to nothing for builds who rely on some dodge. Some builds will die from this choice, because evasion is harder to fit on certain items. Problem two with dodge There is a second problem which is not mentioned. When dodge/block/evasion/avoid are stacked together they become incredibly stronger than normal. A person with only one of the following has 1/4 chance to be hit, 75% block or dodge or evade. A person with 2 of those 75% modifiers has 1/16 chance to be hit. A person with 3 of those 75% modifiers has 1/64 chance to be hit. Leaving the synergy completely alone is bad which comes to the solution. Solution to problem two Don't completely remove the synergy bonus they have for people investing in low values of combinations. Low investment people are not cheesing softcore builds that rarely get hit and they are not the problem. Hit the biggest sources of synergy items and passives only and that is enough to stop the abuse of cheese mechanics. Some examples of the biggest sources that need anti-synergy: *All shields will reduce dodge and evade chance by 25%. *The 30% attack dodge keystone reduces block and evade chance by 30%. *The 30% spell dodge keystone reduced spell block by 30%. *Just leave evasion alone because it has nothing else to synergize strongly with if the attack dodge keystones and shields lower their evasion too much to be worth it. Final Conclusion With a 20-30% dodge value nerf to every dodge value in the game and the above changes that prevent cheesing synergy mechanics, dodge will still be a useful mechanic without being overpowered. Please don't remove it. |
|