Path of Exile 3.16 Balance - Part 2 - Core Character Defences and Recovery
All this warra, and there's like one really big balancing issue. You can run into a boss fight. Damage it a bit. Die. Run in again. Continue. 1000x if need be. Next act.
Why would it be simple to balance gameplay when characters are not even forced to balance their builds throughout a playthrough? |
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Omg you all
The lesser we need to depends on block/dodge actually is better. If block/dodge is the only solution the game fails. In order for GGG to starting nerfing bosses. All the OP build must be dealth with 1st. If someone always come up with a OP build, no matter what, we are going get this kind of things for a very long time. If you can get 24k armor or evasion from the improvement, do not expect to face-tank. You are not suppose to. Last edited by linghuchong9#4177 on Oct 8, 2021, 9:55:32 AM
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"... and since it's the only thing you can invest at that point, your build stops being viable. Yet counts as "build diversity" by GGG. You can sugarcoat this however you like. The playerbase is withering for a very good reason and will continue to do so unless something real is done to remedy the actual problems created during the last several changes. |
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" "Build diversity" wasn't saying "Build that is successful" "Build that player will play" "Build that can beat end game content" "Build that tank like boss" "Build that one shot everything" "Build diversity" means you probably going to play build that wants to play but you can't before. Yeah its probably. Because you will always going to aim for the one that is going to be successful. I could be probably play such unsuccessful build, because that are some unbalanced meant to be nerfed content in the game that wasn't suppose to there and I'm not going try so hard to make it happen. When a content that no players is going touch it, the nerf hammer from GGG will land on the content and not the players. If its all about block and dodge, who cares how much dmg and hp the monster has? Yeah give every monsters in the game 1mil dmg per hit, I don't care, just give me max block/dodge. And plz give every monsters 1 hp. Because I'm going to one shot them anyway. Last edited by linghuchong9#4177 on Oct 8, 2021, 9:02:39 AM
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" GGG are dumb ? how on earth you thought that would be a fkn brilliant idea ? didnt it occurred to you even once,that NO ONE in their right mind will run around,pick bases and check their base ES ?? not without third party tool OR filter that highlight top base ES ? and then we got influences... imagine looking for TOP ES BASE WITH SPECIFIC INFLUENCE with HIGH iLVL ?? it's mind blowing how dumb this is. instead of just leaving quality craft that give us GUARANTEED increase for a price,we got this... wow just wow... this league you simple butchered flask immunities give us NOTHING in return and left the balance that SPECIFICALLY BUILD AROUND HAVING THEM. you kinda fixing it next league,but HOW ON EARTH one dumb thing is replaced with another,WHY ? Last edited by Nibelton#3140 on Oct 8, 2021, 9:56:18 AM
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"Acrobatics has been redesigned. It no longer has any of it's old properties, but now changes any modifiers to Spell Suppression into Spell Dodge at 50% of it's value."
Can whoever wrote this learn English grammar please? Or someone there needs to proofread these before release. |
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These changes sounds great and that's a lot of changes. Good job!
However if I may suggest something I would get rid of the Fortify completely and give each individual melee skill damage mitigation during its animation (including tolerance for the gap time between animations). Could be a skill stat called i.e. counter mitigation. Not every skill that is considered melee have the same range, right?. If you incorporate extra defense factor into the skill itself you can balance it individually for each melee skill with different risk level. Also it doesn't have to be always just a number mitigation. Different melee skills could provide different form of the extra defense to promote interaction with specific mechanics giving similar melee skills different identity. For example when you start attacking you'll get extra life buffer (barrier?) instead of passive damage mitigation. Solution you prosed wouldn't work for example for melee status damage dealers. And you might decide to introduce melee spells in the future so in my opinion it shouldn't be bound to the attacks only. Last edited by Langhun#7314 on Oct 8, 2021, 11:43:07 AM
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So you're going to remove dodge but keep block. KEKW
Rolling for high evasion means you lose HP. That's a no-no. If you aren't beefy enough to survive a hit that inevitably is going to go through evasion it literally doesn't matter. 24k evasion isn't that bad, though. But losing that extra layer of defense is absolutely brutal for all builds that are located on right side of the passive tree(mostly because everything that is related to defense is ass over there). The more max ele res on armor nodes is going to be a meme. Don't lie to yourself, you took Soul of Steel(or annointed it), even if you had absolutely 0 armor from your items, at some point. Undoing nerfs on ES bases is a meme too. Like the community cried over this for weeks, lmao. Also everyone is a Trickster now. It's not April fools, is it? The further I keep reading the more I see GGG undoing all of the nerfs they deemed necessary over past 2 years. What exactly is going on? Is this an admission that they were wrong or that they have absolutely no clue what they want to do? Again, a 180 from last 2 manifesto's. How bad was the revenue? Lol. |
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Something to watch:
Did GGG Just Destroy Bow Build Defences? https://www.youtube.com/watch?v=dTsQnURSBgo tl;dr significant nerf of evasion dodge for any bow build. This is not what the post says (increased defenses), but rather the very opposite. Unless this guy is wrong. http://tinyurl.com/ooety9v - Ranger bow lightning arrow crit build
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" Yea man, that is why everyone is running around with shields, playing block builds. Because evasion makes you immortal. /s |
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