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

Regarding Trickster and the loss of Ghost Dance (and presumably Escape Artists as well), I have a suggestion of what to replace it with if you haven't decided what to do with that yet.

I noticed that Trickster is the only Ascendancy that has any channeling support whatsoever in the form of Swift Killer. If we could get replacement defensive passives that are based on channeling, I, at least, would find that pretty exciting. But that could just be me. All I know is that channeling skills (outside of Cyclone) aren't particularly popular due to having to stand still to rack up damage, and with the way things are in the game right now, that's basically a death sentence. The few times people do play channeling builds, they're typically only building to 3 or 4 stacks, when these stacks usually cap out at 10. Would be awesome to get closer to that, and some added channeling support would help greatly with that.

(Yes I know, Infused Channeling exists, and it's not bad, but it's not great either I feel. Not to mention, pretty much all of the channeling skills are either Dex or Int skills, and Shadow is kinda the dex/int character sooooo ;))
the change to energy from naught is so weak. Why bother geting it? its so passive point ineffective after the nerf.
Me and a lot of people quit WOW because of warforged/titanforged bases. That 10-20% random base type idea is garbage.


I don't want this to happen to POE too. What game would I play next?
Wait... Life Regen Rate? A new stat to the already bloated life recovery stat pool? Just use Life Recovery Rate. Life Recovery Rate already doesn't help leech due to caps, and doesn't apply to instantaneous recovery. So that leaves what, life flasks? Who cares? And why do we need multiplicative investment into regen anyway? Because low amounts of investment into regen are currently so good? My head hurts.
Last edited by Zombero#6603 on Oct 10, 2021, 11:01:09 AM
So what I'm reading is next league we're playing Juggernaut.
Suddenly Dex defensive mechanics felt like a double dip, acrobatics and evasion? oh no no no no.
Also, that spell suppression is crap. You want BOTH attack and spell dmg defenses, not trading one for the other.
RIP 75% dodge spells

Oh and that "we're moving power to actual stats" with "you should have eva/armor/es on your armors" is basically another forced rng layer for defenses.
Before, I could just take Acrobatics and Kintsugi and Windwalker or w/e it was called and i was done with it.
Now I need another roll to show up. GL with awakeners orb AND elevated mods AND getting % armour/eva/es.
Last edited by al3xro#4727 on Oct 10, 2021, 3:04:26 PM
<<< GGG TEAM >>>

I am not convinced about the changes (buff) you are making to armour. Armour has been the crappiest defence for many expansions. We all know that it is good against white trash mob but we also know that players die to boss crits in HCSSF. And against that armour does nothing. Not with 10x the damage or 5x the damage in the formula.

Problem: Evasion provides no defence against spells
Solution: Introducing Spell Suppression

Problem: Armour provides no defence against most spells (elemental, chaos)
Solution: None

On a side note, I am truly eager to see what ascendancy nodes you have in mind for the gladiator to replace the block nodes with. Gladiator as we know does the least damage among melee classes as its nodes focus on defence. Also, Blood in the Eyes blind mechanic could be reworked since blind only works with evasion builds in 3.16, so no reason to have it in the gladiator ascendancy.
Last edited by SeaSkipper#5018 on Oct 10, 2021, 7:56:10 PM
So... you're still not removing the resistance penalty you get after acts 5 and 10? You know, the "difficulty spikes" that completely nullify nearly every build? AKA the main selling point for the game?

Guess I'll be skipping this league as per usual.
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SeaSkipper wrote:
On a side note, I am truly eager to see what ascendancy nodes you have in mind for the gladiator to replace the block nodes with.

They say what they have in mind in the original post:

"We’re experimenting with a new Notable Passive that makes the Gladiator’s chance to Block Attack Damage lucky, which helps offset the downside of Versatile Combatant."

This would effectively mean a Glad that previously had 75/75 block would now have 75/50 block (lucky 50% = 75%), if they spend the skill points to get Versatile Combatant on the tree.
I love these "buffs"
"
Zombero wrote:
"
SeaSkipper wrote:
On a side note, I am truly eager to see what ascendancy nodes you have in mind for the gladiator to replace the block nodes with.

They say what they have in mind in the original post:

"We’re experimenting with a new Notable Passive that makes the Gladiator’s chance to Block Attack Damage lucky, which helps offset the downside of Versatile Combatant."

This would effectively mean a Glad that previously had 75/75 block would now have 75/50 block (lucky 50% = 75%), if they spend the skill points to get Versatile Combatant on the tree.


So basically, GGG double nerfs gladiator ascendancy.
[1] instead of the 75/75 block chance, gladiator will have only 75/50
[2] gladiators now also have to spend skill points apart from the ascendancy points to get the above mentioned values, which may be 1-4 additional skill points depending on where this skill node will be

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