Nerfing Defensive Archnemesis Modifiers
" Not directly, more about the time to kill them. Which was now adressed twice, first with the health nerf and second with the defense nerf. |
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It makes me rather sad and disappointed how little testing (or thought) have been put into the last 2 leagues.
I am not sure if the idea of "We want players to play more, so we will slow them down as much as possible" is going to work. I feel that for many players it will feel like more like a chore than fun and instead of playing "more", they will play (and pay) "none". |
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Never thought i'd say this, but diablo 3 seaon 329 start on friday AND am gonna play it.
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Running some mechanics with AN modifiers feels like Hall of the Grandmasters which IMO is one of the worst things that exists in the game. It's fucking awful and I can't comprehend why anyone would want that.
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Barely a difference.
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Nobody wants AN mods, well im wrong GGG wants them desperately. Even if nobody is playing their game anylonger.
Last edited by Wilmots#7633 on Aug 25, 2022, 10:37:37 AM
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" This is actually a funny comparison, and it feels very similar indeed sometimes. Maybe too much work is being put into PoE 2. I hope not. |
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Those changes can be considered a start, come on, return reforge keep prefixes and keep prefixes.
We want to be able to craft our endgame gear without losing everything. |
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" Exactly, before Archnemeshit the spike damage was ALREADY close enough to a rip lottery. But now we have these mods increasing speed, damage, reaction time, and also applied to blue packs! Atm i can say (except for heist were the space is very limited), i had alot of deaths from these packs doing truck ranged damage, super fast. Crossed with corrupted/yellow maps mods this is all going out of hands. |
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" This is what GGG must read, and react immediately |
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