On Balance Feedback and Charge Changes

You might have overnerfed frenzy charges for casters would be one of my concerns, especially when you consider trappers and that new unique chest you guys showed off. From what I've seen, you anticipated this by massively buffing Ice Bite...eh. I do understand wanting to separate and focus power versus frenzy charges.

A second concern is the general principle of shock and chill scaling off of how big a hit you do. Just scrap it (freeze might have to be an exception). Make the effects always the max effect and duration, let crits have a % chance to inflict stats in the 33-50% range, and make investing in the pitiful 5% chance to <status> in the tree more meaningful that way.

Overall my sentiments are mostly summarized by the guy on the first page.

Please don't change the game for reddit. Selling some threshold jewels is awesome. Nerfing crit and flasks is good. Breaking double dipping is long overdue.
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jingbandit wrote:
I have total faith in your balancing. The charges were broken and keeping them the way they are, would be giving in to a loud minority, that doesn't have the perspective to see what the game needs.

Personally i feel like the 4% more spell dmg might still be to much, since we get dmg where there was none before. And we usually have enough dmg. But i am open to see how that plays out.


wtf are you talking about nobody gave a shit about it.
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
Last edited by Coconutdoggy#1805 on Jul 30, 2017, 6:44:32 PM
"The minimum requirement to join our QA team is 1000 hours of PoE experience, and we still turn people with that prerequisite away if they're not good enough at the game"
I have 4.6k hours in that game. Is possible join in testings beta and feedback for accurrate one better performance?
I'm brasilian and i want help the GrindinGearGames in any form and give my gratitude.

In moment im streamer amateur for help new players about the mechanics in the PoE.
Nerf on the Power and Frenzy Charges will make the game less diversify.
Not good for the game.
i have only one question to posters...
do you ever tired of talking for everyone ? when you post,there is NO "WE",there is only YOU.
stick to it.
Last edited by Nibelton#3140 on Jul 30, 2017, 9:37:32 PM
Assassin nerf. It needed to be done. Why on earth the crit node was that powerful to begin with is beyond me. The same goes for the 100% more damage on poison/bleed. Just wow.

Frenzy charge change, I'd like to know why generic 4% more damage was added to it in the first place. 4% attack/cast speed as originally implemented was good in my opinion. 4% more damage just made Frenzy charges over the top. At any rate, changing the 4% more damage to attack only, I don't like. If you are going to do 4% more for attack only, I'd rather you just remove the 4% more damage altogether and return Frenzy to 4% attack/cast speed. Or even change the 4% more damage into something else, like 4% totem/trap/mine placement speed per charge. That way, no matter the build something about the charge applies.

Power charge change. Reducing the crit chance, fine. 4% more spell damage per power charge to compensate for the reduced crit chance, don't like it just applying to spells. If you are going to do 4% more damage, make it generic so that spells, attacks, traps, mines, everyone benefits.

All the charge types have always applied to all builds fairly. Let's keep it that way. Not make it so thees charges are for these builds. These other charges for these other builds.

Besides, do as I suggest, you don't have to go through all the existing uniques and change all the ones that wouldn't make sense... ala the one you just showcased.

My 2 cents.
I hate grand spectrum max of 3 ;(
Also I was planning a 15 jewel build on that back to the drawing booard I guess
"
Galtrovan wrote:
Assassin nerf. It needed to be done. Why on earth the crit node was that powerful to begin with is beyond me. The same goes for the 100% more damage on poison/bleed. Just wow.

Frenzy charge change, I'd like to know why generic 4% more damage was added to it in the first place. 4% attack/cast speed as originally implemented was good in my opinion. 4% more damage just made Frenzy charges over the top. At any rate, changing the 4% more damage to attack only, I don't like. If you are going to do 4% more for attack only, I'd rather you just remove the 4% more damage altogether and return Frenzy to 4% attack/cast speed. Or even change the 4% more damage into something else, like 4% totem/trap/mine placement speed per charge. That way, no matter the build something about the charge applies.

Power charge change. Reducing the crit chance, fine. 4% more spell damage per power charge to compensate for the reduced crit chance, don't like it just applying to spells. If you are going to do 4% more damage, make it generic so that spells, attacks, traps, mines, everyone benefits.

All the charge types have always applied to all builds fairly. Let's keep it that way. Not make it so thees charges are for these builds. These other charges for these other builds.

Besides, do as I suggest, you don't have to go through all the existing uniques and change all the ones that wouldn't make sense... ala the one you just showcased.

My 2 cents.




Assassin's identity was that it could crit cap with weird ass weapons without having to use a diamond flask. Other classes had to use a flask slot to get close to that crit cap; Assassin didn't. Nerfing it's identity in poison like four times in a row and crit just makes the class incredibly weak, especially considering the class is a pure offensive class with no defensive capabilities unlike the other classes.
Nice!
Last edited by aSfSteve#6611 on Jul 31, 2017, 12:55:26 AM
Regarding the charges, I think that there is a solution to the more damage problem that would suit everyone.

Change frenzy charges back to "more damage" from "more attack damage"
Change power charges from "more spell damage" to "more damage"
Change charges so that if there are overlapping mods (i.e. more damage) you only get the benefit from the higher number of charges...

So if you have 4 frenzy and 3 power charges you get the 16% from the frenzy charges... you go up to 4/4 and you still get 16%. You go up to 4/5 and now you get 20% from the power charges.

This means that you can go either frenzy OR power and still get the same benefit... So there is no mandatory requirement for one over the other.

People who want crit and dmg will go power charges.
People who want speed and dmg will go frenzy charges.

That provides options without making one more necessary than the other.

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