Clarifying the Ascendancy Changes
" You know that empyrian gaming and the league of extraordinary RMTrs are Rory's favourite kids, right:)? |
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This has got to be the most convoluted update/balance notes I’ve ever seen. Who was in charge of these notations? Who approved it? I’m fine with nerfs, mostly welcome them, but when you put them up and try to disguise them as a rework and a buff I think you’re trying to pull the wool over our eyes.
Looks at “Gratuitous Violence” for example You’ve added 20% more bleed damage. Cool You’ve removed chance to bleed with attacks, increased damage from ailments and 25% more damage with bleed. In the end the node is gutted and you couldn’t even be succinct in saying how: -5% more bleed damage, removed chance to bleed with attacks, and removed increased damage to ailments. You deliberately are painting it like the new effect is an upgrade. Mobile games have better standards and patch notes than this. |
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" Yes! <Cringe> |
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The best of it is who will got money on this.
Not GG but currency sellers. I wrote this before nerfing characters give us only more and more grind to get currency to buy something from other players and economy will go down like Titanic if nerf road will be continued. Some people which play casual will stop playing after a week maybe 2 after league start and nothing will keep them in game. Sorry this how it works when progresion is not going well because you still dying, people in most case got nervs and leave. Many people such as other says don't have time to play around 10-12h per day. Playing PoE or other games should be a form of relax not torture. |
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Ehh its pretty clear that Poison and Bleed were both nerfed on the ascendancy side of things, of course if that power was shifted to the tree it should make those ascendancies less mandatory to build around those ailments.
I like some of the buffs, and am pretty meh around the others. I'm fine with some of the apparent nerfs also, most aren't huge differences. Kinda disappointed Raider didnt get any flat damage type of gains, they only really shine if you stack the shit out of it (late game) currently. Definitely hyped on Elementalist. |
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Was: 30% inc damage with bleed, 25% more damage with bleed
Now: 20% more damage with bleed. Simplified but much more powerful option right here |
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Ok, now with the patch notes released, the cat is out of the bag.
And yet there are still no "powerful new options" to be found. Nothing to mitigate the (in parts) hefty nerfs to ~15-ish of 19 Ascendancy Classes. 1/3 of the 40 Skill Gem updates that we were supposed to wait for, before making a final judgement, were nerfs to the alternate Aura Gems. Nothing where you could say "wow, that sounds good, maybe i'll try that". Disappointing to say the least. |
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" Thank you for explaining to the crybabies. A lot of people are also just NOT READING. So many complaints about Cladiator losing Bleed chance. He didn't lose it -- it got moved. It's the same total bleed chance, jsut easier to get with less investment. |
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" Exactly. Too many people are ONLY LOOKING FOR NERFS and not reading everyhting or considering the relationship between adjustments. I didn't think the post was condescending. More like patient and reassuring. |
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So I'm relatively fresh to the game, started playing just as heist started.
Maybe i'm wrong in my thinking here I love RPG's and theory crafting builds in them. I generally welcome a nerf or 2 in games if it benefits overall health of the game. However I'm very confused on the rework decision. Here's why: Most People would of assumed that the top tier builds got nerfed ( no surprises there ) which sure they did, although the degree was a lot more than what we expected. However your lower tier builds were not brought up to the power level of your mid tier ones either. In fact some were also nerfed to a degree which is mind boggling. if your aim was to improve build diversity this would of been a starting point. Movement speed in this game matters, both for farming currency as well as survivability - you've taken that QoL from Ascendancy nodes. Therefore I 'll assume you've added more points on to the passives tree, question is where and what kind of numbers Mitigation is really terrible as is and you've nerfed it. We already have the problem of being 1 shot out of the blue, so we actually needed more support here, not less. Damage - for low budget players or people with little experience on this game, DPS checks will be our walls and with no reliable currency generation to increase our DPS then we will suffer. I understand that the Harvest league mechanic is coming back and from I hear it has insane crafting capabilities. so therefore I'll assume more focus is going to be brought to the gear if no significant changes to passive tree. This just leans heavily on the economy being skewed so hard to the people who can afford the gear that majority of playerbase will not be able to cope. Lastly - this is a heavily combat focused league between the rituals in maps, plus we have the Boss rush arena... yet we received nerfs overall to our survivabilty. This didnt boost diversity for builds if anything it narrowed it. Aanybody who claims that what we have received with our current information ( skill gems pending still, although lets be honest that'll most likely be cast times and insignificant changes to damage to gems hardly anybody is using) is good for the game is just blatantly ignorant of what majority have seen and are upset by. |
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