3.20 Balance Manifesto: Jewels and Ailment Mitigation

First Manifesto: "Buff"

That's it boys. From now on, let's call about nerfs for 3.20!
Could use a bit more clarity:



How were they determined to be uninteresting? By what metric? And by who?

[Removed by Support]

It just doesn't give me warm/fuzzies to read vague/ambiguous descriptions such as "uninteresting".

Sounds an awful lot like "filler crafts"...
Last edited by Kane_GGG on Nov 14, 2022, 3:35:46 PM
"
SourFae wrote:
So what I'm hearing is the few useful jewels like unnatural instinct is going to be as rare as HH and the general way most people get CB immunity which is useful but super common unique jewels is going to get shafted. The idea of making more unique jewels meaningful sounds great but after recent changes I feel like I can only see the draw backs and the upside is much smaller.

Also the story had a lot of really useful unique jewels that can't drop and just having them removed or something you can't count on for something as worthless as a random rare seems messed up. Just because something is unique doesn't mean it isn't special just because a quest rewards it. That is what makes it unique that you can only get it from the quest which is what makes it unique worthy.


Exactly, its so useful to get a league start with fight for survival for frost blades and now we gotta corrupt them, terribad
"
Riverwind77 wrote:
PROBLEM Most unique jewels are bad.
SOLUTION Buffing them so they're worth.

GGG's SOLUTION Removing them :D AAAAND, make the already good ones even more rare to get.

Nice! thats why i stopped playing this.

This so much lol
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Also, melee bufferinos? Buffaloopas? Buffas? Brah? BRO. F BRO.

Space jam bro. Welcome to the slamerino.

BRAh.

So even more mods to jewels so crafting becomes even more expensive.
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yeah sure lets lock certain unique jewels behind corruption that were not locked behind corruption in the past so they cannot have a proper implicit. nice.
-Professional Fish
Thanks GGG for UNBURDENING ME with the QoL threshhold jewels provided in Act 6 that made most builds enjoyable/playable.

Now I get to look forward to those effects moved to unique items on bad bases, no life/resists and a downsided added on because of "balance" reasons.

This is not a great a start if you are trying to hype up players.
I'm also unhappy about these changes. Diluiting the mod pool of jewels with ailments is a straight nerf when we previously simply got those from harvest. Also removing unique jewels is not a great idea, and I have also no idea how in the world someone thinks attribute-transforming jewels are niche, they are used by a lot of cheap builds to fix attributes with ease.

also the only good implicit corruption we now have is 2% mana reserved...

Once again this manifesto seems very good at making you think something will be fine, but instead it looks more like we are getting our flexibility options gutted. Also Unnatural Instict may now be something like 100-200 divines, which is not exactly exciting to me...
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Last edited by Morgoth92 on Nov 14, 2022, 3:41:28 PM

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