Development Manifesto: 2.3.0 Balance
Shavronne has been made rarer, a bit late tho now that the market is flooded with... Otherwise nice changes
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The Slayer ascendancies are kindda messed up, 20% Overkill dmg life leech with cullling on 20% ...anyone care to explain how thats gonna work?
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Some changes for Ascendancy classes (from file in first post)
Not covered: Small node changes Ascendant: Berserker no longer always gives global leech, gives 1% on kill (rip casters) Slayer gives culling strike implicitly, and no longer gives attack/cast speed while leeching, but no longer gives attack/cast speed while leeching Raider dodge chance doubled to 4% Deadeye pierce lowered to 30%, and no longer gives projectile speed, instead gives 15% to bleed on hit Necromancer gives 8% attack/cast speed on corpse destruction, up from 2% Guardian now purges curses/status ailments every 5 seconds instead of 10 Hierophant now grants 10% of mana as ES, up from 8% Zerker: Pain Reaver gives 1% global life/mana leech implicitly, along with 2% on kill Cloaked in Savagery grants 50% damage/25% speed, up from 20%/20% War Bringer gives 25%(!) life/mana, up from 10%, along with 100% increased warcry duration Rite of Ruin grants 25% increased attack speed if you haven't killed recently, along with the original bonuses Juggernaut: Undeniable grants 1% increased attack speed per 100 accuracy Unyielding grants 25% increased fortify effect, along with original bonuses Unrelenting now gives max(!) endurance charges instantly if you were to gain a charge Chieftain: Hinekora now gives totems 1% leech that applies to you, rather than your totem Ramako now gives 20% to gain an endurance charge, up from 10% Hierophant: Ritual of Awakening has 8% less per totem, down from 10% Divine Guidance gives 150 mana, up from 100 Sanctuary of Thought grants 50%(!) reduced mana cost, along with an extra 50% on full ES Conviction of Power gives 15% power charge on kill, up from 10% Inquisitor: Instruments of Virtue gives an extra 10% on everything (30% spell, 50% attack, 20% attack speed, 30% cast speed Pious Path no longer grants damage, but instead grants an extra 4%(!) life/es regen while on consecrated ground Augury of Penitence makes enemies take 16% increased ele damage, up from 10% Guardian: Bastion of Hope now grants 50% block for one second every five seconds Time of Need is now every five seconds, from ten, and grants 25% reduced curse effect on you Necromancer: Spirit Eater gives 30% minion damage, and lets desecrate make two more corpses, along with 40% damage if you destroyed a corpse recently Commander of Darkness gives 20% all res, along with 10% damage/5% attack/cast speed to you and anyone affected by your auras, up from 6%/2% Elementalist: Beacon of Ruin radius increased to 12, from 9 Liege of the Primordial now grants 1 extra golem, along with original bonuses Paragon of Calamity now grants 50% reduced(!) ele reflect damage taken, along with original bonuses Pendulum of Destruction now grants 25% inc aoe, along with original bonus Mastermind of Discord now grants 25% penetration, and lasts for 10 seconds, instead of 4 Occultist: NOTHING Assassin: Noxious Strike now grants 30% inc skill duration if you killed a maimed enemy recently, along with original bonuses Toxic Delivery now grants 20% of phys as chaos against bleeding enemies, along with poison from crits doing 100% more damage, and bleeds doing 100% more damage against maimed enemies. Only retains 10% reduced dot damage from before Trickster: Swift Killer is now 15% to gain frenzy on kill, up from 10% Saboteur: Blinding Assault now gives 25% to blind on hit, up from 10% Demolitions Specialist now grants 40% mine damage if you detonated recently, along with 100% increased arming speed for mines. No longer grants 20% mine damage, and now has 20% chance to place an additional mine, down from 30 Pathfinder: Master Bowyer grants 100% increased flask charges gained if you kill an enemy affected by a status ailment Nature's Boon grants 8% reduced ele damage, up from 5%, and grants flasks a 20%(!) chance to not consume charges Master Alchemist grants status immunity, 20% chance to freeze/shock/ignite, and 40% inc ele damage, all during flask effect, instead of original bonuses. Deadeye: Powerful Precision now makes it so that projectiles return to you after hitting, along with original bonuses Sharp and Venomous renamed to Rupture; grants 25% chance to bleed on hit, 40% inc crit multi and 80% inc crit chance against bleeding enemies, and makes it so that you no longer take increased damage from bleeds while moving Raider: Quartz Infusion now grants phasing during onslaught, and while at max frenzy charges, along with original bonuses Way of the Poacher now grants 15% chance to gain frenzy on kill, up from 10% Slayer: Tree layout changed and reworked; it is now bane of legends-->headsman, Endless Hunger-->Brutal Fervour, and overwhelm/impact are now two points Bane of Legends now grants onslaught for 20(!) seconds when kill, along with an improved culling strike that culls at 20% rather than 10 Headsman grants 50% reduced phys reflect damage (always), along with 20% MORE damage and 20% inc aoe if you've killed recently Endless Hunger grants 20% overkill damage as leech, and leech does not stop when at full life Brutal Fervour now gives 10% increased max life leech, 100% inc life leech rate, along with bleed and stun immunity while leeching Champion: Inspirational now only gives 8% movespeed, down from 10%. Damage remains the same. First to Strike, Last to Fall now intimidates full life enemies on hit (10% increased damage taken) Conqueror now grants 1% life regen when killing a taunted enemy, along with original bonuses Unstoppable Hero no longer grants movespeed/fortify effect, but instead grants 30% melee damage and 30% inc evasion/armour (not separate) while you have fortify Gladiator: Violent Retaliation effects doubled (8% phys/4% movespeed), and also grants 80% increased physical damage if you blocked a unique enemy recently Outmatch and Outlast now grants 10% more physical damage at max frenzy charges, and 10% reduced physical damage taken at max endurance Blood in the Eyes now grants 25% chance to bleed on hit, along with original bonuses | |
Will those new mobs be usable as spectres for summoners with those new skills?
Let's see!?
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GGG should really do something about blade vortex's damage before slapping it on a mob. And GGG got a little too exited with adding Earth Quake to mobs I think. There like 4 EQ users in 1 patch, thats a little... Its not like ppl who use EQ just like seeing it here and there. Love everything else though. And the shield charge!!! at last T_T
Last edited by DenSan1587 on May 26, 2016, 5:37:07 AM
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" what is Melee? do not know that unique.. is it something new? /sarcasm | |
Oh my god i just saw the "rebalanced" (first iteration) of the Asendancy classes in the new offline planner...
GGG ARE YOU FUCKING KIDDING ME? Even more power creep across the board? Duelist: - no serious or impactfull nerf to champion (perma fortify still exists as strong as regular fortify) - Slayer is much better now, ok, but there is still no reason to pick it over Champion or Gladiator Marauder: - Juggernaut is borderline OP now; Unrelenting basically says: "You always have max Endurance charges" - Juggernaut now can get 40% stronger conditional fortify if he wants - nice! - Berserkers Painreaver now grants unconditional mana and life leech (basicallly no mana problems) - Chieftain is still too niche - needs a major rework imho Templar: - Inquisitor's Inevitable Judgement still not nerfed? LOL - Inquisitor's Pius Path/Concecrated Ground path looks nice but in comparison to other options... - Guardians Radiant Faith not even slightly nerfed? Still 20k Armour for nearly no investment - Guardians Time of Need = PoE goes casual/D3 - Guardians Bastion of Hope is really flavorfull - nicly done - Hierophant got a major rework but i feel it's still a "Johnny build class" (which is fine!) - Hierophants new Sanctuary of Thought could enable some dangerously strong zero mana cost builds - 8% less totem damage per totem is a buff from 10% less but i don't think it will be enough. Witch - Occultist got no significant changes (class was very strong since release) - Elementalist: no nerfs to conflux + a BUFF to prolif radius? --> LOL (wasn't it broken enough yet) - Elementalist golem node now grants + 1 golem on top; nice! - Pendulum of Destruction and Mastermind of Discords buffs don't cut it imho - Necromancer: MOST FUCKING OP ASCENDANCY CLASS IN THE GAME NOW!!! - Necromancer is now the "offensive support class" for partys (Guardian is the "defensive support") - Necromancer: Low Life SRS Aurabot will be OpieOP in 2.3 (pure power creep here!) Shadow: - Tricksters Shadeform still not nerfed (really GGG?) - Tricksters Weave the Arcane basically says: "You now have infinite mana if you attack/cast fast" - Saboteur: got some buffs accross the board but imho i won't think it will change anything - Assassin: Noxious Strike and Toxic Delivery got swapped - Assassin: Toxic Delivery grants 100% MORE POISON DAMAGE --> ROFL - Assassins: Toxic Delivery is brokenly OP - i can at least imagine 1 build that could break the game with it (even stronger than current bladefall poison miner) --> really GGG? Ranger: - Pathfinder: GGG maybe thought that class wasn't already broken enough so they gave it a 20% chance to not consume flask charges on use and basically free 100% increased flask charges gained on top of that --> ROFL - Deadeye's Powerfull Precission got gutted - there is no place for that in a pierce meta - Raider wasn't already good enough with 8 points GGG feal - so they thought to make Quartz Infusion give the player basically "You have phasing" so it doesn't require you to press a flask every 8 seconds - LOL Scion - Nerfs! - Nerfs everywhere! - Berserker leech is now conditional (imho great nerf); RIP Berserker Scion - Deadeye now only grants 80% pierce and no proj speed; RIP Deadyeye Scion - Slayer got a significant buff and will be the new go to i feel TLDR: Even more power creep across the board. Hardcore will still consist of 33% Champions. Juggernaut, Raider and Pathfinder are now borderline OP; Necromancer is the new offensive support and really overpowerd for SRS low life summoners (competitive partys will want to have 1x guardian/1x necromancer/1x champion there to map with them). Scion's popular subclasses got destroyed (maybe because of tree roaming potential in 2.3) |
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that Elementalist buff, holy zombie jesus. Guess Iam dumping chieftain
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" i can think a much better solution: make reserved life dont count/count at a disconted rate to trap. |
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" solaris lorica. |
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