Content Update 2.6.0 Balance Changes
2.6.0 includes a long list of changes to game balance. Our primary intent is to better enable a larger selection of powerful build types and skill choices. Many of the more extreme changes to core systems have been held until The Fall of Oriath's Beta, while 2.6.0 will have a stronger focus on improving underused passives, weapon types, unique items and skills (with a focus on their Threshold Jewels). These changes will all combine to create a large selection of new builds to try out. Improvements to the Passive Tree Various improvements to specific clusters and the locations of passives have been made, making areas which weren't taken frequently more efficient, and opening up some new options for builds.
Elemental Conversion Some unique items that converted elemental damage to other elemental damage types have had their conversion values lowered, to increase the opportunity cost of total element-to-element conversion. Converting spells to other damage types was so easy with Pyre and Call of the Brotherhood that it compromised elemental identity for many skills. We've made it slightly easier to convert more physical damage to elemental damage for some attack skills. Frost Blades and Ice Shot now have 60% physical to cold conversion, up from 40%. Wild Strike now converts 100% of physical damage to a random element. Unique Item Rebalance Over 100 unique items have been rebalanced, with a focus on improving underused uniques that didn't have a strong role in the game. We've tried to make sure that all uniques either have a positive impact on leveling characters, act as a good item to wield when first entering maps, or have a defined role for end-game characters. We've got more changes coming in future, but we've managed to make changes to a significant number of older uniques. One-Handed Weapon Damage and Weapon Implicits One-handed weapons were seeing very little use outside of daggers and specific one-hand skills. To improve player choice, we've increased the base damage of many one-handed weapon types across the board. We've also changed or rebalanced many weapon implicits. Here are some of the major ones:
Area of Effect Changes All sources of "Increased Radius of Area Skills" have been replaced with an increase to area. This means that rather than the area of the skill increasing geometrically as the player invests in the modifier to area scale, the radius gained per point of the stat will be lower and lower as heavy investment occurs, similar to diminishing returns. Many old radius increases that have been changed to area increases provide a higher numeric value to compensate for this change. The goal of this change is to make investing in the size of your area skills to be less rewarding the more you invest, so players don't feel like they need to gather every single point of area radius to reach their character's full potential. As an example of how this change will work, the map mod that granted increased radius of boss skills previously granted 40% increased area of effect radius, but will now grant 100% increased area, which results in approximately the same increase to area. As many lower level skills don't have as high a base area, they will now receive an additional flat bonus to radius at certain levels of the gem. An example of this is Blight, which gains +1 area radius every 5 levels of the gem. All values of curse radius and aura radius were doubled when converted to curse or aura area size, to result in a similar change. As another notable change, Melee Splash now gains significantly more increased area than it did increased radius as the gem levels, bringing it much closer to equivalent area skills. Skill Balance Adjustments A small number of skills have had their damage values adjusted. Damage increases have been applied to two skills that we were satisfied with the mechanics of, but felt like they didn't deal enough damage.
A damage reduction has been applied to one skill that dealt significantly more damage than other skills of its type, especially after one handed weapon changes.
Two vaal auras have been reduced in power.
There will be many more changes to skills coming in 3.0.0 as part of The Fall of Oriath's Beta. Changes to Existing Threshold Jewels For the majority of Threshold Jewels, the opportunity cost of having to take otherwise inefficient passive skills made the jewels too costly for their effect. All Threshold Jewels now require 40 of their chosen attribute to be available in the area, and no longer require it to be allocated. Many have a maximum number of jewels of that type that can be socketed, letting us be more generous with powerful effects that would be problematic if you could fill a large portion of your tree with them. Some existing Threshold Jewels have had their values adjusted, some now have additional effects. We plan to make further changes to Threshold Jewels as part of the Beta. Here are some examples:
We'll reveal the full patch notes and skill tree for Content Update 2.6.0 a few days before it launches on March 3rd. Due to the number of changes being made, all players will receive a one-time full passive reset at that time. Balance & Design Last edited by Rory on Feb 22, 2017, 5:53:25 PM Last bumped on Feb 27, 2017, 5:10:41 PM
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hype!
Visit my shop!
〆〆〆 ( ( ( THE BALROG'S BAZAAR ) ) ) 〆〆〆 |
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sick
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eyyyy
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Yiiir boii
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Yay the manifesto.
Harvest sucks! But look at my decked out gear two weeks in!
Labyrinth salt farm miner. "But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years. |
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awesome
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I'm pretty sure theres a huge revamp upcoming in many mechanics like armour, evasion, big changes to the tree and with that also mob damage, skill rebalancing and life/es changes.
It's to be expected, buffing life before an huge expansion is released in just a few months would skewer the upcoming balance, its much easier to rebalance it all for 3.0. This is a filler league, a fun one that i'll play, but it's mostly here to buy time come 3.0. For the people moaning about "huge nerfs" and "oh you killed x", at least have the decency to wait and see the numbers before you overreact to something. (Vaal haste was -slightly- nerfed = waaah VH is now useless). BF damage was reduced due to weapon damage going up as well. I'm confident 3.0 will revamp everything, especially the armour/life/es/evasion balance, it just needs to be done in one go, so we'll have to wait. Oh and shadow leech buff tells me VP is definately on the way out in 3.0 :D (Also RIP Life Leech gem 2010-2015) tl;dr: Patience, young padawans. Last edited by krilox on Feb 22, 2017, 7:23:33 PM
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Here we go boys
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HYPPPUUUH !!!
Bad Seed
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