2.6.0 Area of Effect Changes

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Beregondz wrote:
The real despair comes when you look at map mods changes, since numbers are increased to match the previous effective radius, you can see the magnitude of the nerf

Take "of Giants" mod for example:
20% --> 45% increased Area of Effect on White Maps
30% --> 70% increased Area of Effect on Yellow Maps
40% --> 100% increased Area of Effect on Red Maps

This means that if you want the same radius as before the nerf on unthouched by changes skills/effects, now you need 2,25-2.50x times the AMOUNT of aoe increase you had before; that doesn't mean taking more than double the inc aoe sources because some of them had their numbers increased (like inc aoe support and passive nodes) but not by much, so it's still a significant struggle (if it's even possible, for some skills without any help from helm enchants or space for inc aoe uniques it probably won't)


YOu don't need screenwide AoE in this game. I played Flameblast in this league. 0 AoE from items, just Witch+Templar cluster and Inc. Aoe gem. AoE was ridicoulus. When I got Divinarius + Carcass Jack + Dying Sun it was just broken as fuck.
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TheOneReaver wrote:
Reaver here - RIP Reave.


I gotta say they finally managed to kill your build Reaver sadly they killed your new Gladiator as well as long with your previous char. Guess you have to find a new thing to play.
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Aynix wrote:
YOu don't need screenwide AoE in this game. I played Flameblast in this league. 0 AoE from items, just Witch+Templar cluster and Inc. Aoe gem. AoE was ridicoulus. When I got Divinarius + Carcass Jack + Dying Sun it was just broken as fuck.


You should think to everything not just fotm builds, flameblast is the perfect example of something that needs a tone down when it comes to aoe, but doing it through the aoe mechanic is incredibly wrong, because it kills many niche builds where the aoe was barely enough to make it work, and most of those didn't even receive a base aoe adjustment.
Not to mention that most of those builds are already a struggle to bring to an acceptable level, in most of them you can't just go nuts with aoe increase uniques.
Always nerfing general mechanics because those few meta builds it's the worst thing they can do about balance, to tone down one of those (that people will keep playing anyway) a ton of niche builds stop working, the build diversity in this game is shrinking at every new content, this will just make it worse
Great changes, keep up good work

________________________
Immo_scion - Lv 100 solo - Playing in partys is too easy - solo for life :)
Rip, this feels bad, with multiple guns, in all holes :(
awesome nerfs GGG

as always you making shit even worst with each patch you release. Great job, keep destroying the game we all enjoyed though years
YES I support the game, NO I don't agree with many GGG decisions

Lab still sucks balls.

I miss Zana already.
If someone does not understand - here I describe it really simple:

1) Basics you need to know
Area = pi * radius ^ 2
Area of effect GEM (!) still affects radius. So basically its a multiplier to radius from this point.
Templar & witch nodes now grant 20% increased area.

Therefore: First image of RF just showcases increased base RF radius (because gem is the same) - no relation to aoe change.

2) Maths
Lets say gem (or secondary effect, or whatever else) has radius R.
Previously with one cluster it had radius 1.15R , with 2 1.3R and so on.
Now with 1 cluster it has radius of 1.095R, with 2 clusters - 1,183R.
Respectively 5% and 12% radius nerf.

Imagine you use AOE gem.
Previously with 1 cluster - 1+(15+39)/100=1,54R, with 2 - 1+(30+39)/100=1.69R
After nerfs 1.095*1.39=1.522R, with 2 - 1.183*1.39=1,64R.
Respectively 2% and 5% radius nerf.

Conclusion
Calm your fucking tits down.

PS. Applause for the guy made initial post content about comparing initial and squared root numbers without gem to ppl bait on the "nerf" LUL.

Edit. Fucked up with 8% instead of 5. Cant read apparently.
Its actually a buff with 1.56R and 1.71R.
So, calm your tits down even more.

Last edited by tntultra#6105 on Feb 27, 2017, 8:07:59 AM
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Nephalim wrote:

The fastest builds were not strictly aoe based.

All this does is hurt the tier 2 builds that needed min maxed aoe just to be viable.

i'm going with this

but it feels like GGG still have something to say about this

maybe they'll nerf tier 1 builds even harder? kappa, so it wont feel unfairly to poor melee aoe

or i'd be ok even with explanation like - "that quick Reave-radius-increase-monsters-hit-check-calculations put too much pressure on our servers"
So it's gonna be Legacy Projectiles League now? Good job, this will be the first season I do not invest single penny into the game...hopefully some REAL balance comes out in 3.0
I just can't understand GGG. Melee builds were always shit in terms of survivability and also damage most of the time compared to ES & Low life ranged builds. + Melee needs to get close to kill the monster and those monster hit very hard. As a ranged you can just play safely from far away unlike melee.
Instead of buffing skills like melee splash etc. you just ruined so many melee builds also they buffed BV LOL

I'm so done with this "balance" team. Sadly I will pick a bow build again this leauge. Either you play ranged or you can choke on c*cks in this game.

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The balance issue is simple. Both ranged and melee damage nodes/gems/gear give pretty much equivalent damage/crit bonuses. However, because the melee has to invest more points into defenses, the ranged classes do way too much damage, and at a safe distance. As a result, despite the additional risk of melee, the ranged classes have faster clear speed and comparable, if not more, single target and AOE damage.
I propose a buff to all melee node damages by around 25%, and potentially a bit more on the gems themselves.
The alternative is to nerf the ranged ones I guess.


Quoting someone from Reddit.

I will just leave this here
http://www.captiongenerator.com/381872/Chris-Wilson-talks-about-the-AoE-Changes
Last edited by binhood#2572 on Feb 27, 2017, 7:27:29 AM

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