On Balance Feedback and Charge Changes
" community not only misunderstood a lot of the consequences "
No... Why would say we misunderstood? We knew exactly what was going on. No need for the subtle passive aggressiveness "Good thing they nerfed the carto, it wasn't fun to find one in every map." - Haborym
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" And that's totally fine. Not every build is supposed to clear top tier content. And even good build should invest some currency to clear top tier content. There shouldn't be budget top tier builds. It just makes game boring. |
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Guys, you are doing a great job, all of you.
I have totally faith in you and your decisions. Thank you for beeing so close to your community and giving us insights of your development processes. Sorry that we sometimes throwing so much overreacting bs at you. |
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" No they're not. Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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I like the main idea about how the new chill and shock work. But it will still be really ineffective VS Bosses due to huge amount of life of them. On the other side, you can get full potential of these ailments on weak mobs, but it is still useless. You don't need a dmg buff or chill against thrash and harmless mobs anyways.
Just stop trying to use linear scalling for everything. Although I agree with the AoE, burn and poison scalling changes done before, there is no problem to use a different kind of scale for thing that doesn't have a increase multiply (like shock and chill) . You should try an exponential scale in this case. So you still can have more effect as you deal more dmg on one single hit, but it would be better against powerfull foe, like bosses, and still not overpower like always 50% with Vaal lightning trap or Vinktar, as it is until 2.6. Frenzy and Power charges changes are fine IMO. Last edited by DEvil27#6183 on Jul 28, 2017, 9:57:42 AM
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" I am so sad to say, I agree 100%. I am so sad about the direction this game is going. I am mostly disappointed by the new poison/bleed/ignite changes, and the chill/shock changes and the charge changes, and the decision to kill so many fun nice builds. (wormblast, hoi-chain reaction, coc-builds, mines and traps and saboteur... It's just the damage calculations are so dull and boring now, no combination or fun things. pick green if want poison damage, done... pick red support gem for bleed dmg, done ... no fun, im so sad :( Last edited by Prismatic4#6665 on Jul 28, 2017, 9:57:47 AM
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The power and frenzy charge change needs to be pulled and worked on for a different patch. It breaks too many uniques and abilities like power siphon are just laughable, as if it wasn't already. If you want to do changes to the charge system i'm sure many of us are all for it, but not like this.
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these changes are fine idiots... i expect there will be more nerfs
this game became too fucking easy |
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I'm fine with most of the stuff you do, but i don't like the changes to charges.
"Nerf total crit chance available. It was getting too close to cap, too easily." You say this, after you buffed scion ascendancy to +1,5 base crit(may have been changed again in beta?) In reality, how many builds did actually reach crit cap or even 85%+, and how many of those was with assassin? I'm fine with you nerfing assassin to a +2 base crit on max charge instead of +0,5 per charge, but isn't this alone enough? What you effectively did was nerfing mostly non assassin crit builds, while assassins will still be waaaaaay better for actual crits. Could it also be an idea to have max crit chance at perhaps 85% instead if the goal was to globally lower crits? About frenzy charges i would rather see it be 2% more dmg than 0 and 4% between caster and attacks. 4% is still quite a lot for attack builds, and it will still be almost mandatory for all attack builds, so you changed nothing for attack builds, but really hurt some frenzy based caster builds. You also gave every non-crit spell casters that didnt take frenzy charges a huge buff. Now everyone of those will use pcoc in anything that suits them for free more damage. If possible to get 2 power charges for 4 points, people will likely take that just for 8% more dmg as well, because in some cases it will be stronger than anything else, on non-crit builds. Is this how you want it? You just wasted 3 seconds reading this. Last edited by Tian_Yihao#4319 on Jul 28, 2017, 9:57:08 AM
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My biggest complaint is that this is the kind of change that should have been in the beta from the beginning. If not at the very beginning, at least earlier than 1 week from the expansions release.
Charges as a system has stayed stable since the frenzy charge change. It has multiple systems built on top of it and we only get 1 week to stew on it? Is this going to be another AoE-mechanics change that takes multiple patches to normalize? |
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