On Balance Feedback and Charge Changes
At 1000 hours played you're still a rookie in path of exile.
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It is clear that reddit has genuinely upset Chris in this situation.
However he is right: " This is legit one of the core reasons this was received so negatively. There was such a minimal degree of communication for such a large change, which in the eyes of many, myself included, makes little to no sense from a design perspective, hence the QA roast. As for my own two cents, the charge and ailment changes do really simply make no sense. The rest of the changes I don't have too much of a problem with, but the fact that not only are the charge changes limiting build diversity and breaking existing mechanics as well as uniques (such as traps), but at the same time the ailment changes make no mathematical sense, this is truly mind boggling. ༗ IGN: Warcry ༗
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GGG just do your thing and dont listen to those ignorami nubs.
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I like the power charge changes, giving non-crit casters a nice option to use them (which will probably as usual involve a orb of storm setup proccing them and arcane surge);
The frenzy charge changes make no sense to me whatsoever; most of the time frenzy charges because of the raider ascendancy among other things being the most common choice for heavy frenzy charge stacking, by giving additional buffs for attack builds only, were in my opinion rarely used by spellcasters in general; as most spellcasters were going ci in the last meta, running blood rage was a very poor choice just to squeeze out 12% more damage; I could see in the new meta being more in favour of life, mom-based casters free frenzies via blood rage could be too easy to get for casters; I won't talk about the option of getting frenzies via ice bite as in my entire history of playing about 20 characters to around 85+ i've never utilized a HoI Ice bite setup: If you want to make frenzy charges more attack based just remove the 4%cast speed/charge or give them -4(/X)% cast speed/ FRENZY charge. THIS IS A NON-THOUGHT OUT EXAMPLE: I'd expect your team of experts to come up with someting better. This won't affect attack builds very much, while not allowing life mom casters to get them with barely any drawback. This also would not affect trappers in any way (complaining about a bit less cast speed on flame dash, when everyone uses shield charge instead as a movement option is laughable). I am pointing this out because the new chest is finally somewhat helping trappers out of the terrible state they're currently in. The changes to frenzy charges would nerf this chest so it would only give an ok-ish form of sustain in combination with the trap cooldown recovery. Noone plays trap-based attack builds, they're ineffictive as hell, ramping up your mana cost and giving you less dps overall thanks to trap cd. I agree with your decision to rebalance shock/ freeze/ chill with boss hp in mind. I still think DoT ailment builds are in a terrible state from what I`ve seen. The new bleed keystone is very bland and underwhelming, plus speccing into a keystone/keystones should not be mandatory to make ailment dot builds barely viable. With around 20-100 ex investment barrage (example, there are other attacks that can do nearly the same) non-DoT attack builds (WANDERs in particular) can reach millions of damage and kill some guardians in literally less than 2 seconds. Why should dot ailment builds not be able to reach somewhat similar levels of dps considering they will also be slower as they have a ramp-up until they get to their max amount of poison stacks? (Bleed as your main source of dmg is so bad it's not even worth mentioning, ignite should be taking into consideration, if you buff dot ailments too much as it does not have any ramp-up time unless poison or bleed.) I will make another post discussing my opinions on the flask changes |
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" It's not about "nerfs", do you guys even read feedback? | |
" Nobody perfect, nobody. They should do this in beta wave 1, not 4, soo... humans do mistakes :) Adn delivering such changes on friday is... meh, not good :) On other hand - i do not want PoE became D3 in terms of dmg/builds diversity. Now we will have 3.0 -> new challenges to find out new meta. And for me - get at least to shaper/uber atziri and kill both ssf :D | |
Well i understand that u hate poison, okay u nerf assasin poison, but even nerf crit chance per frenzy charges? Rly guys, crit cap is too easy? Well ye if u wanna make a glass cannon, and just die from every cancer in this game(and ye here is many cancer like reflects, explosive enemys(thx good it was changed)). But ye make a build with 500+ pdps bow and give good dmg build is easy? No its not. When u make a crit build u need to know - that caster builds not need accuracy, but if u make atack damage build, recive a cap crit chance will cost a good amount of currency, even if u have not too much life(5k or somthing). Ofc i dont care about uniqs with 200 dps but 9% crit chance. So plz stop your nerf train a bit, its looks like nonsense. And if your experts with 1000 hours of game make a build on goddes unleashed with insane 20 minute on tier 8 map, than u need to firing them.
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" You know, this is all good and well, but me... who hasn't a lvl 100 character in HC and who hasn't played a ton of PoE recently could have told you that you are going in the wrong direction with your changes! I agree with the list of "necessary" changes you provided but have to add something to it that you might haven't realized while planing those changes!
As for chill and shock... i think both aliments are completely fucking stupid! Chilled enemies could "shatter" while moving, loosing part of their HP like bleeding enemies and also spread chilled ground, shocked enemies could get "charged" which stuns them periodically and also deals dmg while doing so... for as long as i play PoE ppl complain about how weak those two mechanics are, and all you do is changing the way they are calculated in intensity? thats weak as hell! |
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Don't cater to the crybabies, Chris. You should also nerf the way spell casters exploit Fortify with shield charge and whirling blades. Remember how that is supposed to be designed for melee? Every class uses it now. It's stupid.
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" your misunderstanding though. also the whole not every build is meant to clear top tier content contradicts their whole purpose for this game which is build diversity. build diversity is the ability to do "ALL" content in the game no matter what you play, some just do it better than the others but they still have the ability to do it. with these changes they have destroyed quite a lot of builds which means why would anyone ever play them if they cant go higher than say t10 whats the point your purposely removing content from yourself. these changes were too drastic in a short amount of time. if they had been put into the beta from the start and let us play around with them then maybe we could trully see how changes will impact. also it breaks so many interactions with uniques and other skills that the charges need a complete overhaul if they was to do this. we then move onto ailments essentially being deleted from the game as hmm that 50% hit that has give them a 50% increased damage debuff sounds amazing oh wait ill kill them on the next hit anyway. vinktars was needed but again wasnt even what people was saying was needed. the shock was just a small part of the issue its the leech that makes vinktars op. overall these are changes that come in after 3.0 and had some time to work around what 3.0 currently looks like. |
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