On Balance Feedback and Charge Changes

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Crackmonster wrote:


You wouldn't hold your own in an empirical dance with me! And you're lucky since im going to sleep so saving you the lesson. Also wtf are you even going on about, i'm telling them they overnerfed assassin..

Lots of work to do tomorrow - busy days ahead!



'Save me a lesson'


You mean like Pathfinders make up the majority of the top 100 3 leagues in a row?
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NessOnett8 wrote:
The number of builds that stacked BOTH power and frenzy charges accounts for about .01% of the population
can you provide a link stating/showing this .01% number, kind sir ?
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grepman wrote:
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NessOnett8 wrote:
The number of builds that stacked BOTH power and frenzy charges accounts for about .01% of the population
can you provide a link stating/showing this .01% number, kind sir ?


A better question is can you show a single build that does? Or does 3/3 and 3/3 p/f charge through coh ass mark + bloodrage constitute grievous abuse of the charge generation system.
IGN: Arlianth
Check out my LA build: 1782214
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grepman wrote:
in live version, show me 3 builds [non-summoner/support- ie deal damage yourself] that if they had some means to sustain/generate frenzy charges, would opt to not use them and instead go into other alternative ?


https://www.pathofexile.com/forum/view-thread/1841345

https://www.pathofexile.com/forum/view-thread/1841349

Here are both the hardcore and softcore ladders for Legacy league. You will not find a SINGLE character in the top100 of either who uses Frenzy charges unless they are a Raider, Pathfinder, or Gladiator. You will however see a LOT of inquisitors, occultists, berserkers, juggernauts, etc(who do damage themselves), NONE OF WHICH use a single frenzy charge.

So when you start out with delusional flat-earth anti-vax holocaust-denial warped worldview that doesn't actually remotely exist you are bound to come out with completely misguided and nonsensical conclusions like "Hurr dur blue for only caster, green for only attacker, build diversity be damned"
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grepman wrote:
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NessOnett8 wrote:
The number of builds that stacked BOTH power and frenzy charges accounts for about .01% of the population
can you provide a link stating/showing this .01% number, kind sir ?


there's only .01% ppl playing discharge.

Spoiler
wait its not .01% ?
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allbusiness wrote:
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Crackmonster wrote:


You wouldn't hold your own in an empirical dance with me! And you're lucky since im going to sleep so saving you the lesson. Also wtf are you even going on about, i'm telling them they overnerfed assassin..

Lots of work to do tomorrow - busy days ahead!



'Save me a lesson'


You mean like Pathfinders make up the majority of the top 100 3 leagues in a row?


You know they uhh...don't...right? I JUST linked the top100 in legacy for both HC and SC. And Pathfinder isn't even in the top3. Top3 are Raider, Inquisitor, and Necromancer on both lists. Pathfinder is fourth.
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Nephalim wrote:
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grepman wrote:
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NessOnett8 wrote:
The number of builds that stacked BOTH power and frenzy charges accounts for about .01% of the population
can you provide a link stating/showing this .01% number, kind sir ?


A better question is can you show a single build that does?
unlike other people who pull numbers out of thin air, I have some sources I can actually link to

this is 15k ladder for ALL leagues, an actual sample size

http://85.214.120.75/?thisclass=Raider&level=85+-+100&ilevel=1+-+21&class=1

raider is a class that gets at least 5 frenzies with no real investment (+1 from ascendacy, +1 from passives), a very popular class

lets see, 30% of raiders use assassin's mark, a curse that grants power charges on kill

hmmm, 30% of 1/19 is already bigger than .01 % number, EVEN if we assume the distribution is uniform (its not, raider is more popular than, say, ascendant)

ok lets see assassin now, a class that generates power charges and has +1 power charge and is a popular class (btw)

http://85.214.120.75/?thisclass=Assassin&level=85+-+100&ilevel=1+-+21&class=1

hmmmm, 47% of assassins use blood rage, a curse that (wait for it) generates frenzy charges

so, we have roughly 50% of assassins generating both kind of charges and 30% of raiders in all leagues

this alone constitutes AT LEAST 1/19*.3 + 1/19*.5 = 4.2% just off those two classes (which are very popular)

as usual, people who pull numbers from thin air, lose, and are not to be trusted with anything else they say

https://www.youtube.com/watch?v=RVcesMcLHSA
The only "this is ruined" I can think of is Power Siphon. It's an "attack" that generates something that specifically benefits "spells." This is counter-intuitive. Tulfall is kind-of the same way, as it has cast speed, but generates something that specifically benefits "attacks." And the only real builds that use it are Discharge with some form of CWC, which generally doesn't care about cast speed and also is a spell.

I feel like people miss that frenzies still grant cast speed, and honestly running an attack oriented skill like blood rage on a caster felt weird. Personally, I feel like the charges should grant types instead of attack/spell. Why not just tie the %more to their class like lightning/cold/fire? Or even elemental on power, physical on endurance (defensively), and phys(offensively)+chaos on frenzy?

I like the chill and shock changes, but why a minimum? I'm not really sure that makes sense with how the scaling works. Anyway, the change makes sense for this kind of ailment.
With the charges, I'm mostly sad that they are completely useless for Caustic Arrow and other DoT builds, and that the new commbined Power/Frenzy node for Trickster doesn't seem to have much use, as half is good for attacks and half for spells.
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GGG_Neon wrote:
Shock and Chill

The changes to Shock and Chill needed more balance put into them and I regret and apologize that we couldn't have delivered it with more accurate values at the time. We of course will be making these ailments much better than what is currently on Beta. This includes changes to Skills, Passives and to the values for determining the strength of applied Shocks and Chills. It should be the case that with builds that rely on hits for dealing damage you can apply reasonably powerful Chill and Shock values to Map Bosses (even with their increased life values) with well-built characters. It should also be the case that normal, magic and on occasion rare monsters with that same level of character power will frequently be getting shocked as they were prior, for full value but with more reliable durations.

There will be more details to come on the Chill and Shock changes as mentioned above soon. We have discussed them thoroughly and I will be making those changes within the next day or two.

Flasks

The Vessel of Vinktar now applies a much weaker Shock Aura to enemies, and no longer has mana leech during the flask effect. To confirm, we have not made any surprise changes to Diamond Flasks.

Charges

We will re-evaluate the Power and Frenzy charges situation over the weekend. It would be very useful to hear your explanation of why certain builds or items have been damaged (or improved too much) by the change, with specifics and explanations. Many of the posts so far have just said "X is ruined". While the initial feedback has been somewhat helpful, proper discussion and analysis from the community will really help us fine-tune (or abandon) this change.


Frenzy Charges were one of very few ways to get a proper scaling for Characters that focused on on-death explosions, especially Bleed-explosions [Gladiator], Chaos explosions [Occultist, Obliteration wands] and heralds.

While you could scale Chaos explosions farily moderate without frenzies, the other two have a much harder time, because general Physicaldmg increase and x-elementaldmg for the matching heralds are impossible to get with just Passives and even with items.

You relied on Frenzies to make the build work.

Furthermore, the charge changes don't help anyone or anything, they would just make the game more stale, putting some unique item and passive interactions right into the shitter, while not providing anything in return.

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