Balance Changes to Chill, Shock, and Charges
Please don't listen to Reddit. New charges was so good, I could build a tons of new builds with them... I really hope that you will bring them back in 3.0.1!
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" If this is correct that seems like a nice change and makes it more viable for fast hitting weapons. |
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Welp RIP half the builds I wanted to do as a starter based on the threshold jewel vendor. Thanks GGG, you really knocked that one out of the park because of some bitching they might lose some income when we no longer had to trade for them. Oh well...remove the charge changes because it hurt diversity, yet remove vendor two paragraphs later. Typical GGG logic and hypocrisy.
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Damn i really liked the Power CHarge/ Frenzy charge changes, made more sense that way. Reddit is just too much for many people. Now i dont even want power charges on my new Blight build...
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So spellcasters will still have to travel around the earth for charges that gives damage? Cool....
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"the charges gained created diveresty, since spellcasters who dont want to crit, can invvest in them as well, could |
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" If you're talking about casters(as I was), then there is a big difference between frenzy and power charges. In that power charges are a lot easier for a caster to get. They are up in the top half of the tree already. So it takes very little investment for them to stack power charges. Conversely, extra frenzy charges are around the duelist. Why would a caster be down there? They wouldn't. So it takes far more INVESTMENT for them to utilize frenzy charges. There is far more of a tradeoff. Which is how builds are supposed to work, tradeoffs. This may seem like a minor point, but the layout of the tree is paramount to the game design. Which is why we saw so many "nerfs" were literally just moving notables to less convenient areas so people had to invest more to get them(Vaal Pact). But yes, if Frenzy also gave crit that would pull any build already using frenzy charges(so most rangers) to be crit...which would also be bad for the same reason. And this is of course ignoring that PCOC is much more convenient for a caster than blood rage is. |
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While I support the charge change more than the lack there of, I am fully behind you doing all the testing you need to do as in the end you will figure out what is best.
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I remember when frenzy charges used to not grant a generic more damage. If that amounts to anything, some people defending their reasoning over game knowledge sure seem to have forgot that or have actually not played that game for very long.
When GGG added it in, nobody cried about it making fenzy-themed uniques useless, they sure did not! Now that everyone uses frenzy charges because they became somewhat mandatory, it would kill build diversity to remove its damage multiplier for anything but attacks? Don't be silly guys. I get the argument about not being able to play a caster/spell-based trapper Ranger/Duelist as easily without the help of frenzies. I bet there would still be many other ways to make it work, or Melee name-lock Witch or a bow-using Templar... I think I got my point across. Thanks for an awesome game GGG. Keep your game fresh, I enjoy every attempt you make at shaking things up. Sadly this time, the commoners pitchforks were raised angrily. |
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" "I don't like these easily verifiable facts based on direct-source statistics, so they must be Fake News!" ...Where have I heard this before? https://www.pathofexile.com/forum/view-thread/1841349 ^These ARE from GGG...feel free to count them yourselves. Or you're saying that GGG is lying in their publicly given statistics... And that's ignoring that GGG periodically puts out reports like this: https://www.pathofexile.com/forum/view-thread/1896374 With statistical breakdowns of skill/ascendancy/item usage. Which, again, confirm what I said. But you feel free to ignore all this evidence. And I'll continue to ignore your argument about how "Everyone uses Frenzy charges" because it's simply factually inaccurate. |
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