Development Manifesto: Balance in Path of Exile: Conquerors of the Atlas
" Do you really think that average casual player was racing through the story? Do you really think, racers will be slowed down? Casuals might spent 25 hours playing the story instead of 20 and racers might need like 4:20 instead of 4:00. tyty posted a 3:22 Icicle Mines run. I asume he will need 3:51 then... Somehow I don't get the point of the changes and the discussion of them. Last edited by Schmorinder_Hölle#6347 on Dec 10, 2019, 4:02:23 AM
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" Well... After reading the comments here i think they might have to add it a third time. Still so many people complaining that "melee is dead", even tho molten strike can easily kill uber elder on a 1 ex budget without the buff already. |
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" Man just take it easy...i told in Blight manifesto that league will be a death league...and it was! I quit blight in less then 3 weeks even if i spent 200E in mtx only for blight league. I will play this league only for the new gem link stile..if exist...and probably only for less then 3 weeks or till i get the mtx. Ofc i did not buy any suport now cos i learn mi lesson.. dont support what you dont really like. |
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Yo nice balance boys.
Great job. Are you aiming for dead league since launch, aren't you? |
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I dont understand why fast leveling is a problem but overall nice changes.
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Leveling
Certain skills and supports were too prevalent when leveling, allowing players leveling new characters to advance too quickly while not rewarding players using skills appropriate to their final build. Orb of Storms, Lightning Spire Trap, Onslaught Support, Smoke Mine and Stormblast Mine are being reduced in power at low levels, but will be around as effective late game. Great change, now the most boring, torturous part of the game is even more boring and torturous, BALANCE!!!! |
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All i need is higher DPS for bow builds. I found DPS on my Ice Shot deadeye pretty much low compared to CoC discharge Shaper kill and stuff.
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I was impressed by the proposed changes to enemy armour amounts. In effect making:
A) larger individual hits (eg 2 hits per second each doing 100k) have some reason to be desirable over: B) multiple lower damage hits that add up to the same DPS (eg 10 hits per second each doing 20k) As it currently stands B is always the most effective way to play, because it allows for earlier and quicker changes in position for dangerous situations, more applications of on hit effects, more chances of a critical strike, faster ramping of impale, etc. Then i read on, and the reduced physical mitigation nodes, and particularly the changes to impale, and i was disappointed. It seems hard hitting slow weapons are once again going to be relegated to uselessness. Otherwise, I'm fully in favour of these changes, even though i usually play a necromancer and my favourite playstyle has been nerfed, it seems justified. |
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" Keep your temper. I am sure there will be solutions by Friday. |
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**** shit.. why continue to nerf melee? also why nerf multimod are u serious? no sense, mods from bench are not t1 so also if u do full crafted item is not so much strong.. also the nerf to fortify and unshattered is stupid, yes it's possibile to do immune build but is so much specific, so much spcifics item and zero dps build.. so is a build for little bunch of players...
thanks for continue to ruin things... All my builds: https://www.pathofexile.com/forum/view-thread/1830178
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