Development Manifesto: Game Balance in Path of Exile: Harvest
I just love the way GGG makes CoC with spells more and more OP every league. Love you GGG!
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" Thanks for killing Glacial Hammer too [quote="Orbaal"][b][u]This is a PvE game, not PvP.[/u][/b][/quote]
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Terrible balance philosophy by GGG, as always. Killing any hype for the league. If brands are totems by gameplay now, then its time to quit.
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" Ranger is the worst and least popular class lol |
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" Thank you for the welcome change in nerfing Berserker so that the only strong melee isn't only berserkers! |
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" +1 exactly I mostly go crit and I have a friend that basicly just do non-crit build all league and none of us feel bitter,I go crit and squishy,my buddy go non-crit and go tanky,nobody angry nobody think that's unfair for crit to have more damage and vice versa,and suddeny GGG want it to became all "in-line",logic please? |
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My feedback:
Two handed vs. dual wielding Attempting to make two handed weapons more competitive with dual wielding is a right call, and I do like associating twohanders with range and dual wielding with quickness. This won't be popular but I agree with removing the damage multiplier for dual wielding. However your solution is not enough since dual wielding has an advantage over 2H that is simply not possible to nullify: better attack speed. And attack speed is everything in a game where you're able to kill whole groups of monsters with one attack. Who would want to kill a pack in 0.5s when they can do it in 0.2s? Higher attack speed also means higher character responsiveness which translates to safer mapping/boss fights since you can start dodging a bit sooner without having to cancel your attack. Lastly, having a shorter attack animation just feels better. At the current state of the game dual wielding will always be superior to 2H due to the reasons above, so what can you do to address this? A few ideas from the top of my head (not necessarily good ones):
Also to make melee skills more competitive in general (no matter how many hands) I feel like melee characters should run faster instead of having to rely on travel skills so much - this could be achieved by baking in a scalable (aka not #% increased, but instead something like +# to base movement speed) bonus to movement speed into rare weapon damage mods/typical melee unique weapons. Nothing compensates lower range like moving faster between packs. Stun changes Reading this section made me actually angry. This has got to be the single worst change I've witnessed since I started playing. Let's break down a few random defense layers you can have and compare them to stun: Dodge
% Physical damage reduction
Stun
1. The enemy must be targettable (which is becoming more and more of a popular solution to artificially make the fight harder) 2. (melee only) You have to come close to the enemy 3. You have to click the correct enemy 4. The enemy must not run away from your attack range or stun/kill you during your attack animation 4. You must pass the accuracy check 5. You must pass the stun threshold check 6. The stun must be long enough for the enemy to be unable to run away/retaliate before you repeat the previous steps
Giving bosses and even RARES an unbeatable mechanic that renders your (already very flawed) defense mechanic your survival depends on and how much you have to specifically build around worthless makes you question how much thought was put into this decision. This is actually what the "monsters cannot be stunned" mod should be working like, not a baseline mechanic for every single enemy! Again I would never even consider playing a stun-based build before the new league much less now. RIP meme stun videos. Purposeful Harbinger nerf An understandable decision with poor execution. Herald stacking playstyle, while horribly overpowered, was a breath of fresh air in the game. The sort of change you went with effectively deletes this playstyle and what I believe should have been done was simply reducing the magnitude of Purposeful Harbinger (even by up to 75%) which would result in Harold builds becoming significantly weaker, but still playable and very much viable. Or instead nerf the node by a lesser amount, but make Purposeful Harbinger not apply to auras gained from allies. Unfortunately the easiest approach has been chosen. Of course I'm aware my final judgement might change with patch notes but so far it doesn't look very good. TLDR please don't make the bosses rely on fixed invulnerability mechanics. |
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Ehhh... I'm unhappy. I just created plan for Witch Storm Brand with Archmage... There goes a lot from my dps... It was only 600k at lvl 100 so I will not be able to do hardes bosses just bcs I'm not that good... wohoo...
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" 12 % more Phys Damage is massive ? In which world ? - War Banner makes it so the Enemy TAKES 11% increased Phys Dmg THAT is massive and that is for only 10% Mana Reservation ... - Flesh and Stone makes it so the Enemy TAKES 16% increased Phys Dmg THAT is massive and that is 25% Mana Reservation as well. - Skitterbots basicly give you a 18% Shock Effect and that is for admittily a bit more 35% Mana Reservation but still stronger. Now on to ... 'compare it to other Heralds' Except for the Herald of Ash, and the Herald of Agony which serves a compltly diffrent Use then all the other Heralds, all the Heralds give you Flat Damage of the Dmg Type they are used for. BUT Herald of Ash gets a 'gain X% of your Phys Dmg as Fire Dmg'. I KNOW that this might not be the final State of Herald of Purity, but if it is, it is completly useless! Evene Skitterbots are better! |
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All you idiots saying people should git gud and adapt are basically saying people should just follow the meta more and more, and reduce build diversity.
That is what gitting gud is in this game, copy paste the new meta, and there will be one. |
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