Path of Exile 3.16 Balance - Part 1 - Flasks and Ailment Mitigation
Honestly, I lost interest in all the rest as soon as I read that Purity of Elements was increased to 50%... I suppose we can come to the conclusion that all the other Purities have been increased too... consequently, the way to kill aura bots it to increase the reservation of almost useless auras by themselves so that an aurabot cant run them all together...
HAHA... the real reason aurabots should be nerfed were those power playing parties that were ignoring most investments and reaching end game content by simply relaying on an aurabot and a curse bot... obviously now they will have to run 2 aurabots instead of 1 and those buffs to the auras will make them even closer to almost immortal with no investments by simply converting one of the looters into an aurabot that will loot too as did the cursebot! GGG just look at some of those changes you are doing to the pantheon! you are partially reverting old nerfs, because you are uncapable of nerfing what should really be nerfed and hope to get the solution you want by indirectly influencing others, but by doing so you are effecting the multiple variables that this game is made of. Soul of Shakari should never been nerfed so hard, but you hoped to indirectly push away people from the poison sextants and now you are reverting those changes, same is going to happen with aurabots, you will try to reduce their effectiveness, by reducing the amount of auras they can run, you will release that people will use 2 of them instead and it's even better for power farming end game content during the first week of the league! Obviously after that you will reduce the benefits of farming currency in group and eventually fix the issue, but by then the damage to aurabots will be already done! Pls [Removed by Support] fix the $hit that has to be fixed instead of indirectly ruining builds like the aurastackers that have been nerfed to the ground and require mirrors of investments! Fix the Monster damage that skyrocket with different mods overlapping! Fix Harvest crafts that should have remained at a similar ratio, but are so rare that people given up on them even if they find harvest in the map for free! Fix Party loot! Fix Survivability, so you can go back to balance the game based on HC and not Softcore! Fix Party experience for mapping to increase and for emplems and stones to decrease! AND PLS FIX THEM DIRECTLY AND NOT INDIRECTLY! Sry if I sound irritated, but I can already see the changes to auras and I'm disgusted by your ignorance of the game. Employees should be required to play two hours of poe during working hours, so that they can understand the game before changing it! Last edited by Scott_GGG#0000 on Oct 5, 2021, 9:39:05 PM
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They have never balanced around HC. They have said that for years and years. Build more survivability. You don't have to build glass cannon all the time
There is no reason to assume the other purities have been changed based on this..... Just in general what are you on about lmao |
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I really enjoyed the first part of manifesto! But I believe that few things that should be tackled in the game.
It would be a good to eliminate low tier mods from high item level equipment: this would make crafting both middle-end and high-end items more appealing for all players (especially now that you introduced more mods on flask and on gear) at the same time would make character progression smoothly. We need some sort of currency/shard pick system (or make them drop stacked) to ease the number of clicks we do. This is something that adds QoL to the players and is aligned with the initial flask system rework, meant to avoid injuries of repetitive motion. |
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" Honestly, I lost interest in the rest of your meaningless comment once you said you stopped reading anything and began to spew out mindless drivel formed completely off of 1% of a post. Such a dumb conclusion you came to. |
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" Do you wanna bet? My confidence on this is about 95% After over a Year of this nonsensical nerfing I'm starting to understand the pattern. Do you wanna know why? they are planning to nerf aurabots, this is a fact, 50%. They announced that 1 purity is being increased in reservation from 35% to 50% after a minor buff, that is supposed to justify the increase, 25%. All purities always shared the same reservation amount, 10%. Increasing reservation of auras that are used almost only by aurabots or aura stackers in their sick minds is the solution that effect the least the other player base, 10%. for a total of 95% confidence in this assumption. Don't get me wrong, I personally don't have anything against you, it's just that seeing the bigger picture enrages me know what they are doing, why and what effect it will have. |
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" Honestly I don't even know why am I replying to someone who doesn't even know how to read... I said that I lost interest, not that I haven't read it, in fact I mentioned parts mentioned after the changes to purity of elements. |
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Problem: Players get one-shot if they stand still in maps for .5 seconds.
Solution: Give more defensive options on the tree so players will path out of offense and ultimately still be just as squishy with the same end result no matter what, still encouraging the same glass cannon builds as always, even on hardcore. Great stuff. (2-3-2019) Buff underused skills (3.23?!)+ selfcast, stop nerfing defense, build in threshold jewels (3.23?!), implement D3-style looting, add death log + MTX preview, actually rework flasks, stop balancing around the .01%, unnerf Harvest, ADD NEW WAYS TO LEVEL, finally implement Loot 2.0
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It's funny to me how few people realize that a ton of these modifier changes are just reversions to 3.13/3.14 levels for the top tier. It *is* nice that they removed the lower tier versions of most of the Influenced mods, and upped the values on some of the useless ones.
Ok, feedback for GGG: I like most of what I see here... but I feel like the single-ailment elemental mods need *even higher* values to be worth using. Like, a T1 roll should probably be full immunity. Elevated can add some secondary effect. At the every least a max-rolled T1 mod should allow you to hit 100% avoidance in combination with a single node on the tree (i.e. it should be at least 85%, preferably 90%). Basically, the only way a single-avoidance is actually useful is if you're already immune to the others. In other words, it basically only applies to Saboteurs or builds with weird gear combinations that grant single immunities. For all other cases, you're better off just getting "avoid elemental ailments". This is even more true because the single-ailment mods don't work on Scorch, Sap, or Brittle. Looking forward to parts 2 & 3. | |
Often happy/content people do not speak up, allowing the toxic reddit complainers to overwhelm the response... So let me add another VERY WELL DONE GGG!!! :)
As a primarily HC player, I am mostly anticipating tomorrows Defense discussion - and today has certainly filled me with hope ;) |
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" Create a problem and sell a solution xD " Yup Jokes aside they clearly don't know what they are doing and if they do, it's just sad how they are manipulating in creating a problem and giving a solution. It truly reminds me of some girls that try to keep you hanging, but we just wanna have fun, engage in something challenging and not too hard and I start to think that they got those two things mixed together |
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