Path of Exile 3.16 Balance - Part 1 - Flasks and Ailment Mitigation
" Seems like we need now flasks to be allowed to alch to at least 4mods rarity level. But this is even more RNG.. |
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It's in a better state than before reading this if you implement these changes.
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POG I'M HYPED FOR ALL YOU STUFF YOU DO.
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Some interesting ideas, but do you have to really make crafting harder with bigger mod pools?
Whats your endgame/vision with all those overly complex systems? |
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3.15 nerf everything -> 3.16 buff everything. What a point?
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Will you give a more detailed attention to the state of Mana usage, specially in builds like Cast on Crit? It's quite messy and not fun at this moment.
Here since Closed Beta. Never found a Mirror. Still love PoE. :- )
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I love how most replays are coming from a people who barely play the game and you can tell that they have nonexistent knowledge. Maybe instead of moaning put some effort in game so you can at least reach sirus in cycle of league? :)
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Some very worrying things already - they throw us scraps and then further nerf damage flasks.
They expect us to invest even more into the tree now to get all these special things. Why add more mods to the corruption pool for jewels if they dont buff corrupting blood and mana reserved? Going to skyrocket the price of those jewels. |
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Funniest post I've read in a long time ! Thanks for the laugh :)
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My feedback:
1. Purity of elements seems a bit too strong. 2. Please change how "reduced duration of elemental ailments" work with ground effects. At the moment, you are fully chilled/shocked on chilling/shocking ground even if you have 100% reduced duration of chill/shock. This makes stacking the "reduced duration" mod useless. 3. What is the point of the "remove a curse on use" mod when you can have "up to 65% reduced effect of curses on you during flask effect" on flask? With the latter and the pantheon, you can be immune to curses pretty easily, and immunity is 100 times better than removing a curse. 4. The solution to the problem of unique flasks outclassing magic ones seems odd to me. First, this isn't even a problem in my opinion. Second, it's all about damage numbers. For example, if bottled faith grants more damage than a magic sulfur flask, people use bottled faith. These changes won't change this. |
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