Path of Exile 3.16 Balance - Part 1 - Flasks and Ailment Mitigation

I Like the part that change the pantheon, it is now useful than before.
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Problem:
Utility Flasks are sustainable with enough character damage and clear speed, but there aren't easy ways to sustain Utility Flasks for less-powerful characters


This confuses me.. I thought this was the goal, not the problem. That you can build up to being able to have permaflasks if you wanted to. Not just something given.
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fenumed wrote:
Create a problem, then put a lot of effort to solve it, meanwhile creating more problems. Only i dont like such development style?!


Exactly what i thought when i read the notes. All this "solutions" was done just to solve the problems they create last patch
P O G G E R S
The Blood of the Karui was already a pretty meh flask why you got to do him like that.
Bring the immune ailments is good, hell yeahhhhhhh
Personally excited for these changes. Ailment mitigation is acheivable but still requires investment, and magic flasks can provide some powerful alternatives to unque flasks.

People confused about GGG changing flasks again after they were just changed clearly haven't tried to balance a game as complex as Path of Exile.

One request: can you please make legacy harvest implicits on jewels blessable? I would hate to have to re-farm for the ones I have in Standard.
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SourFae wrote:
The Blood of the Karui was already a pretty meh flask why you got to do him like that.


Even with the "nerf", it heals faster and with a shorter duration it will offer its full heal effect sooner. It works out to an overall buff.

Edit: I forgot to mention, the reduction of flask effect also means other sources of flask recovery/flask effect become way stronger comparatively.
Last edited by Krazlam#2312 on Oct 5, 2021, 10:46:50 PM
GUT Auramancers, please
They bring nothing to the table but to those 1%
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N0esy wrote:
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.


They buffed Purity of Elements solely because it was never meant for solo players or people NOT in the top 10% such as streamers etc.

Auramancers. Ring a bell? Only meant to benefit those top 10%.

Rubbish.

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