PoE 1 PC servers are restarting in: .
They should be back up in approximately .PoE 1 Xbox servers are restarting in: .
They should be back up in approximately .PoE 1 Sony servers are restarting in: .
They should be back up in approximately .Path of Exile 3.16 Balance - Part 2 - Core Character Defences and Recovery
Hi, long time player here! (Since 2014, wow has it been that long already?) Lots of hours in both ssfhc and sctrade.
All in all, these changes are great. Sure there's some complaints here and there, but many of the gripes I had over the years have been addressed in this. From sustain(shadow ranger witch,) light investment in certain defense types being impactful, armor/es value buff, spell mitigation, block outside of Glad, *cough* nerfing dodge/ev/blind abuse, defensive auras, energy shield recovery, life recovery, etc. (I know I'm probably minority here): Excited about the internal-quality on gear pieces now. The opportunity to find better bases is welcome. Although it may be more tedious, as a ssfhc player, I like that I can min max more in the solo environment. Anyone in trade who complains about this can shut up. Suppression looks great and fits well in the archetypal dex area. Dodge vs Suppression-on paper-seems to be a meaningful choice and both will be useful in certain situations. (Bosses: suppression, Maps: dodge...if I need to spell it out...hahah get it?) So after praising some changes, here's one of my complaints: I am on the fence about making archetypal ascendancy notables, keystones. Treading the line between ascendancies being archetypal and just 'where you start' should be noted. There is still differentiation between ascendancies, and its not to the 'where you start' point yet, however adding these notables as keystones is slowly creeping to that point. Also, as an addendum, sustain for non-sabo miner/trappers is a bit on the harder side to achieve outside of uniques. Previously I thought this was intended, however after this post, perhaps it was overlooked. It will be easier with ES, but life based Thanks again and see you in 3.16 o7 exile. Last edited by Micah#8942 on Oct 6, 2021, 10:56:50 PM
|
|
I don't like items getting an unalterable 0-10 or 0-20% bonus. It's not fun and doesn't add to the game. Increasing the quality limit by orbs to 40% or changing all defenses on base items is preferable. I like all leather tunics or what have you have identical base stats. It's one less hidden stat to have to account for.
|
|
lol did my champion build (or any champion build) got massively buffed?
can even rollback some fixes because of flesh and stone reservation |
|
Now this is the type of changes I want to see. Making us slow is fine if we're not struggling to stay alive all the time.
******* However I do not like the idea of a random % range on base items. Please keep bases the same across all of them. That is not a positive change for drops. ******* |
|
Overall I dig it but I can't help but notice that you've removed or hard nerfed all the forms of damage negation except evasion which now requires high levels of investment to be useful.
Are you doing anything about the volume of hits coming in? Because the whole reason we moved to damage deletion mechanics was to handle the volume of hits. If you haven't fixed the volume of hits coming in then... Evasion isn't useful because you'll just get overwhelmed in a literal single second in any intense encounter and all investment is wasted by the inevitable one shot. |
|
jeesus, you said you would fix aurabots. clearly you didn't. Also, UNNERF MANA COST!!!!
it already feels like shit with the nerf to move skills. We can't even make use of these defensive inverse buffs because we'll be investing in mana cost migitation instead. you guys suck. |
|
>Change the Fortify mechanic so its effect is based on your melee damage
does this mean that bleed builds will get a weaker fortify too since they dont deal large on-hit damage? also some sizable nerfs to glad. that loss of blind and spell block will definitely sting >Versatile Combatant is now a Keystone Passive on the Passive Skill Tree: Grants +2% Chance to Block Spell Damage for each 1% Overcapped Chance to Block Attack Damage. Also grants -25% to maximum Chance to Block Attack Damage, and -25% to maximum Chance to Block Spell Damage im sorry, what?? i can only speak for myself, but i would never take a node that cucks my block chance so significantly, especially with the changes to things like fortify and blind. i think you killed it, guys. "This is overall a massive buff to defenses across the board." my gladiators have no spell block :( |
|
" I disagree with your assessment that 6L'ing items will be fine in 3.16. Prior to Delve and Syndicate, it would take me anywhere from 1000 to over 7000 (7159 to be exact on a Vaal Regalia) to 6L. Atm with perfect fossil and Hillock craft, I have 6L'ed items anywhere from 50 to a little over 2000 fusings. With the removal of the Hillock quality craft, will 6Ling items still be possible? YES! but at a significantly increased investment cost. Not too much of a problem in trade leagues; but in SSF? Ouch! " Did you not read the specifics in the spoiler? It appears that in 3.16 bench crafting quality will no longer be available. Regarding the massive list of changes; tho I am saddened by the apparent lessening of defensive layers in any particular build, I am waiting for the full patch notes and new skill tree before crying DA SKY IST FALLINGT! With that said, one thing that concerns me greatly....ARE THESE CHANGES ACTUALLY BEING TESTED??? An alpha tester sounded surprised in this thread. Has testing even started yet? And let's not forget recent history; 3.14 launch day and the first 5 days of 3.15.....proof of inadequate testing. 17/04/2021 https://www.pathofexile.com/forum/view-thread/3082616/page/1 "We tell people that Path of Exile league starts are a fair playing field for everyone, and we need to actually make sure that is the reality." A BLATANT LIE by the HMFIIC. Perhaps GGG should consider a leadership change. Last edited by Bjorn_Angannon#7300 on Oct 6, 2021, 10:22:52 PM
|
|
"Change the Fortify mechanic so its effect is based on your melee damage."
I hope you find a way that low hit damage melee ailment builds get a similar amount of fortify as something like a slam build. Viper Strike or Pestilent Strike builds usually don't really invest into hit damage and so they can have very little hit damage with these skills you really need damage reduction from fortify because you need to be able to tank bosses auto attacks and you are on the evasion side of the tree with almost no strength nodes and less life nodes than other areas of the tree. When i heard about upcoming fortify changes i hoped that the effect would give less damage to none melee skills. That would be a better solution imo because it wouldn't make it hard for ailment builds to get fortify and it would prevent ranged attack/spell builds from weapon swapping to a 6l vigilant strike karui chopper. |
|
Great changes.
|
|