Path of Exile 3.16 Balance - Part 2 - Core Character Defences and Recovery
Nice
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So many salty and crying comments and i like it ,more pls ,moar ! xD
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I think many classes will lose their unique identity which has made them different from each other. If any class can access to the powerful ascendancy point of other class, so what is the advantage of that own ascendancy class? GGG is right to make some unique powers available to other classes but IMO those skill points on the tree should be weaker than the ascendancy point or harder/ more expensive to gain, just like elusive, onslaught and tailwind.
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So whats gonna happen to Elusive given that "attack dodge is being removed"? Is it just gonna have the movement speed bonus now? Can you at least give it flat evasion instead of % evasion, since there are a number of people who get Elusive from boots and are scaling it with Badge in some cases?
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" There's more to it than that. Since ascendancies were introduced Gladiator has always been my favorite. For skills, Lacerate was my "go to". GGG nerfed the craft that allowed my tanky build to do enough damage (60% chance to do 100% MORE bleed damage) to clear end game content. Now, they've also gutted the defense side of it. NO, I'm not even talking about the nerf to Versatile Combatant...that's just the nail in the coffin. GGG ALSO added a 25% mana reservation to Tempest Shield. High block lacerate builds already had 85% mana reservation with Pride (50%), Herald of Purity (25%), and Blood and Sand (10%), plus Tempest Shield which was used for the +3% chance to block had no reservation, but was triggered. NOW, even if Blood and Sand is dropped, I'd be at 100% mana reserved with the necessary skills for the build to be viable. |
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Sounds like really great changes, looking forward to them
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" GGG please find a new home for the accuracy removed from this wheel. This is a sizable (and presumably unintended) nerf to accuracy stacking Juggernauts. |
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" I must be missing something, because this sounds really bad for wind dancer? You take 20% more attack damage when you have been hit, that lasts for 4 seconds (because you have to not be hit for 4 seconds to get the 20% less damage taken), so we can only evade 19/20 hits at most (%95 evasion cap and entropy means we take every 1/20 hits), which means if we are taking more than 20 hits in 4 seconds we are perpetually taking 20% more attack damage? I feel like 20 hits in 4 seconds is extremely common outside of bosses. Personally this just reads as you take 20% more Attack Damage, but would love to be wrong. IGN: RegalForce
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" Non-issue, it's been shown changed ascendencies end up having a unique flair that makes them have more identity than before. Deadeye is the perfect exemple of that. |
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nice
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