Path of Exile 3.16 Balance - Part 2 - Core Character Defences and Recovery

"
twingo10 wrote:
Joo, dont forget Viper strike in your fortify nerf. Viper strike still is melee but hits like a wet noodle, dont screw that over

What, you expect GGG to actually remember what skills are in their game? No, you can bet that fortify is out the window in any usability for melee builds that don't rely on heavy hit damage. Expect Viper Strike to once again be relegated to the dumpster for builds... Which to be honest is where it's been most of the time over the past several years.
Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
"
Mischief67 wrote:
That means creating artificial useless BS to keep you hooked because it globally (not specifically) increases their profits

A bit of that, and also a good deal of "they have entirely lost control of how their game works." They're very much in over their head when it comes to understanding the balance, mostly on account of the fact that none of them play it enough to understand it. It's the fatal flaw where they go "we're too busy making the product to use it," which is a trap a lot of developers fall into (not just in games) but is always fatal to the quality of the end-user's experience.

So for years now, it's been them flailing and pressing buttons and hoping it improves things.
Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
Solution:
Change the Fortify mechanic so its effect is based on your melee damage.

Needs to be melee attack damage including chaos\element flat builds or you will ruin every none psy build, convert builds will be struggling. Also aliment builds like melee ignite poison hit weak but deal alot dot, add a keynote by the slayer for it or something you're going kill dual dagger poison builds
Last edited by xX F3rr3ll Xx#8563 on Oct 9, 2021, 10:35:31 AM
I think this is another league I will sit out. This stinks as helll and kills build variety even further. I play non-meta pretty much 100% of the time and every time GGG makes these sweeping changes based on philosophy with absolutely 0 attention to practical application it just kills off a bunch of stuff that was already verging the viability line... see you all in 3.17... hopefully...
I absolutely love those changes already! And respect and praises to the quick but on paper good changes GGG well done!

I love how much fundemental changes you guys made and i like how clear you wrote the problem and solution. It was really easy to understand everything this way for me! Thanks!

People will probably underestimate how big those changes will change tinkering around with builds and i freaking love it!

"
ACGIFT wrote:
Separate mechanics, separate rolls, separate stacking; it's an entirely different thing, and also, dodge prevents you from getting hit in the first place: in "avoid damage from hits," you still took the hit, which proc'd any on-hit effects that might be in play. (one good example is... You can still wind up getting interrupted by blocking a hit that otherwise would've had its damage avoided)

There's very few sources of "chance to avoid damage," while there are (until 3.16) a fair number of sources of dodge/spell dodge that stacked additively; elusive could be coupled with quartz flasks, as well as Vaal Grace, to get a sizable amount of dodge & spell dodge.

And stacking is critical to make these work well: because it's an outright percentile reduction in the rate you get hit, each point is worth exponentially more than the one before it.


You can have your opinion but stating already that non-meta builds will not be viable already seems really strange to me.
I actually think the oppossite thing.

I think build variety and non-meta viabillity will be way better now with those changes. You can even combine Armor and ES now :o.
Iam a non meta player myself so iam really hyped. But hey, thats my opinion.
Already saying that this works and that wont, coming league after fundemental defensive changes without even testing it yourself seems odd to me and disrespectful.
Nice work on the dodge, evasion and armor rework. I am looking forward to see the changes implemented in the game.

I really didn't like the item base variety however. The chances of finding a nice item are already slim... now on top of that we have to look for a nice base?!

This seems to push players to craft or buy items from people that are crafting even more.

I really wish we found good items instead of trading or crafting them. =/
I am liking most of the potential changes so far except one - base type heterogeneity.
Having another tier of randomness on top of bases already being... well diferent bases. We have affix tiers with their ranges already. And what those unmodifiable "quality" numbers to bases will bring? Those are just pseudo bases at that point. They don't bring complexity but desparity imo.
I'd rather not have those 10-20% potential power at all than getting sub tiers of an already oversaturated pool of bases.
come on guys, you announced nerfs as a buffs again omg
chris, wtf r u doing dude
Last edited by donion#1053 on Oct 9, 2021, 7:58:10 PM
The Energy from Naught change is insane to me. It's already never been good enough to make it into any ES build for me, other than as an occasional, temporary thing. And it was nerfed SO MUCH. 60 ES? You could put an abyss jewel in that socket 40 ES and 3 other modifiers to work with, for fewer skill points. And the 8% from regular jewels tends to be better than the 40 from abyss jewels. What a joke lol.

Report Forum Post

Report Account:

Report Type

Additional Info