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 3 - Auras, Curses and Elemental Damage Over Time
The salt of people thinking that it's fine to be able to carry every new play through all the endgame is astonishing.
By NOT reducing the aura effects on others it is still possible to use aura's in parties and minions stuff. But it won't be outragously strong anymore. |
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All the aurabots crying like babies, y'all still gonna play the game anyways, grow up already.
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" GGG how about summoners with Triad Grip Mesh Gloves? In fact - all elemental summoners(summoners converting phys to elem also) just lose 50% res debuff from Elemental Equilibrium and its about ~100% more damage. |
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What build should I play for scourge start to support my ranger friend ? I'm lost
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" You shouldn't be able to be more efficient just because you happen to be able to get more people together. Next should be to require a breachstone or unique map from every party member that wants to enter the instance. |
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" Hahahaha Last edited by Lisa_GGG#0000 on Oct 7, 2021, 7:00:12 PM
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I have a few concerns regarding elemental changes:
Elemental Overload: limiting the benefit for only the hitting skill will nerf build that you cannot hit with the skill yourself like traps and mines and totems (why they don't have access to EO in the first place I don't know) also slow hitting skills with cooldown like discharge will need larger investment to crit reliably to the point that may makes going for elemental overload useless. also some damage overtime skills that cannot hit at all so they will be inferior to the ones that can hit and utilize Elemental Overload also those skill will be losing both "Elemental Overload" and "Elemental Equilibrium" I am not math expert but from the number they don't seem to be buffed enough to compensate for this and they were not exactly strong to begin with. Ailment bonuses removal from skills: I understand that the buff to ignite require rebalancing but the removal of the generic ailment modifiers (not ignite specific) hurts other use cases for example: - Shattering Steel: there are builds that uses it for bleed (not sure about Poison) and even with the more ailment modifier I don't think it will be strong as ignite option. - Explosive Arrow: I myself created a bleed EA build few leagues back and I see some players still uses it until now. EA is not exactly op specially for ailments since you have to work around getting 20 arrows without sacrificing damage. that is why the ailment modifier is very much justifiable for it. I don't think I ever saw EA ignite build since the 20 arrow cap was introduced. maybe if the modifier is kept some builds may start to show up. |
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" GGG doesn't want you to play with friends. This is not what the party is for in this game. I recommend playing other games where the developer is friendly to the group of players and fans. |
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thank you for ruining my 2 favorite classes, glad and stacker.
there goes all my future purchases of mtx. i hope others follow suit. |
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Aurabotting is disgusting and I'm glad it's getting nerfed.
Last edited by Autkast#6413 on Oct 7, 2021, 6:58:57 PM
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