Archmage is NOT the Problem
For the sanctity of their slow gameplay vision they have to nerf every strong build and give 99% dr dropping off like 1% per 2s or 5s on pinnacles. Then give fortify back to melee builds.
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" It is a linear scalar that results in exponential base values. However, you're comparing scalars when comparing gem level to archmage (or indeed to any other form of scalar). The reason that compound interest is so valuable is that it is applied so frequently over many, many intervals. There is a hard cap on the amount of +skills that can be obtained, and the growth factor is approximately 12% (linearly) per +skill level. Furthermore, even all of this aside, nothing about the discussion of +skills in any way invalidates the fact that archmage is ridiculously overpowered in comparison with its own competition. +skills and Archmage have essentially zero interaction in terms of trade-off; you're never choosing between them. In the case that all +skill disappeared from the game tomorrow, Archmage would remain equally as powerful relative to its analogues, which +skills is not one of. I don't think the exponential growth of base damage caused by +skills is problematic, because it is capped before exponentiation causes issues. However, even if we were to agree to it being a problem, it wouldn't change archmage also being a problem at all. Last edited by Pathological#1188 on Jan 3, 2025, 12:35:06 AM
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While Archmage is the problem with high boost. I do have one question .... without Archmage, how well elemental skill fare? I mean, I'm not go that far yet, but either spark, arc is a pure suffer when deal with boss. Forgemaster is like .... 10-15 second before time limit even I keep constant Mana Tempest (2-3 Arc. each tempest and only +2 skill since no better wand/focus/staff drop.) and Orb.
If Archmage nerf by half, base skill should at least boost up to not suffering and pain. Slow in, slow out cuz I'm just a player.
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" Its not even about archmage, do we even have a choice on how we scale caster? Like give an example on how you scale your damage as caster aside from archmage except DD. " Obviously MOM? have you played Mind over matter in POE 2? Do you know how much investment you need to make it decent as a "defensive layer"? Scale both attack and defense? Have you seen casuals play MOM? Why does their mana pool are always empty? I don't know what's up with this forum but there are A LOT of people posting about stuff they don't even use nor have experienced. The main question that we should ask, those people who are saying archmage is broken, what other caster scaling did you compare it to conclude its OP? |
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hum, a bit of poe 1 and archmage history maybe ? ( and selfcast problem)
archmage was put ingame for solve an issue, selfcast. with time each league patch different spell was nerf and werf again. because trigger, when use trigger ( like cast on, spell totem ..etc) you can did you spell a lot of time per sec, maybe 4,5 or 10 much more than selcast. result nobody want to play selcast because they have so low dps ( with succesiv nerf), and at the end we struggle to make a red map ( t15 or t16). the solution ? -> archmage, to buff that's selcast can use in a way that's the trigger way don't work. so here in poe 2, just for fun , swith off archmage buff and enter you favorite map for fun and chech you dps .. ps: if want to go deeper, could check the old Enki-arc build guide and their update league post. ( it's a guys who focus to make selfcast build against GGG nerf patch during a lot of years and league, and at the end he FF) and archmage is really not an issue. just try selfcast spell .... edit: just for data, add my stat lvl94 spark ci-mom-eb sorc ( around 30 div gear) spark tooltip dps with archmage 37k, without 7 k for context, in t16 +2 i feel ok around 27k dps, and feel nice from 35k but without archmage, with 30 div gears, i'm not sur to end a t5 white map xD glhf for have 30 div when end campagne . hahaha just for saying, if remove archmage base dmg of ALL spell MUST have a MASSIVE BUFF. or all selcast just dead ( like in poe 1) Last edited by laurent67#6296 on Jan 3, 2025, 3:02:01 AM
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I think archmage should further decrease mana regeneration by 30%, so that it doesn't go well with MoM. If you combine MoM with Archmage then, you will have nearly no mana reg at all. This way, you either get MoM OR archmage, but not both at the same time.
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" Kind of foreseen this. It's like build enable that make lighting work. Since base dmg is so poor to begin with... specially ball of lightning _oTL Slow in, slow out cuz I'm just a player.
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im pretty sure +100 base weapon damage = more damage than +6 to melee skills. if theres any reason that + to skill levels should be removed it's the mana cost tripling on max roll.
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i don't check (or try) melee, but for spell i'm sure the game balance is like +6 lvl gem on stuff is a part of the 'normal' lvl gem on poe1 .
something like lvl 19 gemm + 5/6 lvl on stuff = lvl 20 gem in poe 1 and have just +1 lvl in end gear is more less valuable than +1 lvl in poe. mean they did that cause in poe1 spell scale in big part on gem lvl ( compare with attack) , here is a bit more balance with +lvl on wand/staff/focus/neck. |
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" Where are you people always coming from with your "Wipes" ? Iam pretty sure I have seen Jonathan said already they wont do a wipe. Since there will be seasons and people play seasons it doesnt really matter in the end. However that of course doesnt mean they shouldnt try to fix the economy like by deleting dupes, banning buyers and sellers, bug exploiters etc. Last edited by Crusher152#2587 on Jan 3, 2025, 4:16:59 AM
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