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Please clarify these crafting changes
If this is truly nerfing the ability to use essences as before all you guys are doing is hurting the mid tier player and taking steps back towards the shitty randomness of slam and pray
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Posted byOG_Smez#4109on May 25, 2026, 5:43:52 AM
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Please clarify these crafting changes
If this is truly nerfing the ability to use essences as before all you guys are doing is hurting the mid tier player and taking steps back towards the shitty randomness of slam and pray
BUT 160 NEW RUNES!!!1111!!! LMAO (man that's a Hotfix 13 level of disaster)
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Posted bydefault_mp3#9394on May 25, 2026, 5:45:44 AM
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Why does poe have such a hard on for nerfing everything fun and beneficial to the player?
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Posted bySizzAL#6940on May 25, 2026, 5:49:29 AM
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Please for the love of all things holy, revert that terrible essence change. If I have to rely on that dumbass genesis tree bullshit, I'm done. All the work you guys put in in 0.3 to help with deterministic crafting is taking a huge leap backwards. Not to mention, it's further hindered by the removal of the recomb. These are by far the worst decisions I've seen to date.
I mean, you can't even craft anything else than Jewellery with the tree so you it's even worse.
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please revert the crafting change thx. there has been enough people explaining and complaining why it is bad. since the combinator is already gone, if multiple essence crafting is also not viable, than theres only garbage left in SSF. basically unplayable and back to the loop of sxxt gear leads to slower mapping and more sxxt gear.
Either tease whatever new crafting system that is on par with the essence (that would work in EARLY endgame) or please just revert this change. thx
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Posted byTicoCh#7841on May 25, 2026, 5:52:46 AM
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The Bogfelled Commoner now has a Spectre variant for the boss version of the monster.
Is this just a visibility change? Like to make it easier for players to identify which Bogfelled Commoners were the Boss summons as opposed to Bogfelled Commoners from the area?
"The key to winning any fight is simply staying alive."
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Posted byWARPAINTER#1787on May 25, 2026, 5:54:39 AM
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Onely a single instance of leech between life, mana and ES is the dumbest shit ever... WTF...
when iam a warrior melee and got some life leech and mana to sustain my dps.
and then i obviously take dmg because iam melee. but i am leeching mana because i am attacking. then i can't leech life!???! thats just awesome HAHAHA! xD
I think you've misunderstood its one instance of EACH, so Life and mana can each have 1 instance.
ow that would make sense though... :P
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Posted byRekill#3893on May 25, 2026, 6:00:17 AM
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GGG, thank you for your work, but I personally don't find your balance solutions interesting. Nerfing leech to only 1 source is insanely bad from a design standpoint. What you did is you made all Warriors go BM just because mana costs are unsustainable and they have no other ways to recover mana (ofc int Warrior doesn't care but we still have to see how it plays). No Warrior will ever choose mana leech over life leech. It has to be obvious. So effectively this is not just a leech nerf, u made us have effectively less passive points as well AND to tweak passive tree accordingly. So as a phys Warrior u basically always go to BM no matter what. Regen is almost non-existent, Time of Need is nuked, so the only source of real recovery left is leech (it was leech, we still have to see how it feels after the nerfs), so basically you solved nothing except made Warrior even weaker.
By the way, there is an interesting line: "When multiple Leech instances are active, only the one with the highest recovery rate will recover you until it expires, after which the next-highest recovery rate instance will apply."
Everyone who played Warrior knows, that mana leech works better. I do not know the exact formula behind these calculations and\or will it be that if you have 16% a.damage leeched as life vs 8% a.damage leeched as mana mana will still win, but I just hope that it won't happen. Because if a mana leech mod bricks a weapon\gloves or anything else really, it will be catastrophic. Even if they go 1 in 1 (like 8% life leech equals 8% mana leech) you just rendered all mana leech rings\gloves\weapons(!!!) unusable for phys Warriors.
Other classes just don't have that problem, because afaik there is no spell damage -> mana leech conversion anywhere in the game, so this nerf basically only affects Warrior and Huntress. WHY? BM, the leech abuser, is unaffected by this change. I don't get it.
Why PoE2 has to be like that? Full of half-ass restrictive solutions? Like honestly these balance tweaks are pretty mid if not bad, thanks for buffing armor I guess.
It's one leech per resource, so you can have one mana, one life, and one ES leech all running at the same time.
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Posted byRuddski#6421on May 25, 2026, 6:00:52 AM
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they give players the ability to change resistances on gear, but take away their ability to craft items?
wow... great news guys your t10 +12 fire resistance can now be cold res!
but every weapon you use will now have accuracy, light radius, and +6 life on kill.
literally cant think of anything that would have killed the season hype harder than this.
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Posted byd4nkf1re#7135on May 25, 2026, 6:06:24 AM
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All crafted modifiers are now guaranteed, but items can only have 1 crafted modifier at a time. Desecrated modifiers no longer count as crafted modifiers, but items are limited to 1 Desecrated modifier.
How exactly are we supposed to play SSF?
I really hope this isn’t true, because it basically forces everyone into playing trade, or not playing at all. Without deterministic crafting, playing any sort of endgame in SSF might as well be impossible.
Don't play? SSF players should not be a priority for developers, because those who play this mode choose the path of pain and suffering themselves. They also do not bring money, as the player does in the normal mode, buying tabs for trading and storing consumables/fragments, etc.
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Posted byNight#9744on May 25, 2026, 6:25:16 AM
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