0.11.2 Patch Notes

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ventiman wrote:
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JahIthBerTirUmMalLumKoKoMal wrote:
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ventiman wrote:
its a stupid decision to nerf es on that node instead of reducing max possible es on gear through mods


that is smart - because new gear was going to automatically spawn the new highest value, ie the old average value, every time

D3RP

a nerf is a nerf, whether to base or % values

and its very small, you lots need to l2math


i like how you play the smartkidcard and fail so hard

es is op when you have the resources the little guy cant pay for an 400-500 es circlet or a 899 es chest so all it does is hit ppl with already low es thats why its a stupid decision

you need 3 mods on an item to reach max possible es and the price hits 15ex+
you need 1 fucking mod to reach max life and you get it for few chaos

why hit the poor ppl ?

would be much better to reduce max values 120% down to 100% +145 down to +120 and so on



looool

absolutely didnt get what I said, did you?

and also, comparing es to hp - even after this so called nerf - is fail
[quote="DirkAustin"]They can always make a loser league where Monsters do no damage and you one shot everything. Goodness, people, just don't play in the hard parts of the game if you cant handle them.[/quote]

so what if the nodes i have allocated arent affected, then i wont get respec? (as a ranger class)

how would this help the ranger by having new nodes around but not giving them reset, as the new nodes are near the starts, in order to get those nodes, people will have to reset the whole tree themselves? then its not helping at all?

so its more like "cake here but dun touch"?
IGN:RangerRazor
*RaZor's Shop*[with price*cheap*] :http://www.pathofexile.com/forum/view-thread/460710
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Incompetent wrote:
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Vipermagi wrote:

This is a little bit too arbitrary for me.


+1. IR perhaps needs a nerf, but not like this.

Even just from a balance point of view it's bad. The 0.11.2 change nerfs Dex + IR builds, but it does nothing to balance IR as a rival to conventional armour for typical strength-melee builds, nor does it stop the Grace + Determination shenanigans that have allowed CI builds to get good mitigation while focusing heavily on Int and wearing pure ES gear.

For which they have to invest a shit ton of points and completely go out of their way. Let alone running two specific auras.
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nynyny wrote:

Life obviously is more prone to one shotting since the overall pool is smaller. But life has regeneration, pretty much by default, and Armour, pretty much by default, which negate the danger of getting one shot by physical damage and reflect. But since life also has access to the same, if not even better resistance nodes you also would negate the same amount of damage ES based characters avoid. The only reason youre more prone to elemental reflect is because you life pool is smaller.

Meanwhile ES has to go out of their way to get Armour to mitigate physical damage making phys reflect way more dangerous, even when using a Granite. Sure you can make it work but you simply have to go out of your way pretty hard while Life based characters dont have to do that to have decent resistances to both damage types.

The fact that life has a smaller pool promotes hybrid builds that deal physical and elemental damage because if you dont deal one big damagetype hit, but one hit that deals 60% phys and 40% elemental damage you will not one shot yourself on either, most likely not even be touched since the reflect isnt big enough to stand a chance against regen and pots.

And since reflect is the only thing that CAN one shot you in the game theres no other way anyone could claim life inferior. Unless you purposely tank Vaals smash, in which case you will still rather survive than an ES based character, no matter the difference in buffer size, or a Vuln + damage + boss damage Canyon, which a friend of mine got one shot in yesterday. He had 8K ES.


Ok, then why were you whining so much against a leech nerf(and a slight CI buff) instead when you are talking about getting 1 shotted from reflect? the amount of leech wont make a difference if you are already dead from 1 shot ref, so I take it you are against the whole CI nerf GGG made not against my proposed idea.

BTW I posted in a replay to former people saying that CI is/was OP and I pointed that its the ES leech mainly, they didnt argue back cause it should have made some fucking sense there. you however intervened about your build and reflect. so my point will still stand in hope it gets addressed later on. in my opinion CI ES shouldnt be able to leech like its normal HP at the cost it is now, keep in mind that the rate of leech is affected by the max HP/ES pool w/o the need of vaal pact its crazy good for CI with 7-8k ES and some aoe dmg.

So IMO ghost reaver needs either a drawback, a direct % nerf or 1-2 more nodes to reach from CI. in contrast to this make infused shield give ~15%+ more ES. yep I think the "more ES" from infused is what makes stacking ES/int and going with CI fun and effective. Vaal pact on the other hand is a perfectly fine ability, placed in a balanced position.
IGN:-@Ekolite
------@Krilian
Last edited by Ekolite#7139 on Jul 16, 2013, 1:48:28 AM
Looks great, but I'm still waiting for a big life buff to get me back into this game.
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nynyny wrote:
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Incompetent wrote:
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Vipermagi wrote:

This is a little bit too arbitrary for me.


+1. IR perhaps needs a nerf, but not like this.

Even just from a balance point of view it's bad. The 0.11.2 change nerfs Dex + IR builds, but it does nothing to balance IR as a rival to conventional armour for typical strength-melee builds, nor does it stop the Grace + Determination shenanigans that have allowed CI builds to get good mitigation while focusing heavily on Int and wearing pure ES gear.

For which they have to invest a shit ton of points and completely go out of their way. Let alone running two specific auras.


shit ton of points --> no
Running 2 specific auras - everyone runs specific auras, whats your point, srsly?

moar fail plx
[quote="DirkAustin"]They can always make a loser league where Monsters do no damage and you one shot everything. Goodness, people, just don't play in the hard parts of the game if you cant handle them.[/quote]

So if I Ek into a reflect pack will I have a spellblock chance for each mob hit or will it be all or nothing? If I run Hatred will I chill or freeze myself with ele reflect?
Berek's Grip Ice Spear
http://www.pathofexile.com/forum/view-thread/780707
Budget Magicfind and/or Hardcore Flame Totem
http://www.pathofexile.com/forum/view-thread/1211543
Hmm, I guess this just went up in value:



800+ ES at 20% qual, plus 100+ life? No need for CI....Stack both with chaos res.
"The Eye of Ra appears against you,
His force is powerful against you.
She devours you, she punishes you
In this her name 'Devouring Flame."
-Anubis Hotep
The whole life/es situation can be easily solved, increasing the base life/es given by stats and some passive nodes, and nerfing gear rolls (specially ES) and some uniques (Kaom chest).

It would require a slightly longer downtime in a path to run the necessary database queries and changes to modify existing gear. But that's it.

Unfortunately GGG lacks the 'willingness' (balls) to do this because doesn't want to annoy some players in the short-term ('compromising'); probably at the cost of the healthiness of the game long term. But time will prove if this approach to balancing is effective or not.

P.S: An other way to balance it would be using power creep in the future, but GGG has said it's against it, and I hope it stays that way.
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Ekolite wrote:
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nynyny wrote:

Life obviously is more prone to one shotting since the overall pool is smaller. But life has regeneration, pretty much by default, and Armour, pretty much by default, which negate the danger of getting one shot by physical damage and reflect. But since life also has access to the same, if not even better resistance nodes you also would negate the same amount of damage ES based characters avoid. The only reason youre more prone to elemental reflect is because you life pool is smaller.

Meanwhile ES has to go out of their way to get Armour to mitigate physical damage making phys reflect way more dangerous, even when using a Granite. Sure you can make it work but you simply have to go out of your way pretty hard while Life based characters dont have to do that to have decent resistances to both damage types.

The fact that life has a smaller pool promotes hybrid builds that deal physical and elemental damage because if you dont deal one big damagetype hit, but one hit that deals 60% phys and 40% elemental damage you will not one shot yourself on either, most likely not even be touched since the reflect isnt big enough to stand a chance against regen and pots.

And since reflect is the only thing that CAN one shot you in the game theres no other way anyone could claim life inferior. Unless you purposely tank Vaals smash, in which case you will still rather survive than an ES based character, no matter the difference in buffer size, or a Vuln + damage + boss damage Canyon, which a friend of mine got one shot in yesterday. He had 8K ES.


Ok, then why are you were whining so much against a leech nerf(and a slight CI buff) instead when you are talking about getting 1 shot from reflect? the amount of leech wont make a difference if you are already dead from 1 shot ref, so I take it you are against the whole CI nerf GGG made not against my proposed idea.

BTW I posted in a replay to former people saying that CI is/was OP and I pointed that its the ES leech mainly, they didnt argue back cause it should have made some fucking sense there. you however intervened about your build and reflect. so my point will still stand in hope it gets addressed later on. in my opinion CI ES shouldnt be able to leech like its normal HP at the cost it is now, keep in mind that the rate of leech is affected my the max HP/ES pool w/o the need of vaal pact its crazy good for CI with 7-8k ES and some aoe dmg.

So IMO ghost reaver needs either a drawback, a direct % nerf or 1-2 more nodes to reach from CI. in contrast to this make infused shield give ~15%+ more ES, yep I think the "more ES" from infused is what makes stacking ES and going with CI fun. Vaal pact on the other hand is a perfectly fine ability, placed in a balanced position.

Because the only way to avoid one shotting yourself to reflect when you actually have the damage to do so is by Ghost Reaver leeching 8.8% of your damage with Vaals Pact.

If you dont have Vaals you die, simple as that. So when your spell has the potential to deal that much damage Vaals is mandatory, you cant just ignore that. Another thing is that reducing the amount of life leeched will make it way harder for ES based characters that usually already have trouble mitigating small hits to sustain themselves.

As an ES based character you not only have to invest points to be able to leech, you also dont have the armour and life regeneration life based character have pretty much by default because they dont have to go out of their way. So while leech is mandatory for both of them CI already pays way more to make it work. Sure, the ES pool is highest, but Life makes up for that thanks to the other bonuses the gear automatically grants.

You want to decrease the amount of leech so ES based characters become even more prone to one shotting themselves even with Vaal Pact or not being able to sustain incoming damage but dont give them anything Life based characters have? Thats the opposite of balancing, thats pushing people into a certain direction.
Last edited by nynyny#3398 on Jul 16, 2013, 1:53:50 AM

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