very good news, but not a single word in terms of fixing desync, that's disappointing since it ruins the whole game experience
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Wow leech got a kick in sack. Not sure what they mean by it not chaining and taking the highest. Is this by leech source? Or each instance of leech? I see issues with this, not necessarily bad things but it'll have repercussions:
1)Multiple hits that normally wouldn't hit the leech cap no longer stacks up to 20%(25%)
2)Leech only lasts as long as your biggest/most recent hit.
"What is a strongbox? A miserable little pile of loot. But enough RNG, Have at you!"
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Posted bySKRen#7830on Mar 4, 2014, 2:09:18 PM
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p0t wrote:
"
PathOfNerfs wrote:
The vast majority of the people supporting this patch don't realize what they're supporting.
GGG's "balancing" logic is akin to a doctor who puts a bandaid on a gunshot wound and cries out "It's not bleeding so he's fine." That's literally what GGG is doing. For example, VP nerfed because of crit build leeching through reflect? The obvious solution to this would be to tone down the crit mechanics or redesign how leech is applied altogether. GGG's solution is to nerf every element of the build, just like what they did with Low-Life builds.
If GGG could finally pull off a patch that isn't constant nerfing, they'd get a lot more community support behind them. Even if all they're doing is trying to switch the meta, they're doing a horrible job at it. Why are so many other games capable of shifting the meta while still preserving the previous meta? GGG's answer to this is to nerf everything currently popular and viable to challenge the community to come up with something new. It's literally king of the trashpile right now and a lot of people are getting tired of it.
Take a hint from DoTA: Tone down FoTM and viable builds so that they're not "the best" while slightly buffing something else so it becomes the new popular build. All builds still remain viable and fun, yet the build that just got slightly buffed has a slight advantage.
Every major patch results in the vast majority of currently active toons being nerfed into the ground. Stop that. Now.
The nerfed crit multi, and why would you want to see the same builds every 4 months? At least this will cause people to rethink instead of carbon copy builds.
What was the original problem?
High crit damage is leeching through reflect damage due to the design of life leech.
GGG took the option of nerfing every part of this equation when only one element was the source of all of the problems. If your car stopped working, would you replace the part that became faulty or buy a new car? If you worked at GGG, you'd consider the latter very strongly.
Why would I waste 4 months on trying to get a build worked out when it's going to be nerfed into the ground later anyway? Why even bother investing that much time when, after the nerfs, simply playing it becomes more trouble than its worth? I'm saying GGG needs to stop nerfing everything into the ground. Even for min-max players, fun is the primary function.
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Posted byPathOfNerfs#6106on Mar 4, 2014, 2:09:35 PM
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The ST nerf was clearly targeting race balance. Except that GGG have completely missed the point.
Last season was dominated by Spectral Throw and Leap Slam. Both using 2-handers.
Now they "slightly" nerfed Spectral Throw and left Leap Slam unchanged, but this accomplishes exactly nothing.
Spectral Throw classes will still be going Spectral Throw, because there are no other viable alternatives. And Leap Slam is now the absolute go-to skill for all classes that can use it in races (Scion, Marauder and Duelist).
There is no skill diversity, everyone uses the same 2 skills and why? Because GGG don't know how to balance skills for racing.
The right thing to do would have been a nerf to Spectral Throw and Leap Slam (ideally via nerfing the base damage of 2 handers that can drop in normal) and buffing other skills for classes at a lower level.
Nerf ST and LS (by nerfing base damage of 2 handers in normal), buff cleave, buff roa (early game), buff other skills, so that people have options that can actually compete with Spectral Throw and Leap Slam.
As is, this change accomplishes exactly bupkis, because people are still pidgeonholed into using the same 2 skills, which are leap slam and spectral throw, because everything else is just infinitely worse for speed-leveling.
I don't really care about any of the nerfs, but given that this nerf specifically so clearly targets early leveling efficiency and race balance I will just say that their approach is about the worst I could possibly imagine.
It really is just a bandaid fix, but everyone who is somewhat invested in racing or speed-leveling can easily tell that this change accomplishes exactly nothing.
#1 Victim of Murphy's Law. Last edited by SlixSC#6287 on Mar 4, 2014, 2:12:37 PM
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Posted bySlixSC#6287on Mar 4, 2014, 2:11:19 PM
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"
PathOfNerfs wrote:
The vast majority of the people supporting this patch don't realize what they're supporting.
GGG's "balancing" logic is akin to a doctor who puts a bandaid on a gunshot wound and cries out "It's not bleeding so he's fine." That's literally what GGG is doing. For example, VP nerfed because of crit build leeching through reflect? The obvious solution to this would be to tone down the crit mechanics or redesign how leech is applied altogether. GGG's solution is to nerf every element of the build, just like what they did with Low-Life builds.
If GGG could finally pull off a patch that isn't constant nerfing, they'd get a lot more community support behind them. Even if all they're doing is trying to switch the meta, they're doing a horrible job at it. Why are so many other games capable of shifting the meta while still preserving the previous meta? GGG's answer to this is to nerf everything currently popular and viable to challenge the community to come up with something new. It's literally king of the trashpile right now and a lot of people are getting tired of it.
Take a hint from DoTA: Tone down FoTM and viable builds so that they're not "the best" while slightly buffing something else so it becomes the new popular build. All builds still remain viable and fun, yet the build that just got slightly buffed has a slight advantage.
Every major patch results in the vast majority of currently active toons being nerfed into the ground. Stop that. Now.
The problem is not nerfing all strong builds, its releasing the nodes/items in the first place that let these strong builds become strong and having people complain about not being strong anymore. It is merely being brought back into check.
Low-life builds are still powerful no matter how you look at it, disregarding the specific items you must wear, it is nerfed because it was TOO powerful, similar to how these other items are being nerfed now. If anything GGG just needs to learn to properly balance nodes/uniques before it is released, they are only taking corrective action.
From all the whining in this forum, it just seems people are mad cause their build is no longer "imba".
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Posted byanachelli#1917on Mar 4, 2014, 2:12:18 PM
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PathOfNerfs wrote:
Why would I waste 4 months on trying to get a build worked out when it's going to be nerfed into the ground later anyway? Why even bother investing that much time when, after the nerfs, simply playing it becomes more trouble than its worth? I'm saying GGG needs to stop nerfing everything into the ground. Even for min-max players, fun is the primary function.
So you'd rather play a game where you find one build(for 4 months), then just play it forever without it ever losing effectiveness?
Buy the ticket, take the ride.
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Posted byp0t#2885on Mar 4, 2014, 2:14:31 PM
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"
PathOfNerfs wrote:
"
p0t wrote:
"
PathOfNerfs wrote:
The vast majority of the people supporting this patch don't realize what they're supporting.
GGG's "balancing" logic is akin to a doctor who puts a bandaid on a gunshot wound and cries out "It's not bleeding so he's fine." That's literally what GGG is doing. For example, VP nerfed because of crit build leeching through reflect? The obvious solution to this would be to tone down the crit mechanics or redesign how leech is applied altogether. GGG's solution is to nerf every element of the build, just like what they did with Low-Life builds.
If GGG could finally pull off a patch that isn't constant nerfing, they'd get a lot more community support behind them. Even if all they're doing is trying to switch the meta, they're doing a horrible job at it. Why are so many other games capable of shifting the meta while still preserving the previous meta? GGG's answer to this is to nerf everything currently popular and viable to challenge the community to come up with something new. It's literally king of the trashpile right now and a lot of people are getting tired of it.
Take a hint from DoTA: Tone down FoTM and viable builds so that they're not "the best" while slightly buffing something else so it becomes the new popular build. All builds still remain viable and fun, yet the build that just got slightly buffed has a slight advantage.
Every major patch results in the vast majority of currently active toons being nerfed into the ground. Stop that. Now.
The nerfed crit multi, and why would you want to see the same builds every 4 months? At least this will cause people to rethink instead of carbon copy builds.
What was the original problem?
High crit damage is leeching through reflect damage due to the design of life leech.
GGG took the option of nerfing every part of this equation when only one element was the source of all of the problems. If your car stopped working, would you replace the part that became faulty or buy a new car? If you worked at GGG, you'd consider the latter very strongly.
Why would I waste 4 months on trying to get a build worked out when it's going to be nerfed into the ground later anyway? Why even bother investing that much time when, after the nerfs, simply playing it becomes more trouble than its worth? I'm saying GGG needs to stop nerfing everything into the ground. Even for min-max players, fun is the primary function.
You get a full reset for a reason you know. Also: define fun.
Last edited by anachelli#1917 on Mar 4, 2014, 2:15:26 PM
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Posted byanachelli#1917on Mar 4, 2014, 2:14:50 PM
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As when the 1.0.0 was released, the full passive reset for exiting characters will be mandatory, not optional.
This update only make playing more difficult.
This game is only a player killer, only playable by elite players, and I will stop playing if difficulty goes too high as I cannot just play for fun.
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Posted byDavid__L#1007on Mar 4, 2014, 2:15:53 PM
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"
David__L wrote:
As when the 1.0.0 was released, the full passive reset for exiting characters will be mandatory, not optional.
This update only make playing more difficult.
This game is only a player killer, only playable by elite players, and I will stop playing if difficulty goes too high as I cannot just play for fun.
Im pretty sure this game is designed to be challenging, thats why its so appealing to many people because the vast majority of games now are just too easy. Just look at the short description Chris gave about Invasion "its designed to kill players".
Buy the ticket, take the ride.
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Posted byp0t#2885on Mar 4, 2014, 2:18:20 PM
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f*** this piece of s**** patch notes... now item which was for 1 ex cost 999x more....
Last edited by Taldor#2772 on Mar 4, 2014, 2:28:14 PM
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Posted byTaldor#2772on Mar 4, 2014, 2:18:29 PM
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