1.3.0 Patch Notes
The butt hurt is so strong this patch. keep it up GGG.
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It's mentioned that cast speed for both Witch and Shadow got reduced, may I know by how much?
3%? | |
" No they did not try to kill melee chars they just killed melee chars! German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team." top2000: "let me bend your rear for a moment exile" | |
These 'hardcores' telling their stories about exciting fear while runin City of Sarn. ;)
Hate community since Aug A.D.2012. Distrust developer since 0.11.0.
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" Obviously now it is you! ;o) German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team." top2000: "let me bend your rear for a moment exile" | |
Personally I think this is the worse patch we've ever seen.
4-5 pages of patch notes can be summarized in one word: nerf. There are several things that really disappointed me: 1) The only thing that has been treated with accuracy is PvP. The problem is that PoE is not Tekken. The core of the game is not PvP. Nobody starts playing PoE because he wants to do PvP. 2) The Steam Achivemente are clear: only 44.7% of the players get to kill Brutus (over 50% of players quit even before), only 37.7% of players kill Merveil and only 14.6% of the players finish the game in Normal difficutly. More of the 85% of the players who started playing PoE have never seen Cruel difficulty. I think the problems of the game are different, and i am convinced that the percentages mentioned above will not changes much after the release of 1.3. The game is dying. 3) It seems that many nerf are targeted to destroy some build particularly well managed. I can accept the fact that having 2-milion-DPS-build is not reasonable. But nerf skills just to prevent that there are some particularly strong build, means that those skills will be forgotten. The same holds true with the passive skills. Mortal Conviction means that anyone who plays with Blood Magic cannot cast auras (except for those who use life only for the auras: shavronne's / solaris lorica users). Even having Mortal conviction + level 20 reduced mana + all mana reducion nodes on the left side of the tree, what's the price of holding an aura such as Determination? The cost is 0.60 * 0.5 * 0.71 * 0.82 = 18% life reservation. So, how many auras can cast a Marauder? One or at most two, because it's a suicide play with less than 64% of life (expecially after the 1.3 where the defenses are brutally nerfed). At this point, Blood Magic becomes almost a useless Keystone since it's better to cast as much auras as you can on your mana pool and use the Blood Magic gem as a support of your main skill. Probabily DPS benefit from a similar choice. 4) Melee character are very difficult to build. They should be designed to fight in melee, but to do so they need a good defense. Unfortunately it is not there. 5) Most of the players affected by these nerf are the players who are not defined no-lifer. Who owns a full mirrored equipment will still do the deathless-uber-atziri-run in 10 min or so. No matter how many nerf will be implemented: unless you create an unkillable boss, there will always be players who destroy him smoothly. Nerf skills and passive to prevent this from happening, simply means losing the support of all the casual or semi-casual gamer (meaning those who do not invest 10h a day in PoE). Although I agree not to give anyone access to the entire contents of the game, it seems to me that now it is passing a little hand (Steam Achivement "Full clear: Apex of Sacrifice" obtained only from 0.4% of the players). 6) The nerf to all those items, in my opinion, wasn't necessary. Were removed block-chance cluster, Acrobatics got 30% less block chance and also evasion has been nerfed. Why nerf also every item that has a chance to block? 7) The crit was nerfed again. Instead of making the game more attractive to non-crit builds, have been removed or "adjusted" crit-nodes. Not to mention "Increased critical damage": level 20 ICD in 1.3 < level 6 ICD in 1.2. 20/20 ICD in 1.3 < 9/0 ICD in 1.2. I did the math on only one of my characters and considering only the nerf on the gem (so, not considering passives), I lose 17% of my damage. I'm not complaining because my ranger will make only 83% of the damage since she still allows me to kill Atziri smoothly. But I'm sorry for all those who are not in the same situation and so, if first they could barely play 74-75 maps, now they will simply play Temple Map. 8) I dedicate a point to Atziri's Acuity because reading its nerf seemed unbelievable. Many players don't even try to kill regular-Atziri. Even fewer manage to kill uber-Atziri that for the record is the strongest boss in PoE. The most rare drop of Uber-Atziri is a pair of gloves that has nothing special aside instant leech on crit. And after 1.3 the Atzri gloves can be easily comparate to Vaal Pact keystone except for mana-leech? No one will pay 200-300ex anymore for those gloves. The uber-atziri runners will drop dramatically along with the price of Mortal Hope. Regular-Atziri farming is comparable to a time-wasting. 9) No improvement of the trade-system. Trading still remain a time-wasting especially for those who do not have many stash in which store the items and sell them at the right time. Because yes, stashes&trading system are one of the most important problem of PoE in my opinion. That combo makes the game pay-to-win even if it doesn't seems. But I've seen it. When I got just 4 stashes, I was struggling to get currencies. Now I've got 52 stash and no problems at all. I mean. What's the problem of having 6 stashes for chaoses and regals recipes? No problems. What's the problem of keeping any "nice item" in my stash waiting for somone that pm me asking for it and selling it vs some chaoses? No problems again. Buying stashes is for sure a pay-to-win policy. By the way this is not the core of this point. Since stashes are for sell, the lack of a solid trading-system makes every people that don't pay for them in disadvantage compared to other people. Improve trading-system can "fix" or at least reduce the perception of the problem. As said, this patch doesn't improve this. 10) Desynch problem not mentioned. I think the engine is about the same as before. Maybe some little improvement? But don't know. It isn't mentioned. 11) Not a single buff on gems that are in the oblivion. I hope this bad feeling is due to the fact I have not tried the 1.3. I hope that after the release I can feel an enjoyable game even if many of the problem I've mentioned above won't be fix for sure at this point. Surely, for the first time in several years, I'm really ready to quit this game. Of course this sorry me since I've spent much time and money in this game to support you. See you in few hours to test new leagues. PS: Sorry for bad english. I think some errors can occurs since Google Translate has been my best friends writing this post. Last edited by Corsal8 on Dec 12, 2014, 12:54:26 PM
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" tl;dr but this point made me laugh. First world problems, sir^^ "No one will pay 200-300ex..." - you do realize that 90% of the player base don't give a shit and are happy to pay 1 to 10 exalts in an entire league? And they are still having fun... ### r4wb1rd ###
Twitch: http://www.twitch.tv/r4wb1rd YouTube: https://www.youtube.com/user/r4wb1rdGaming/ Babel PoE: https://github.com/rowolff/babel-poe/releases | |
Hmm...quite a sour taste after reading the patch notes. GGG I think you came on too strong with the nerfs without giving the community enough options to go to.
-Things you did well : *Reduce the dmg on Crits (a little too far, but the thought was there) *Create a situation where players cant have max dmg + survivability (Acro nerf) *Give viable nodes to armor users (Soul of Steel / Unyielding) *...and give me a couple minutes I need to think. -Things you dropped the ball with...: *Atziri's Acuity, I don't own them and probably never will...but this really hurt a lot of people be it in financial investments or because this was really the only option to deal with reflect in a crit build. A nerf was necessary, but I believe creating a legacy version would have been more fair. It's not like the gear/tree manipulation error that CoE was taking advantage of...This is literally just flat number manipulation, which is totally uncalled for to do without fore warning considering how valuable these are. In a pod cast Chris said they weren't going to hurt crit...so much for that. *CoC, when trying to balance something there is a difference between "nerfing" and making something "useless"...80% reduced effectiveness? What's the point of having this gem around if you could do more casting the spells yourself. *Block, along with CoC you guys REALLY murdered this. Cutting the tree up made sense as it did provide way too many outs to get high block, but come on... nerfing items and SHIELDS? Why take a shield if you can dual wield and get twice the dmg and use stronger abilities like dual strike/cyclone? (cyclone is stronger on dw) This was just too far, especially nerfing the few items that could soften the blow to this nerf. If you really wanted to balance this for PvP then make reduced block gems and create a node where reduced block isn't just on swords if this is such a problem. *Taking off the hybrid stats of Master's, while I agree some what with this...it also irritates me. Pretty much you now have to have a butt load of currency to start crafting again because using the flat max 69% IED is useless on any form of late-to-end game items. Come on GGG I understand we have to burn currency..but the people who took advantage of that mod the most were people that didn't have much currency to begin with! If this is to balance the LLD PvP then stay tuned as I have suggestions on how to "balance" that with the meta of PvE. *Okay good job on trying to balance abilities...but I believe you chose the wrong ones. Puncture makes some sense after the bleed ring nodes, but nerf dual strike and keep arc/tornado shot/flame blast completely fine and in a sense BUFF the already over powered skills? (Templar ele circle) As if dual wielding wasn't hurt enough by having practically 0 block nodes now, but you also reduce its damage? The proper way to balance skills shouldn't be about turning good stuff into shit. It should be about polishing the lack luster stuff to make it a viable choice against the current Meta skills. There are probably a few others I didn't mention, but all in all...there isn't much to be excited about, all this patch did was take away fun viable options that were some what guaranteed to work in the late stretch of the game and replaced with...NOTHING. PvP Balance : For particular events give standard issued gear that people can use so it doesn't become a fight of the wallets and more so a person's dexterity and build path. (As a side note, I did volunteer to help with the PvP of the game..) ***Sorry for the long post, but I feel as though it's a good representation for everyone's frustration*** -This is a re-post but I want GGG to see it. This isn't a patch it's just nerfs. The updates more and more seem like GGG is always trying to submit it's players into playing or doing things a certain way. This is just lame. | |
" I agree that the changes are needed, but there's no need to insult people simply because they disagree with you. There's a fine line between fanaticism and fanboyism. | |
I am not sure, if someone already said it, but there is difference in buffing and nerfing when aiming to get game balanced.
When you buff un-used skillgems better, it usually makes gems stronger in the letters of DPS. If you always buff and buff, monsters will always die faster and faster with new skillgems, because there is no mention about buffing monsters health/resistance. This affects to whole game, time what it takes to kill monsters, goes smaller whole time. And that makes game easier, grinding faster, more currency etc.. That is reason, why you need to NERF the most common and powerful gems to less powerful ones instead of buffing not-common gems to more powerful ones. This is right way to balance game, and it makes game a little bit harder..and oh wait, this is Hardcore game.. |
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