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Ascendancy Skill Balance Changes:
Unrelenting now has a 25% chance to gain maximum charges on generating an endurance charge (rather than 100%).While we do want the Juggernaut to be effective at generating endurance charges, this made it far too easy and low-effort. It's still very good.
"It's still very good" a new meme now?
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Jehlathor wrote:
The 25% chance system for unrelenting just screams randomness aka "be happy if it procs but do not expect it" more than anything.
What I'd like to see is when you gain an endurance charge you gain double the amount instead (if you gain 1 you get 2, if 3 you get 6 etc.).
This way it is consistent in a way that you always benefit from that passive (after all you have to invest 4 ascendancy points to get to that talent) plus you can calculate with it and predict what's going to happen.
You cannot go from 0 to full with just one thing around you (like a boss) so perma IC is not super easy and you benefit if you use multiple sources of generation ( I should be rewarded if I invest bunch of sockets in order to generate charges like charge on melee stun, end cry, warlords etc. - now I have a CHANCE to benefit despite the fact that I've already INVESTED decent amount of sockets).
I am just looking for a system that is predictable and allows me to control (that is the key word) my defences in a consistent way and utilize the other part of unrelenting instead of hoping I'll get lucky and the benefit kicks in. I understand the need to nerf the talent as it is but do it in a way where it allows me this already mentioned control instead of turning it into a random gimmick.
Well written, and a solid, suggestion Jehlathor!
I, for one, can count on 6 fingers the number of times I selfcasted IC/VIC on my Jugg. I much prefer the other benefits to endurance charges. I see why GGG felt that 100% end chrg was too much; and frankly I can agree with that. But introducing RNG factor into my defenses with no predictability and control......is pretty fucking absurd.
17/04/2021 https://www.pathofexile.com/forum/view-thread/3082616/page/1
"We tell people that Path of Exile league starts are a fair playing field for everyone, and we need to actually make sure that is the reality."
A BLATANT LIE by the HMFIIC.
Perhaps GGG should consider a leadership change. Last edited by Bjorn_Angannon#7300 on Sep 1, 2016, 6:00:49 PM
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Bex_GGG wrote:
Vaal Molten Shell now causes an explosion when it prevents any physical damage, rather than when it takes any hit.
So now perma proc with blood rage?
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Posted byzio_kose#0633on Sep 1, 2016, 5:58:15 PM
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My 2 cents ( again, there should be like 10 by now in this salt pool ) of what are considered to be okay in this patch:
- Frost Wall - Clearly enough, it was never meant to be that way. Should be called a bug fix
- Blade Vortex - A nerf but actually a buff. This is a good skill improvement, lower the ability of melting bosses with ridiculous pre-fight stack and provide a more reliable mapping and fun.
Melee "THIS IS A BUFF" - Thanks, I don't care and don't need that. People will still use EQ anyway. So instead of making some slight change and buff to the melee like Blade Vortex, they decided to put random number on random melee skills which are good as nothing, because EQ simply trumps.
Miner nerf: Okay, even I have a miner myself, have to say that the change to bladefall mine mechanic really address the problem, it will slow down the mapping and clearing speed of miner significantly. if not the slowest ( cleave duh ? ). I'm fine because of the simple rule high risk high reward, if a build can melt bosses 1 shot then it should suck in mapping. No complain. But the change to remote mine which does not apply to DoT is an overkill. First it affects other spells like Vortex ( which was clearly not OP in any sense, and now it's brick ). Secondly Miners have a different approach to boss fight. They can't be versatile as other class with attack or spell, even not compared to trap because bosses will not wait for you to run around and place mines, it takes too long and also need detonate. They already have enough trouble with quick bosses like gorge boss or plaza, izaro...basically anything that moves. The DoT helps to take down bosses HP while repositioning to the next mine. Now without the DoT of course the fight lasts longer and surely miners are on the risk of getting rekt as now they have to come close to the boss, place mines, ( not to mention that curse effective on boss is now reduced ), detonate, move on ( if the boss does not move as BF mines now only fall at the same location ).
So now we have a build which clear map slow as a snail while not anymore effective as a boss killer. Who would play it ?
Same goes for CoC. Okay, it's OP, it caused lag, it abuses the game mechanic. Fine, nerf it. But you don't have to take the fun and the time of the people who invested to it. It doesn't have to be brick after one night. Maybe cooldown to 250 or 300ms instead of 500ms like now. Patches and improvements should stay close to the development manifesto, not on and off track like stocks and rekt builds time after time. Should evolution works the same way like throwing a fish off the water and tell it to grow lung and legs after a night, we wouldn't be here to discuss this.
So again, we know that lots of player are smart that can invent new builds and try out stuff. Fine. We know you do it before it was cool. Good for you, vegan and PETA and stuff. Like the patch. You're right, you're in a good direction but you don't have to be a **** to change it from good to useless. If you claim that the patch is right then basically the game designer did not do their homework well because they created skills that nobody wants to play. A good patch should make the population of an OP build decrease, true, but does not have to go from god to trash tier immediately. It should make it more challenge to achieve the same goal, instead of taking the challenge and fun from people who want to try it.
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Posted byblah2224#2621on Sep 1, 2016, 6:11:11 PM
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Unrelenting now has a 25% chance to gain maximum charges on generating an endurance charge (rather than 100%). While we do want the Juggernaut to be effective at generating endurance charges, this made it far too easy and low-effort. It's still very good.
IGN: VodeniZec
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Posted byvodeni#4804on Sep 1, 2016, 6:39:49 PM
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blah2224 wrote:
My 2 cents ( again, there should be like 10 by now in this salt pool ) of what are considered to be okay in this patch:
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Miner nerf: Okay, even I have a miner myself, have to say that the change to bladefall mine mechanic really address the problem, it will slow down the mapping and clearing speed of miner significantly. if not the slowest ( cleave duh ? ). I'm fine because of the simple rule high risk high reward, if a build can melt bosses 1 shot then it should suck in mapping. No complain. But the change to remote mine which does not apply to DoT is an overkill. First it affects other spells like Vortex ( which was clearly not OP in any sense, and now it's brick ). Secondly Miners have a different approach to boss fight. They can't be versatile as other class with attack or spell, even not compared to trap because bosses will not wait for you to run around and place mines, it takes too long and also need detonate. They already have enough trouble with quick bosses like gorge boss or plaza, izaro...basically anything that moves. The DoT helps to take down bosses HP while repositioning to the next mine. Now without the DoT of course the fight lasts longer and surely miners are on the risk of getting rekt as now they have to come close to the boss, place mines, ( not to mention that curse effective on boss is now reduced ), detonate, move on ( if the boss does not move as BF mines now only fall at the same location ).
So now we have a build which clear map slow as a snail while not anymore effective as a boss killer. Who would play it ?
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- Frost Wall - Clearly enough, it was never meant to be that way. Should be called a bug fix
Kinetic Blast had really bad dealing with single fat mobs, so all bosses was pain in the ass and ONLY shotgunning with frostwalls made it viable as good build for clearing map AND ITS BOSS in the end
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So now we have a build which clear map fast but can not anymore be effective as a boss killer. Who would play it ?
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Posted bymadziee#6272on Sep 1, 2016, 6:44:17 PM
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I think "Who would play it" is new meme and GGG visit card
Last edited by madziee#6272 on Sep 1, 2016, 6:48:18 PM
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Posted bymadziee#6272on Sep 1, 2016, 6:46:55 PM
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ShinigamiKller wrote:
Nope
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ShinigamiKller wrote:
For example the challenge in the game for me
Your name Kastmar?
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ShinigamiKller wrote:
For example the challenge in the game for me to find out a build what nobody tried out or try out those which looks intresting. If i can kill a strong boss with a build then i know what is that build potential and i dont care the loot until i need currency for next build. What you call challenge or content i call them build potential measurer. I dont wanna be the Best of All. I just dont wanna lose the chance to build out something what looks imteresting. I wanna more option to make intresting builds.
There is nothing wrong with that, but!
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ShinigamiKller wrote:
GGG nerfed CoC and decreased the build diversity.
And nothing that the CoC was unbalanced skill? Yes, and the chaos that occurred on the monitor screen when using it caused a terrible lags, which is not in his favor ...
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ShinigamiKller wrote:
I dont care the atlas of worlds or uber atziri.Thats all what i have to know. Atlas of worlds?! fklcanzhrdmejc who cares?! NPCs stories?! who cares?! Zana voice changes?! Who cares?! Idk but not me!
This case is only for your taste ... Who it might be interesting ...
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ShinigamiKller wrote:
Idk its too cool or not, but i saw a CoC discharge with shield charge. Very high map clear speed and CoC changes dont affect it because shield charge isnt have too high hit rate. So this 500 ms nothing change about it.
https://www.youtube.com/watch?v=_CGkHU-kJbc
Only sad thing i dont care this build, but what i cared is nerfed.
So what? Well nerf, come up with a new build ... It has always been ...
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ShinigamiKller wrote:
Here is no balance only some build what favorized by GGG and some what GGG bored same like in LoL where no really balance between heroes but time to time change which heroes works better. You dont believe for me?! Fire ball damage now 496–744 at level 20, Frostbolt 752–1129 at level 20. Fireball last changes was in 2.0, frostbolt in 2.3 its a new skill with prophecy league. Why GGG needed 3-4 months to understand the different between frostbolt and fire ball and power up now the fire ball with 50% more damage?! Skill/build favorizing. The Worst concept ever! Or GGG confused in his own game.
You forgot to add at the end IMHO ...
Во славу Мораны Мары!
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Posted byDartMarRagar#2858on Sep 1, 2016, 6:49:35 PM
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I don't have anything constructive to say. Just, OMG 140 pages of the same people posting over each other. Maybe you guys should take it to PM's? j/k
Please continue.
Oh, and 7 masters in H/O! HYPE!
Carry on.
POE Serenity Prayer: GGG, grant me the serenity to accept the RNG I cannot change,
the courage to challenge any unbalanced content, and the wisdom to avoid the forums.
Mad: "Oh, it's simple and if you insist... I just think you're a dick. That's all."
QFT: 4TRY4C&4NO
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Posted byPhaeded#4782on Sep 1, 2016, 7:06:51 PM
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blah2224 wrote:
Miner nerf: Okay, even I have a miner myself, have to say that the change to bladefall mine mechanic really address the problem, it will slow down the mapping and clearing speed of miner significantly. if not the slowest ( cleave duh ? ). I'm fine because of the simple rule high risk high reward, if a build can melt bosses 1 shot then it should suck in mapping. No complain. But the change to remote mine which does not apply to DoT is an overkill. First it affects other spells like Vortex ( which was clearly not OP in any sense, and now it's brick ). Secondly Miners have a different approach to boss fight. They can't be versatile as other class with attack or spell, even not compared to trap because bosses will not wait for you to run around and place mines, it takes too long and also need detonate. They already have enough trouble with quick bosses like gorge boss or plaza, izaro...basically anything that moves. The DoT helps to take down bosses HP while repositioning to the next mine. Now without the DoT of course the fight lasts longer and surely miners are on the risk of getting rekt as now they have to come close to the boss, place mines, ( not to mention that curse effective on boss is now reduced ), detonate, move on ( if the boss does not move as BF mines now only fall at the same location ).
So now we have a build which clear map slow as a snail while not anymore effective as a boss killer. Who would play it ?
Guess why the Bladefall Miner was the only miner in the game? Because only those were "auto aimed". I have no idea why, but it should be same as all mines. But problem is that noone is using mines, because they jsut suck. In my opinion, instead of making Baldefall mines same as other - They should make all other spells in mines work as Bladefall. If all spells in mines were "auto aimed" more people would use them, and we could see again some Miner's builds.
(I wanted to try Fire Nova Mine by myself, but after testing I realized how bad mines are)
Last edited by Aynix#7757 on Sep 1, 2016, 7:31:39 PM
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Posted byAynix#7757on Sep 1, 2016, 7:30:22 PMOn Probation
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Shaper of Desolation now grants different Confluxes over a fourteen-second cycle: Chilling Conflux for four seconds, Shocking Conflux for four seconds, Igniting Conflux for four seconds and then all three together for two seconds. Each Conflux means that any damage causes that Status Ailment. Elemental Conflux was too powerful. The new version requires more strategy (and doesn't need a kill to get started).
reminds me of this one:
My Builds & Hideouts: https://www.pathofexile.com/forum/view-thread/2083383
Hideout Community Discord: https://discord.gg/B2xQkmf
Youtube: https://www.youtube.com/user/Dralanorr
Twitch: https://www.twitch.tv/guggelhupf Last edited by guggelhupf#2310 on Sep 1, 2016, 7:39:55 PM
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Posted byguggelhupf#2310on Sep 1, 2016, 7:39:24 PM
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