Balance Changes in Content Update 2.1.0

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It just doesn't out-damage Heavy Strike for single target damage any more.


That explains all. That's your policy. Read "between the lines". I just don't get it... why instead of fixing shit skills you kills good and fun skills/builds.
Last edited by Joleco#5268 on Dec 6, 2015, 11:27:58 PM
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Rory wrote:


Surgeon's Flasks (Nerfed, but not retroactively)
Surgeon's flask mods now grant a chance to gain a charge on critical strike, rather than unconditionally granting one. This will not change flask mods spawned before the deployment of 2.1.0 - they will still work the old way.

The Surgeon's mod made many flasks too easy to keep full for a heavily specialised critical strike character - far beyond what was originally intended. Players today have many more options to reach very high values of Critical Strike Chance, Attack and Cast Speeds than when the mod was created. These stats all have a compounding effect on the power of the flask.

Incinerate (Nerfed)
Incinerate now receives less of a bonus per stage, as its damage was too high. Its general damage has been rebalanced, resulting in less overall damage at higher levels. The skill was dealing far too much damage once fully charged, trivializing some end-game encounters. There were significant community demands for this skill to be adjusted.


I've only ever dabbled in Critical builds... definitely time to farm a few sets of Surgeon Flasks that gain flask charge on crit.
I'm guessing the Divination card for Surgeon Flask will also be affected so it gives players the NEW Surgeon flasks?

As for Incinerate nerf... gonna be interesting to see how much it hurts vs some Bosses. Bursting down dangerous Bosses like Crematorium and Malformation before they 1-2 shot you is important - nevertheless I am excited for the coming changes esp. poison.
"The key to winning any fight is simply staying alive."
Last edited by WARPAINTER#1787 on Dec 7, 2015, 12:43:40 AM
Right above Witch, a nice '% of spell damage leeched as mana' cluster would be nice...
I'm confused maybe someone can help , In the enhancing poison post ggg said "Poison Arrow will not be changed to use the new mechanics, and will be renamed to avoid confusion."

But now I read "Poison Arrow (Nerfed due to new passives and supports now working with it)
Because we've introduced a whole new set of Chaos Damage passives and supports, Poison Arrow's damage has been reduced to bring it in line with other skills when it makes good use of the new support gems and passives.

am I missing something?
IGN-LfiveCseven,gawd_
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Anivar wrote:
I'm confused maybe someone can help , In the enhancing poison post ggg said "Poison Arrow will not be changed to use the new mechanics, and will be renamed to avoid confusion."

But now I read "Poison Arrow (Nerfed due to new passives and supports now working with it)
Because we've introduced a whole new set of Chaos Damage passives and supports, Poison Arrow's damage has been reduced to bring it in line with other skills when it makes good use of the new support gems and passives.

am I missing something?


I believe Caustic Arrow isn't flagged as "poison", but it does still scale with chaos damage, which there will be a lot more options for scaling in the tree and with support gems. Hence the sort-of-nerf to damage. From the phrasing, it seems like it should be about the same in the end, or actually improve damage.
Last edited by Kroughfire#5168 on Dec 6, 2015, 11:28:24 PM
I hope my Glacial Cascade doesn't get smaller :( been trying to make it super huge with all my crit gear. Only at 100% so far, hopefully new sub classes for Templar add a little more AoE :)
Last edited by The_DonFather#6082 on Dec 6, 2015, 11:30:41 PM
Overall quality update guys. You listened very well to the feedback from the community and fixed many of the leftover issues from Awakening. Congrats GGG for taking the next big step to having the best ARPG out there. Now we just need to see what Ascendancy does and if that ends up being the last piece of the puzzle.
IT'S HERE BOYS!
yo
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Joleco wrote:
So instead of buffing all crappy melees skills you nerf cyclone which is even now not ... repeat NOT OP single target. Im talking about 50k Disfavour 6L RT. But thats the easy way, right? And after that ask again yourself "oh why all these players stops playing, why the population so low after 2.0"... you killed with 2.0 one my build, pure RF Cyclone, like and many many other builds, just take the rekted leeches(single target life leech simply does not exist now even with 2% support gem) which kills so many builds. You like to "balance" meaning nerfing things around 1 person... the same was with Exp nerf. Because some ppl(2,3) can level 100 in 1 week, lets fu** all. Nice Changes like always.
pure RF is fine in 2.0+ the only real issue is a smaller AoE (which can be an issue again since theyre removing more aoe nodes again in this patch). rolling maps might have gotten a bit harder, but it's only 2 mods that are impossible (no regen, -max). pure RF+cyclone is a very strong and cheap build still imo. blasphemy will make it even better imo.
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EspadaDelPanico wrote:
incinerate nooooo , that skill was awesome :(


+1 sad

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