A Few Specific Balance Changes in 3.2.0

RIP
Awwwhhh that sucks, these nerfs destroyed interesting mechanics to the game for a casual player like me, balancing out my currency investment with sextants with currency cop to ensure I get my returns back. Or just flat out sell the sextants for ensured returns. There goes my league plan to hunt a headhunter lol.
Last edited by micosenpai#5878 on Feb 26, 2018, 6:28:54 PM
Hi, I played only 3 leagues so far and though I did not "learn" how to earn 60 exalts per day and I will not miss that opportunity in the new league, I will miss breaches. So, I would like to ask to boost their presence at least to 15% on maps, preferably to 20%. Its a good compromise and the fact that you have posted this announcement is clearly to get the feedback. So ... you got my feedback and my money :)
thanks those changes are amazing
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Fips_PoE wrote:
Well, these changes look reasonable to me! I like them.

But why increase boss damage? Ofc you want the separation between normal mobs and bosses.
Increasing boss damage means the boss is harder to fight and is more dangerous.
Then, if you do not simultaneously increase kill rewards (drop quality), why shouldn't I just skip boss fights (after first kill for atlas progression)?


People are already skipping bosses =) they are not effective or worth killing =) Have a good day/night!
I know what currency to remove from my loot filter now and that is the sextant Variety meh oh well.
Now that sextants got rekt , can we get some meaningful map density buffs ?
I'm just glad i don't have to worry about sextant blocking my Atlas again. Did it for the first time last league and saw a marked increase in the amount of drops and XP I got, but it was just such a pain to upkeep.

Oni-Goroshi being inconsistent is disappointing, as I felt a good balance was struck between spending 9-16 hours leveling characters and spending 1-3ex to buy it. I feel that with more variance just farming currency is the safer bet, as that is relatively consistent with the occasional spike.
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trollbutt wrote:
Rip Zana
Rip Oni-Goroshi
Rip Bisco's
Rip Sextants


No life buffs for ranger/shadow? RIP everyone lmao. I ain't playing that shit ;p
Hope they fix ghost reaver being stupidly mediocre and the lack of reason to pick chaos innoculation over presence of chayula.
Buff life on the right side of the tree! Just a little! Pretty Please!
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Fips_PoE wrote:
Well, these changes look reasonable to me! I like them.

But why increase boss damage? Ofc you want the separation between normal mobs and bosses.
Increasing boss damage means the boss is harder to fight and is more dangerous.
Then, if you do not simultaneously increase kill rewards (drop quality), why shouldn't I just skip boss fights (after first kill for atlas progression)?


Good Point.

Bosses Harder + less IIQ available to use (or abuse!) = Bosses have default IIQ mod, even if they are small, at least ti's something.

Cuz yeah, after killing bosses for Atlas Clear, I skip them to level my characters to 90. There is too much danger for not enough reward for me. That 10% xp hit is way better than it used to be in the earlier versiosn of the game, but still... ouch. lvl 90 + can feel so close and yet so far

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