Changes to Ignite in 3.3.0
" Equal viability is not even a requirement. They just have to be balanced to the extent that one skill isn't 50 times as powerful (I only wish that were hyperbole) as another. And you are right about the "meta this meta that" being horribad for the game. GGG thinks a "shifting meta" makes a game more interesting, often talking about it in their patch notes. It doesn't take much thought to take that to its logical conclusion: "A shifting meta" = "A shifting SMALL subset of competitive build types." So GGG is essentially stating that fewer competitive options makes the game more interesting. Wash your hands, Exile!
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The next league most probably will be related to ignite that's why.
Sadly they ignore the shock/freeze and now they gonna nerf equilbrium. Less elemental resistant reduction which mean.. . More and more reason for not picking the elementalist. https://www.pathofexile.com/forum/view-thread/2624459
For minion helmet mirror service https://www.pathofexile.com/forum/view-thread/2616501 Stupidsmile Ultimate SRS Minion Instability Build |
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I don't think ignite will ever be better than freeze and chill because of corpse detonation mechanics within the game. I think that if GGG would make it so that ignited enemies (corpses) are destroyed (incinerated, cremated, there are lots of different ways to word that) on death, or something along those lines that it would make ignite very viable, but at the moment I think that people will stick to shattering enemies to avoid corpse detonations.
I would also like to take this time to say that I believe corpse detonations (from enemies, totems, strongboxes, and bosses) are extremely over tuned, and would like to see that part of the game looked into. It doesn't make a lot of sense to me for a character to be elemental capped, have a decent size health pool, and still be one shot by corpse detonations. Thank you for your time, and thank you GGG for the constant updates. |
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" Only 50? Oh boy let's talk Molten Strike + Ancestral Call. 10 aps, 28 projectiles plus one actual hit, even if only half hit you're looking at 150 hits per second, compared to the meager 10 hits per second from any other melee skill. Add in the 5% duration per stack over 4 seconds, and it's closer to several hundred times more powerful. The worst part is, it literally takes that extreme of a hits-per-second to make poison anything but utter fucking garbage. ALSO CAN WE TAKE A SECOND AND POUR ONE OUT FOR EXPLOSIVE ARROW??? GGG buffs ignite skills but WHERE ARE THE EA BUFFS HUH? EA died an awful death with the double dipping changes too, but no buffs for that. |
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Want to see some Incinerate love. I feel like that skill has been left in the gutter. I know channeled skills can be odd but how did Scorching Ray become a top tier end game boss killer while Incinerate was left for dead. Seriously who has even equipped an incinerate gem in the last like 5 leagues.
IGN: DabrixRN
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I too thought EA will be in this post as the posterskill for most Ignite builds when DD was a thing.
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Any changes for guild improve and something new for buy for guild ,ty ?
GUILD ZA BALKANSKE IGRAČE : https://www.pathofexile.com/forum/view-thread/1227661
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Stil no Cold damage channeling skill :(
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" You trade big hits for big poison stacks, it's not a problem by itself, keystones should always come with trade-offs. The problem is that there are only a few skills that scale poisons well enough with these mechanics. " Out of these bazillion projectiles only 4-9 will hit the boss, depending on AC/Multistrike/"+ proj". AFAIR Viper Strike is better against single target. Also a lot of small hits from Molten Strike make your damage extremely backloaded, requiring you to stack poisons for 10-15 seconds non-stop to reach its full potential, which is not possible against any dangerous target. Also Reave is significantly better for poisoning trash mobs. |
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@ Miss Bex
You said "We would also like to look at the way curses work. Ultimately, we want to rebalance them entirely with a particular focus on their effectiveness against bosses - making them stronger against bosses while minimising the difference in their effectiveness against boss and non-boss enemies" So i say one thing: i think it's time to stop hard gimping curse users against bosses with up to 80% less curse effectiveness. I dream by forever to build an Occultist, but the less curse effectiveness on bosses makes me renounce every time. I suggest a pair of numbers: 10% less curse effectiveness on regular bosses, and 25% less on Shaper/Guardians/Atziri/Izaro ecc Just an humble suggestion by some one that would LOVE to make a fully focused curser char, but Your limitations in effectiveness just destroys hopes for me (and for maaaaaaany others, just let's see how underused is Occultist class...) And i just hope that the phrase "while minimising the difference in their effectiveness against boss and non-boss enemies" will not translate into an upsetting "We have reduced bosses' curse resistances, but now you can not add curse effectiveness against normal enemies anymore, not via tree, nor via ascendancy, nor via gear" Thanks for the attention, Miss Bex Last edited by Radees#5689 on Apr 28, 2018, 7:03:51 AM
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