Very Nice !
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Posted byRichyRozayon May 29, 2019, 5:27:54 AM
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Finally there's a counter-play against some of the Delve bosses' instant kill whenever they decide to attack.
Edit: Hmmm, Immortal Call nerf is unwarranted.
Did you guys ever delve beyond 700? Why does immortal call need a nerf when the normal dm on most mobs' physical attack is around 7000+?
Unless the new Immortal call lasts a very long time, it really doesn't warrant the nerf. It just makes those 20k es build triple curse build that much better since they don't need Immortal call to survive excessive big quantity of physical damage. (Do you know how much damage those ice thing from azurite node dies when they get +3 more projectiles? They also instant teleport to you. Immortal Call is the only counterplay against that, especially in depth above 700 which can deal 30k+ physical damage in less than 0.1 second when they die near you after they teleported if you don't have immortal call active.)
Yeah I don't see how any manually-cast defensive spell in the game can replace the basic CWDT + IC setup.
Something like half the builds I see listed have some sort of variant of that combo. This change is insane.
Time to start thinking about your builds, eh?
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Posted byMythreindeeron May 29, 2019, 5:35:31 AM
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Ofc you can balance a character between tankiness and clearspeed, but things like 700+ delve, or even 1000+ delve , there's just nothing that can mitigated that damage without the op ascendency to protect you. (Occult/ Jugg).
Telegraphic you say? Seems like you rarely delve...
And have you tried Cortex with 100% aoe and +3 projectile on top of 33% increased speed? Sure they're telegraphic, you just can't dodge it lolz.
Bad balance is bad balance, and people counter those poorly balanced mods on bosses with broken builds, that's all. We fight fire with fire.
Unless GGG actually tone down the mods on most contents. (Not just toss in some insane random rippy 8 mod combo that is balanced around atlus = easy contents, instead of delve 700+ or some end game league bosses), IC nerf is really unwarranted.
Imagine if Uber Elder get rippy mods, then you'd understand what I mean by broken balance on new league contents introduced since 3.4..
Before that mods are all balanced around atlus contents, and ggg is well aware of that, so they do not include mods on Shaper/ Uber Elder. But after 3.4 , ggg took back all their design philosophy and start breaking the balance by introducing contents that're way beyond t16 maps on top of including mods in it.
3.4 = Delve with broken modded nodes/ bosses
3.5 = Betrayal encounter that does so much damage with mods, and ggg has to repeatedly nerf them for like 10 patches and more.
3.6 = Cortex
Occultist is the main outlier when it comes to delve. The sheer size from the ES pool makes them superior to every other class. Juggs do not fair as well as zombie degen at high levels is a killer.
I was initially very excited about the IC change. Now that I think about it, it could very well be an overall nerf.
Old IC - 100% physical resistance. 0% ele resistance. Longer duration
New IC - 85% physical resistance. 35% ele resistance. Shorter duration as only 5 charges.
On the surface - old IC is better due to increasing resistances at high percentages.
Deep delves however utilize alot of "Physical Damage Convert to XX". To that extent maybe the new IC might not be all that bad since this mitigates the converted elemental damage. We shall see.
I think you get it all wrong.
It's not just the size of ES pool (some other classes can reach near it too), it's the ascendency itself that has some broken mechanic like 100% applicable double curse without any trade-off, and insane ES regen when killing pack of monsters on top of free corpse disposal from ascendency.
As for Jugg , it's because they can reach very high number of Endurance Charge on top of easily generated endurance charge on top of Fortify. They also have excellent physical mitigation too.
Both of them also benefit insanely from on hit es heal thanks to Molten Strike being broken in terms of hit count = insane self heal.
Big ES pool alone is not nearly enough. Not even close.
Don't get me started CI has insane advantage in delve because it completely immune to zombie's poison ground.
The fact that you even mention Jugg suffers from Zombie poison ground shows that you don't understand why those 2 classes are so good in Delve.
(Hint: they don't even take that damage cuz they're chaos immune already)
Last edited by mic01851165 on May 29, 2019, 5:46:53 AM
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Posted bymic01851165on May 29, 2019, 5:41:09 AM
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rip blood rage + ic + soul of arakaali recovery buff
rip ic
Last edited by Sonidox on May 29, 2019, 5:44:37 AM
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Posted bySonidoxon May 29, 2019, 5:41:16 AM
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How to read a Forum:
Rule 1. Read Dev Post
Rule 2. Scroll past the first page of brainless "POG"s who lack any form of critical thinking.
Rule 3. Scroll past all posts shorter than their stack of supporter titles (that means you page 3)
Rule 4. Read the first 5 posts which have not been deemed unworthy by rule 2 or 3.
Conclusion: Added new defensive skills. Immortal Call Nerf may be good or bad.
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Posted byGid_PathofExileon May 29, 2019, 5:55:52 AM
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How to read a Forum:
Rule 1. Read Dev Post
Rule 2. Scroll past the first page of brainless "POG"s who lack any form of critical thinking.
Rule 3. Scroll past all posts shorter than their stack of supporter titles (that means you page 3)
Rule 4. Read the first 5 posts which have not been deemed unworthy by rule 2 or 3.
Conclusion: Added new defensive skills. Immortal Call Nerf may be good or bad.
I wonder if this how devs actually read how feedback is "received" only reading rule 2.
"Parade your victories, hide your defeats. Mortals are so insecure."
Once you break the cycle of fear no angels or demons can whisper you their sweet nothing words.
Retired since crucible.(Not a free tester anymore for a multi billion dollar company).
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Posted byXystreon May 29, 2019, 6:00:43 AM
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The last Baeclast episode mentioned buffs to fortify. They also mentioned adjustments too all melee ascendancies, which may include additional incoming damage reduction. In addition to that many deadly burst damage in the game also includes elemental damage, especially with extra ele damage mods and maxiumum resistance reduction. So the 85% phys reduction with the incoming fortify & prolly ascendancy buffs + valuable ele reduction doesn't seem that bad. Of course the duration is an important factor here, so I do recommend patiently waiting for the patch notes, rather than jumping into conclusions.
P.S. who cares about 700+ delves lul
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Posted bySielinon May 29, 2019, 6:06:17 AM
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The last Baeclast episode mentioned buffs to fortify. They also mentioned adjustments too all melee ascendancies, which may include additional incoming damage reduction. In addition to that many deadly burst damage in the game also includes elemental damage, especially with extra ele damage mods and maxiumum resistance reduction. So the 85% phys reduction with the incoming fortify & prolly ascendancy buffs + valuable ele reduction doesn't seem that bad. Of course the duration is an important factor here, so I do recommend patiently waiting for the patch notes, rather than jumping into conclusions.
P.S. who cares about 700+ delves lul
Who cares about Atlas difficulty when 90% of builds already breeze through them in 1~2 mins per map with 0 challenge to begin with?
Why balance around those?
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Posted bymic01851165on May 29, 2019, 6:11:09 AM
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GGG and their friggin "adjustments".
IC change seems silly.
Last edited by Ratedetar on May 29, 2019, 6:16:29 AM
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Posted byRatedetaron May 29, 2019, 6:16:18 AM
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These are actually pretty big, and in the right direction for melee +points GGG
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Posted byDraegnarrron May 29, 2019, 6:18:12 AM
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