Game Balance in Path of Exile: Expedition

Think GGG, THINK!

If you nerf the damage support gems, people will have less damage, so they will need more of the support gems, that increase damage. You are not making utility support gems more attractive, you are making them less attractive. That's how your game works, dealing damage is not an optional thing. You need to do a certain amount of damage and after this you can invest in fancy stuff to increase your area, mobility, survivability or such. But damage comes first because this is how you designed the game.

I do find the flask changes promising, however. I am bad at flask piano while trying to sort out my skills so I barely ever did that anyway and now having triggered flasks - that does sound nice.
The numbers nerfs is nothing that frighten me a ton, there will be decent starter builds as always, we will maybe have a more strict approach in our gearing and if solo get stuck a bit here or there or rerolling during yellow maps because we can't salvage our build, like for example syrius 8 day 3 seems unrealistical for most solo players but it's ok.

The thing that "kills" me is the clearspeed nerf. They nerfed ms, movement skills and on top of it some source of onslaugh. I'm genuinely baffled because it will be a fun killer for everyone. The ability to move fast in a game is healthy for it, why did they had to gut it...
Last edited by galuf#4435 on Jul 20, 2021, 10:36:53 AM
I likes the changes.
Eat Sleep Repeat
Last edited by benhonda03#3523 on Jul 20, 2021, 11:13:47 AM
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Buunaucht wrote:
I'll say it one more time; BUFF BOSS DROPS!

I can deal with all these ridiculous nerfs, although the game is NOT as fun as it was in delirium/heist. But if I kill another hundred end game bosses and get nothing in return I have no reason to play this game anymore. It's like working without getting paid. speaking of getting paid... nvm

Never seen a gaming community so angry and rightfully so. It's like when a baby is crying and instead of helping the baby you 1-shot it over and over with no rewards...


Nonono sir.

It is RNG. You know. Becouse RNG is fun ... or?
Slam exalts (what you cant drop) on items is fun hm?
RNG to find some craft is fun hm?
Or RNG to find league boss ... XD

But ... this is not just PoE. Its Path of Wallstreet too. You know it good from trade SC hm?
When we drop more good items, what we do on trade? Price run down, more players can buy it omfg. Nonono. You must pay much more to party finders or streamers. Bcs we love our streamers.
And ofc, when we have low price for items ... what we can do with bot farmers :( They want eat too :( Or shady currency for real money ...
GGG must protect them ....
I feel like this is just a beta testing league in preparation for PoE 2 and this is the start of Phase 1. Next league for Phase 2, will see many more changes to bring everything in line and more balanced, such as boosting player base level defenses to account for losses in DPS, reduced ailment immunity, and reduced flask effectiveness.
Last edited by NickRyan779#0459 on Jul 20, 2021, 10:41:29 AM
Great Job!
Why do people assume that when a skill is nerfed means you can't play it. I am still going to use everything like normal. Melee physical damage or archmage are still in the game why are people acting like nerfing means can't play it. Just enjoy the game and try and make a strong build with what they give you, that's the challenge and fun aspect of poe.

I hate that mentality people have of nerfing something means not playing it like its gone from the game.
So nerf to movement speed, DPS and defense but the mobs hit just as hard as before?
Yeah, as a player with time constraints this will be fun.
Can't waith enough for antoher "subtle fuckery" start in this nerf infested cesspool. At least you have enough sheeps left that will mindlessly buy all your supporter packs and drink this s***e like prime Champagne while White Knighting you like there is no tomorrow.

*sarcasam on* KUTGW GGG.
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Minion Damage causes minions from Supported Skills to have 25% less Life, so you might want to consider other supports if your minions scaled damage from their Life or if they're not tough enough when supported.


Another minion survivability nerf. Really? Minion life has already been nerfed into the ground where you can't keep them alive, and now you want to take another 25% of their life for supporting them with minion damage, which the minions need, because their damage was nerfed too.

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We've made a number of changes to mechanics that protect against all Elemental ailments at once. Most Ascendancy skills that mitigated all ailments now provide partial or no mitigation. For example, the Raider now grants 50% chance to avoid elemental ailments while phasing instead of full elemental ailment immunity while phasing.


I'm fine with this, and the Raider change is a good example how to implement it. With further investment the Raider can still get full protection.

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The Hierophant and the Pathfinder retain some level of Elemental Ailment mitigation, while the Inquisitor and the Elementalist no longer have any at all, as we felt that the Ascendancy passives that provided the Elemental Ailment mitigation (alongside other properties) were sufficiently powerful without it.


What? Pathfinder keeping some Ailment mitigation is fine. Hierophant keeping some Ailment mitigation while Elementalist now gets none is ridiculous. What part of the Hierophant identity screams elemental ailment mitigation? Why does the Ascendancy that identifies with being all things elemental now get no elemental ailment mitigation? Did anyone put any thought into the this?

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Golem Elementalist no longer provides increased damage per golem.


Really? Elementalist suffers from Split Personality Disorder. This was added to the Ascendancy to try and alleviate the problem where after spending your first 4 Ascendancy points, that latter 4 Ascendancy points were completely useless.

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The golem buff effect bonus on Liege of the Primordial now always provides 100% increased Effect of Buffs granted by your Golems rather than scaling with Golem count. This Ascendancy path was providing too much power and defence compared to other high-investment Ascendancy effects, so is now more heavily focussed on the buffs granted by golems rather than generic effects. By changing the buff effect on Liege of the Primordial it creates less of a reliance on having many golems and makes it more powerful in cases where players want to use just a few instead of feeling forced to invest into maximum Golems through various Unique Items.


You want to nerf golem buff effect go right ahead. But trying to tell us the change is more powerful when players want to use fewer golems is pure BS. There is no case where this change is more powerful. You outright just set the Ascendancy's (as a whole) increased buff effect to 100% increased effect, which is 50% less effect that what the Ascendancy (as a whole) provides right now with ZERO investment. Everyone can summon one golem. Currently, taking the Ascendancy's golem nodes provides +2 golems and 50% increased golem buff effect per golem, which is 3 golems for 150% golem buff effect. All of this begs the question, what are you doing with the Ascendancy's Elemancer node?
Last edited by Galtrovan#5344 on Jul 20, 2021, 3:28:59 PM

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