Nerfing Defensive Archnemesis Modifiers

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Keyreal6698 wrote:
I remember how cris Wilson said to us on 1l3.17 announcement that ggg will Not doing bigger Nerfs like it was 3.16!but in 3.19 they make a biggest NERF OF ALL TIME THAT POE EXIST!


There is many problem, yes. But core drop "nerf" existed only in players heads. I was think "they all nerfd, is nighmare!" before, and now I sorry for this. Now past strategies don't work, it's true. But nice loot explosions exist! It's in AN god-touched mobs. It's rare - yes, and this very sad. You can't directly affect on their presence - yes. But it can give "drop explosion". It's not nerf for nerf. It's trying of equalising I think. Not ideal, with big issues, it kick economy... And deal other not good thins. But it's not so big problem as seem. We find new strategies.
Real problem is defence, minions, melee.
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baho94 wrote:
people are still crying for the league not being what they expected... balancing the game out in terms of difficulty, loot, and league mechanics takes time so instead of crying 24/7 about this, just don't play the game or play the game and stfu + cut chris and his team some slack, its that easy

[Removed by Support]


or we could expect that a mid-sized software company do basic QA competently. Is it really too much to ask that a mid-sized software company engage in industry standard QA and properly test changes before implementing them?

This also pretty clearly isn't the result of an 'oops' its a direct choice they made that would obviously have consequences. It's not like it's an obscure 15-dimensional interaction matrix where they missed something. It's directly changing major constants built in to the game.
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Asvadim wrote:
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Keyreal6698 wrote:
I remember how cris Wilson said to us on 1l3.17 announcement that ggg will Not doing bigger Nerfs like it was 3.16!but in 3.19 they make a biggest NERF OF ALL TIME THAT POE EXIST!


There is many problem, yes. But core drop "nerf" existed only in players heads. I was think "they all nerfd, is nighmare!" before, and now I sorry for this. Now past strategies don't work, it's true. But nice loot explosions exist! It's in AN god-touched mobs. It's rare - yes, and this very sad. You can't directly affect on their presence - yes. But it can give "drop explosion". It's not nerf for nerf. It's trying of equalising I think. Not ideal, with big issues, it kick economy... And deal other not good thins. But it's not so big problem as seem. We find new strategies.
Real problem is defence, minions, melee.


Wrong actually. Those nerfs were even noted by Chris in his video before the league even started showing off the league and explaining them. The skill nerfs were real also though too and also told in the video like minion skills as example. Animate Guardian being one of them but there was others too. This is where videos are being shown of nuked by unmodified enemies with tanky builds. Chris also stated that those skill changes were a change too in his video but he did mention the other changes also. The core and nerfs weren't in peoples heads. They absolutely followed the content and realized the difference. However Chris also did note core things like loot drop and unique drop nerfs and even the divine orb change. In fact they had to raise loot drops realizing they absolutely ticked everyone off and the league was unrewarding. Check you patch notes.
Last edited by ChaosCreature7#3562 on Aug 25, 2022, 10:30:50 PM
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Tomorrow we will post an explanation of what our intentions were with the balance changes in this expansion and what went wrong with our process. We're sorry for the delay on this, it has been a bit of a week.


when ?
Thanks for trying to solve the problem. I would like to say my thought. I write this for the GGG support to take this constructively.

- Essence mobs are way nicer to fight now imo.
- Bring back harvest keep prefixes-suffix (gamble is trash way of playing imo)
- Bring back the quantity buff loot and also apply it to the Lake
- Bring back beyond like its was before
- Archnemesis clearly need a big rework, its has been nerf how many times now and still OP when combined with other mods.

Why we are now dropping so much ; blacksmith whetstone ; armorers scraps ; armor 6 socket instead of jewelers ; 20 item rare drop from 1 mob ; 1 rare with Kitava Touch dropped me 23 flasks. In fact this lead to more click (if you pick them lol) and by the way, most of us don't pick them up to id them as it would be a complete waste of time so its completely useless imo. In conclusion, the drop feel inconsistent and unrewarding this league compare to Sentinel.

I noticed many change you did where not mentioned in the manifesto and also in the patch notes that I've read completely. This is the kind of info very important so I would like to know why you don't communicate those information?

Hope you take the feedback to the office when its need to be heard and wish you good luck with that.

Cheers
Eat Sleep Repeat
Is this change, work now or not?:>
Thank's for this but i'm not sure this is gonna be enough.

Example: I encountered rare foe with 6!! arch mods in a level 77 delve, it was impossible to avoid, can't run out. solution : die or altf4 well...
Do you really think that this is the kind of foe we should encounter on this low tier stuffs.. this kind of rare should only appears on "high end" tier content. (or if it choosen)

Maybe doing something like that could be good.

-white content : 1-3 maximum arch mods
-yellow content : 2-4 maximum arch mods
-red content : could be max i guess





I also think that you really should play your game few days before releasing a new content. this could avoid a lot of simple mistakes.
I cannot believe that this content has been tested and if it's the case the testers was hardly drunk.


Hope you'll change guys.

Last edited by mordawf#5376 on Aug 26, 2022, 3:08:43 AM
Needs more balancing offensive and defensive
I appreciate all the hard work your team does. Love the game.
remove vampiric's "cannot be life-leeched" plz

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