Settlers 40/40 Feedback
Ill start off by saying thank you GGG, a lot of things I wanted to see happen came true this league.
Ill try to section each one and be succinct as I can but wow, this is the best league I have played to date. Melee Changes
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Its clear that melee is now an extremely powerful contender among the ladder. The changes that were made to the bottom of the tree, endurance charges, gem changes, and base type changes, have all been a welcome to lift this archetype out of its cobwebs and into the meta this league. Bottom of the tree changes: Very happy to see the introduction of more defensive options, block being easy to access, added max res nodes, and reservation/leech placed to help bring this archetype more in line with other parts of the tree. Endurance charges: I am glad to see this buffed to its current version of additional phys and elemental DR. These really help push away from feeling the need to have suppression on all archetypes, especially melee. Gem changes: The % overhauls to these have brought the skills more in line with damage numbers we have seen from other archetypes. Melee should have some weight behind their hits as they do now. Base Type changes: The multiplier changes made to weapon damage and body armour have benefited melee greatly. Allowing you to build up your armour to a decent level as you will need it, as well as your weapon having a strong impact on your damage. The introduction of new base types has made it so determination/grace are no longer required. Bleed changes: Aggravate is one of the strongest things to happen to bleed. It is very welcome that we no longer have to have a silly bow swap for ensaring arrow to make our bleeds actually deal damage. I am happy about bleed seeing an update to its mechanics. Banners: I think there is work to be done here. You have an option with war banner as a sort of DPS cooldown... but the other options are conditional defenses/aoe that dont really have an application in this game. Id like to see a different approach to banners in this game. The cooldown playstyle nature of them seems to be more in line with an MMO. Spectre Play
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I am very happy to see that the affliction corpses are back in action. I made a post back in affliction (https://www.pathofexile.com/forum/view-thread/3478260) and maybe happy that this maybe made a difference. Thank you GGG!
Utility: Powerful and fair options for auras like the tiger, thunderbird, judgemental spirit, spirit of fortune, turtle... all making a comeback is seeing plenty of use among minion players. Damage: With changes that were made to how bleed behaves with vulnerability (aggravate) many options on the physical specters are now in a firm spot in power level. These options allow builds to not just use spectres as supports, but pure spectre builds. Especially with the necropolis change to wraith lord! I am currently enjoying Slashing horrors and Dark reapers as melee spectre pure build; able to clear all content in the game! Dancing swords, runic skeleton, blasphemers etc.. There are many options that have opened up with how physical damage, bleed and impale have changed. And I am glad to see the affliction spectres back in action! Kingsmarch
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The mechanics to this were great at all levels. Shipping Possibly the strongest mechanic out of the league, this option made currency and gear extremely easy to access. You did not have to send large shipments to get great returns on your investments. Black Market Faustus had nice options to get progression gear with the gamble mechanic through the campaign, I am happy to see stuff like this added for starter and medium progression gear. Gold re-specialization I think I used this like twice, never really needed to since I just had regret orbs. Think the price on these is a bit high too, nice option to have on league start for sure; especially when extreme changes are made like this league. Currency Exchange Chefs kiss GGG. You made the biggest and probably best change to trade ever with this. I am looking forward to additions to things like maps, or incubators to this, itemized corpses (get rid of their ilevel). As well as working on conversion prices if necessary. Well done! Enchants These are nice, I am not sure if these are "borrowed power" and something that will just go away. Honestly they seem to be great additions to the base game. And could see expansions to what mods are available. Interesting way of reintroducing helmet enchants but on weapons perhaps? Recombination I feel like this needed to just be full send back to its original power or not at all. There were some broken things yes, multifracture... fracture influence... but the current version seems like a huge gamble with very little innovation. I think without the obvious broken interactions this could have been a bit better. Just my opinion anyways Mapping Love the idea, even had a mirror come back haha. I like the idea of throwing in maps you just wont do and get passive income from them. Very well done, nice and neat stuff you can get. Not just the giga stuff but also free lifeforce, currency, gems, fragments etc... Bosses The bosses you introduced I think are fair difficulty for the league mechanic. Very reminiscent of the bosses from expedition in that league. They arent really that hard, dont have much damage behind them and very telegraphed and easy to understand mechanics if you dont have much tank either. And they drop plenty of gold! T17s
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Difficulty: The changes you have made to these have made them approachable at mostly all levels. Properly put together builds can accomplish whatever they need to on these maps and I believe the changes have been fair. For people that just want their completion for the map device slot (great addition of another one by the way), the bisection scarab has allowed players who may not play at that level at least access their additional scarab slot. Personally I think these have become... a bit too easy. But I realize that I am probably in the minority for that and can accept this change overall for the health of the game. Loot: I think loot from these are fine. The arguments I have seen so far about loot is either not knowing how to generate loot at all by saying t16s are worthless, which isnt true. or not applying the same logic they do to the builds they play. "optimally playing" or "missing out" arguments that fall short of consistency. A lack of knowledge and FOMO does not, and should not, be reasons for anything to change in this game. I wouldnt care either way though. I dont see a necessary change for loot from these maps. ETC Mechanics
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Nameless Seer Yes great to have him, got several good uniques from him. Including an HH. The scrying feature is amazing. Great to have an open option to running maps on maps you want for cards, rather than a grueling specific map you may hate. Reflecting mist I mean I see crazy items on reddit. Most of the time i just spits out horrific things in general, recoup negative life on hit lol? And on bases that just suck too. Its kind of this unneccessary MASSIVE rng thing that has no real depth to it. You either get a really shit item, or a giga broken one, with 0 room in between. And you cant craft on them obviously so its not like you can redeem some of the negative aspects of them. Wouldnt care if it disappeared to be honest. Sentinels Seems good enough, not too powerful not too weak. Happy its a little thing to add to your map. Seen plenty of returns on it. Maybe expanding more on it? Or keep it how it is. These little guys are nice. Sometimes forget to use them too. Wildwood I feel like the rewards from this are so toned down that its not worth going into them at all. It just makes the map sometimes unreasonable and ... you dont really get anything in return for your troubles. Im not really comparing this to affliction either, that version of it was broken. But this version is COMPLETELY in the opposite direction, rather than a happy medium. It gives less rewards than a general loot delirum for a map. Would like to see the rewards maybe tuned up a bit if you keep this feature going forward. Still playing as well! Again, thank you GGG for these changes and I look forward to more changes for POE1 . As we all know POE2 is right around the corner! Feel free to leave feedback below! Edit: Typos. Mash the clean Last edited by Mashgesture#2912 on Sep 24, 2024, 5:10:35 AM Last bumped on Sep 28, 2024, 10:16:49 AM
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Agree with pretty much all of this.
Especially with the opinion on loot. I spent a good part of my time testing various ways of making currency then compiled a word document to share with my fiance to see which is the most profitable. They were all methods for T16 maps so by default, I avoided strategies that need T17s such as Strongboxes and Ultimatum. Needless to say, there's plenty of options to choose from. Some are worse than others, and some just need a certain power level in your build to handle it, but the options are there, so anyone who said this league was poverty league are likely those still mentally reeling from Affliction league. The melee changes are welcoming. Normally I just stick to summoner since poison SRS is cheap and versatile enough to handle most content without costing a crazy amount of currency, but this league allowed me to branch out and try something else. I gotta say, it's real fun playing a CI flicker trickster. Flicker strike is also my fiance's favorite skills so he was happy to play a flicker slayer build, especially now that he doesn't need to micromanage those stupid melee support totems. Now I wish GGG would give the same treatment for summoners and remove AG, or make them unviable as a support, so they can buff minions. On the subject of spectre builds, does aggravate passive actually work for them? How well do physical spectres perform compared to cold conversion? It would be nice to try doing a zoomancer-like build which doesn't depend on that mirror-tier helmet to be comparable to other builds in terms of DPS. PoE players: Our game has a wide diversity of builds. Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! MFers found strength in their Afflictions. They became reliant on them. I am not so foolish. Last edited by Pizzarugi#6258 on Sep 28, 2024, 8:07:15 AM
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Aggravate will work on the spectres through vulnerability and its quality chance. This is something I tested with and without vulnerability the difference is night and day; and it actually is beneficial for a particular spectre
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The moving mechanic restriction is 100% separate from aggravate, and you can get the stacking bleed to aggravate. Its pretty nuts. I run 2-3 of these depending on the situation and they just delete. You can proc aggravate % chance a bit higher if you ran with something like ashes and improve the quality of vulnerability. I dont think its necessary to get it THAT high though, enhance was enough for me. Does all content even juiced t17s and ubers. This jewel is actually hilarious, your spectres just run the map perma with Soul Eater
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And then these things are just insane for clear
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They go spinning off screen with cyclone and lacerate without feeding frenzy even supported, they may as well be tagged aggressive cause they just go off. They dont seem to cancel the bleeding with the reapers either, I think what is happening is the bleeds the swords apply, removes ONE of the stacks of the reapers and then applies their own bleed. I could throw together some VODS if there is demand enough for it, its pretty insane how this project turned out. Mash the clean
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" Interesting. Do you swap between spectres, or do you just have different builds for each of those spectres? I would definitely like to see some VODs on them in action. I want to see how they perform in T17 maps and uber bosses. Obviously using the appropriate spectres, as I know dervishes will probably struggle on uber bosses since they probably won't perform as well on single target and vice versa. PoE players: Our game has a wide diversity of builds.
Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! MFers found strength in their Afflictions. They became reliant on them. I am not so foolish. |
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Swap depending on the situation yes. At least if you have the option (if they are cheap etc..) which they are lol. They are like 5c-10c each for the swords/reapers. Judgemental is about the only thing up there at around 80ishC I guess?
Im not swapping out a tiger/warlord or anything, that would be 13 divs for the tiger, and 2divs for the warlord each swap lol. But Im not even using the tiger anyways just the warlord. I wont run turtle or judgemental spirit if I(or the spectres) dont need the defenses and just want to blast. Or depending on the mods that roll, the swords are a bit squishy and can die on harsh mods without a decent buffer. Right now Im running what I did for juiced t17s, a bunch of unnecessary defense nodes, and the turtle/spirit for normal play. But for the 250% t17 challenges I think I just played it safe and had them for the extra defense. Will throw something together here for a couple t17s sure. Ill do a bit defensive one and Ill do a bit offensive one. Mash the clean Last edited by Mashgesture#2912 on Sep 28, 2024, 9:17:36 AM
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" Heres a couple quick VODS I put together. Ignore the silly deaths didnt really try to do anything gameplay/skill wise. Defensive: Spectres: Turtle, Judgemental, Warrior, Warlord, x2 Swords, x2 Reapers https://www.twitch.tv/videos/2262494958 Offensive: Spectres: Warrior, Warlord, x3 Swords, x3 Reapers https://www.twitch.tv/videos/2262507294 Edit: If you want a bunch of single target damage, I found dropping a Reaper and 2 swords for these guys really pushes this build into boss single target damage.
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Obviously at the cost of clear. But when you are running through your ubers youll not really care about clear. Still plenty to build on this support gem wise, there is no guide for this anywhere, so its completely original in terms of research. There was some beyond demon that can increase physical damage taken but I couldn't get the corpse to spawn. Demon Harpy is what it is, and it screams out a stacking incomming physical damage taken debuff up to like 60%. Mash the clean Last edited by Mashgesture#2912 on Sep 28, 2024, 9:17:27 PM
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