1.0.0 Balance Changes

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sidtherat wrote:
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otinanai2 wrote:
I love how much GGG are changing/experimenting with the game. I'm sure if the aura changes make the game worse they will be fixed in the next big patch in 4 months.


4 months is an era in gaming. people displeased (pissed, mad, qq, angry etc) with such change will not wait patiently 4 months so something is 'maybe' fixed. every 4 months is TOO SLOW of a pace. and seeing how sporkers are OP since closed beta and the only nerf is the measly 6%->4% crit on spark..
one word....HOTFIXES
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Nice!! Soooooo many amazing changes.

Mindlessly grinding a regular zone to 100, fuck yeah, sign me up!!! That was one of the biggest complaints I had about POE before, map management is too expensive and too much hassle.

Next up, AURAS, finally!!! Sounds amazing. I really disliked compromising fun because of auras. Because some builds I wanted to do were really fun, but required too many aruas...which were sometimes simply impossible to run and required either insane gear or heavy investment into passive tree (which again compromised the build). I'm quite happy to have to worry about one or two auras and not 7.

2h Buff, about time. For just about every build, it was better to run 1h+shield (speaking Hardcore mainly here). Most exceptions were in the form of build specific uniques (Searing touch for example).

Buff to slow weapons, also about time. We'll see what you have done, but I have high hopes for this.


Bosses now inherently drop more loot, I know I said this before, but about fucking time. Sure even now bosses drop more loot, but from my experience if you were not running MF character, it pretty much sucked. I'm glad to see boss runs being implemented in a way that everybody can farm for items, MF or not.

MF nerf, yes please.


Keep it up GGG, this all sounds amazing.
Really cool changes ggg, but i do wonder about the flat aura's cost being changed to % based.

Will see how it goes, nice read.
Freedom is not worth having if it does not include the freedom to make mistakes
Nice on all accounts. Keep up the good work.

One major update that I hope is addressed in the passive skill tree update is the life based build.

Fix life-based builds so that end-game they are more on-par with the crazy scaling ES builds out there. Give the life based builds a good 5 to 15% boost so that come time for maps, the two builds(ES or life) are roughly equivalent.

It's frustrating to see absolutely everyone in your party go ES and then the people that choose to go life die so much easier. :-(


I'm not liking the aura changes. I have an elemental wander running all 3 damage auras, clarity and one other, and an evasion shield tank in the making that relies on Grace, Tempest Shield and Haste.

I suppose that I will no longer be able to use these auras. I forgot how much purity is needed too, but I can barely ever fit it on and just rely on loads of decent prismatic rings,
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Qarl wrote:
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k0do wrote:
Is it just the % auras, or the flat ones too?

because if the flat auras are increased in mana cost too, thats a pretty big blow to the blood magic keystone :/


Most of the flat cost auras are changing to being percent based for cost as well.



i can`t understand why you change it! to be honest auras were the smallest issue in this game.
ign: oberarmklaus
Now, when you say that these changes are being deployed at the start of the 4-month seasons, does that mean they're just going to be in the 4-months leagues, or will Standard and Hardcore get them as well? May be a dumb question, but I just want to make sure.
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We've increased the damage of all Two Handed Weapons and have introduced a new set of two-handed physical and elemental damage mods that they can receive.


Sounds like a buff to kaoms heart to me, what was all that talk about kaoms being nerfed?...
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Chris wrote:
Improved Two-Handed Weapons and Mods
We feel that there should be more incentive to use two-handed weapons and to be exposed to additional combat risk by not having a shield.

We've increased the damage of all Two Handed Weapons and have introduced a new set of two-handed physical and elemental damage mods that they can receive.

The two-handed damage increases also affects bows. They now receive the new two-handed physical damage mods and the old one-handed elemental damage mods. In addition, the slowest high level bows have been given implicit mods to provide a more interesting tradeoff against fast bows.


Just for clarification, will this change also affect unique two-handed weapons?
IGN: Sudoku
Very, very good!

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