1.0.0 Balance Changes

Wont it be better to just stack Item rarity and farm docks all day everyday until youre bored? Seems like maps cost much more and arnt effective farming wise other than xp. Is that the direction they're aiming at? If maps cost more then they should be more effective for farming as well to cover the cost.

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Kamro wrote:
Lots of great changes for Solo Player and then the Aura change is a big Bag of **** , will change nothing for groups but solo players like wanders will be pretty much ruined.


Agreed. I was thinking this too. I solo 90% of the time and just started using hatred and anger together, but with my build I need a usable amount of mana left for my other skills. This change seems to put a big hurt on anyone that isn't dedicating to full on aura builds.

I don't want to run 5 or 6 auras, I just like the boost of a couple of them in concert with my bash face in skills. With this change, that will become very difficult to do it seems.


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Auras
We had two problems with Auras:
Using various tricks like Blood Magic, end-game builds would run six or more auras at once. This resulted in very little aura diversity or interesting party synergies.
Their effects were not impactful enough. If you had six active ones, it was a big difference, but each individual aura wasn't incredibly meaningful.

To solve this, we're making auras more powerful but are increasing their mana reservation costs. There are new aura cost reduction passives that allow you to specialise in having many auras if you still want to be a full-on aura character. Now each aura that affects you can really be felt and there's a lot more diversity in aura loadout. When we're testing high level characters it's amazing how different they feel when different combinations of auras are selected.
Finest Hardcore Gaming Guild ~Soldiers of the Wasteland~ sotwguild.com
Last edited by AgentSmith5150#4513 on Oct 15, 2013, 4:48:26 AM
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Tin_Foil_Hat wrote:
I just found this beast a moment ago, oh joy. Should be nice to see 2 handers get buffed.


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Tin_Foil_Hat wrote:
"Thats shit". Nope.
Especially not when i exalt and divine it well past 500 DPS.


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Tin_Foil_Hat wrote:
Seems like someone doesnt know what a divine orb is.


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Tin_Foil_Hat wrote:
You dont even know what a divine orb is, i cant take you seriously.


It is you who does not understand how divine orbs are working.
Please read http://pathofexile.gamepedia.com/Divine_Orb especially the last phrase.

To translate, you have the magic modifier (prefix) called "Serrated", that can have any random value between the range 50-69.
Using a divine will give a new random value inside this range, 50-69. So you can get minimum 50 and maximum 69 (from your current 53).

Also, as far as exalting goes, you can only get one more prefix on it.
I highly doubt the staff has ilvl73 so "Emperor's" is out of the question, which leaves us with probably "Conqueror's" (65-74 and some measly accuracy).
http://www.pathofexile.com/item-data/prefixmod

Yea, long story short: wasting currency on this staff is crazy.
And yea, it is vendor material for some alteration&alchemy shards. In other words, "shit".
Fantastic changes, much needed and should bring a refreshing change to the game.

My only (minor) concern is that in the 4 month leagues having no IIQ will mean that build-enabling uniques such as Perandus Blazon (love that +atts) will be prohibitively expensive. This belt in particular was key (for me) in making a successful summoner due to the lack of dex/str needed for meaningful minion auras. This is just one example.

Other than that - tidy!
I guess all these changes will be applied to all Leagues, not only the new 4-month ones?
IGN: Caydranth
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BestiyaLV wrote:
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Kamro wrote:
Lots of great changes for Solo Player and then the Aura change is a bid Bag of **** , will change nothing for groups but solo players like wanders will be pretty much ruined.


1st, great news Chris.

2nd - many of us(single players) have forgotten one thing - that there will be different skill tree WITH 30 additional passives (search earlier Chris news posts) and the 7th class in the middle.
Who knows all passives, that will affect mana pool?!? Only GGG as for now, so chill out. 8 days and we will see, what/how exactly we can play solo again :D


30 additional passives? How do you obtain them? Anyone able to confirm this?

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


I really hope there is something to compensate the mana cost for blood magic keystone users. Percent based auras will hog a huge portion of your hp.
Last edited by Rampe69#6230 on Oct 15, 2013, 4:55:49 AM
Awesome changes!

Was expecting some tuning on HP vs ES balance though.

Move faster, time. Faster!
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NgjnMaster wrote:
I guess all these changes will be applied to all Leagues, not only the new 4-month ones?


Please read the OP:
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The Item Quantity Support Gem and Item Quantity mods on magic/rare items do not spawn in the new Domination and Nemesis leagues
Changes seem to be very good. So I will wait for release and see how the "reality" looks
like :)

Thanks to GGG for listening to community, its always great to see that critics are taken serious and worked upon in the game.

Good work, go on like this !

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