1.0.0 Balance Changes

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reboticon wrote:
All of these changes seem good or at least tolerable, but for the love of all that is holy, please give us at least a rough idea of how diminishing returns work. In a game about Min/Maxing to not have access to the numbers is a bit absurd.


MF changes are too obscure as is. MFing in an ARPG is and has always been one of the major ways to play. Let's see numbers so we can tell if this is now broken or not.
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k0do wrote:
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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.


so blood magic node builds are basically not able to run auras? :/



I hope the reduced reservation nodes are on the life-based/blood-magic side of the skill tree.
Another potential Idea for the 2 handed item issue would be to add a hilt/handle item that could be equipped in the shield slot similar to how bows have quivers. Then this item could have it's own statistics, etc. Just an idea.

Excited to test out and play with the new changes.
Oh man this just sounds fantastic. I just went from excited to rewally fucking excited about release.
I'd advise GGG to be careful with the auras. This change will make it even more beneficial to play in a group. If you make it difficult to play solo, you will start losing players. Some people enjoy doing a couple solo runs whenever they have time and not partying. This is an ARPG, not an MMO.

I will reserve judgment until after release though, since we don't know how much they are increasing reservation by yet.

Rest of the patch looks good.
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Kochise wrote:
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sidtherat wrote:




Chris - all your new passives are fun et al but unless you somehow remove the 'path of life' aspect, where life-based builds HAVE to use like 70-80 points just to achieve mediocre survivability noone will use these new passives because survivability always comes first and fluffy stuff second. for a 75-80lv char this leaves like 15-20 points for all: dmg, auras, buffs, resists, armor, ms and now aura passives... entire 'fun' and 'diversity' of POE is reduced to these 15-20 nodes. could you just please fix life builds before 'fixing' something that wasnt perfect but was at least liveable with (auras)




This, this and more of this.


Definitely this!

I really dont understand why does the game push **!! ONE SHOT !!** that much?
Can't you come up with a better difficulty system other than "Do you have s**tloads of Life to survive that?!" I know you can!

I think Weaver fight is great in terms of difficulty, and I think Kole type fights totally suck. Make boss fights more strategic and (player) skill dependent, not just a stat check.

Just add constant adds, if you think people will abuse not getting one shot.

Last edited by symban#2593 on Oct 15, 2013, 9:03:13 AM
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Chris wrote:
We're not afraid


Neither are we Chris.
We are ready.
Throw at us what you will.
WE ARE NOT AFRAID!
I'm that Morty guy.
Every change listed is a change I fully support. *In [GGG] We Trust*
Ign: CC_Brutality
Last edited by wreckelss11#6544 on Oct 15, 2013, 9:02:04 AM
So any existing bows will basically be garbage due to the buff of new bows?

I'm interested to see how this will change/obsolete existing bows. I realize that existing rolled bows will not be changed, but if new rolled bows can now get higher stats, it will make an entire game of bows obsolete? Or am I missing the point?
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DarthSki44 wrote:
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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.


Whoa o.O that was probably worth mentioning in the original post.


Yeah really, that's huge.
IGN: LordGrax

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