1.0.0 Balance Changes

"
TheAnuhart wrote:
'The highest challenge' does not come from playing an economy sim, buying the best gear you can, rolling in currency and faceroll chaining 77s.

It must also be mentioned that many of the filthy rich players are not touched by the currency sink, as they have no interest in 'the highest challenge'.

'The highest challenge', Chris, is by not simply buying the gear to roflestomp end game maps in a group. 'The highest challenge' is solo self found, no trade. Yet, the content is gated behind trade and the cost lessened in a party, which further diminishes the challenge. The challenging content is at first out of reach, it remains mostly out of reach while we farm content which slowly becomes easy. We gear up, we farm currency to attempt the higher content. What happens is, the challenging content grows less and less challenging with only extremely rare visits (if lucky) and the available content becomes stupid easy.

'The highest challenge' is one you, by design, remove from the game. Faceroll, is the current model, misplaced is the currency sink.

Thanks.


Exactly. So many games turn to artificial limits and caps on the gameplay that people find fun in order to sustain the game for the players who play all day and achieve great wealth through trading. I know Chris has been quoted more than once for advocating that trading is something he values, but forcing it and team play comes at the cost of alienating everyone else.

If I had to guess, they are afraid. But they're afraid that upon release those full-time players will flood the economy with wealth and good items and everyone will get bored too quickly. So instead, they feel the game now has to become a job for everyone else playing it for fun.

Remember when it was almost mandatory to build a game for a single player first and not a group of them?
"
Chris wrote:
"
Psyborg wrote:
One question about the removal of some IIQ mechanics:

Did you change the Map Mod/Map Quality -> Map IIQ mechanics at all?


It's being considered, but there's nothing to say about that just yet.

"
BearCares wrote:
So if I have a 6-L white 2hander today, will it benefit from the buffs when the patch comes out?


Yes


so you're making 2H even more OP than it already is and making us shield users regret it even more? lol?
The only game you need to win at is on the internet.
Hello Chris,
after looking the new changes/nerfs I have an important question, what's the goal? What do you want to achieve? An easier game for casuals and at the same time only two ways of play POE?
Maybe I'm a strange player but half or more of those changes look awful for me.
Seems you don't like people get tons of items on maps (95% of them are garbage) so you decide to nerf mf.
It's a good way to farm merciless bosses but not to have high iiq instead of that, why?. Why is better for you farm bosses instead of end-game zones? You can play until the end of the days at docks but there will be less drop, so the only reason of anyone who is lvl 75 or higher to farm docks dissapear, you nerf it and there will be no reason to play docks anymore after that level.
Will not be an high experience dropoff on docks, lunaris, etc. but we will be able to level up until lvl 100, who wants a ladder full of lvl100 who never had played the real end-game content? If someone manage to get lvl 100 has to be because they took their risk and played a lot of high level maps. Whats the proud to be lvl 100 playing against the most difficult bosses if someone can achieve the same thing without doing it?
I don't feel there will be more equally appealing options to end-game players. I think there will be a easier game for casuals and less options for gamers.
Always there are people complaining about all kind of things: "kaoms is op (because i can't afford one)" "shavronne's is op (because i can't afford one)" "MF is op and mandatory to be wealth (why you didn't play a mf build?)" Always people complaining because they don't like to play some builds but trying to nerf those builds, why? If they play those builds only one time they could realise that builds aren't op at all. If you play kaoms based build then you have less armor than other, you only have a bow or 2H weapon build to get a 6L (try to reach end game with only a 4L). Shavronne's is nice because of not bypass chaos damage, but chaos damage still affect on you, it's not the higher one ES chest in the game. I played for three months a mf build without a shavronne's and is a real pain in the ass, maybe those people think that play without CI, low life and playing maps is a easy way, it isn't! And if you play with 2 andvarius you have no resists! You have more drop but what's the cost of that? Endless leveling to reach 100% because of deaths by any mob, lot of map mods unable to be played and so on...
If I play maps or farm docks/lunaris it's because I can't fight against piety, what i have to do now?
In the other side, let's go nerfing iiq on party and soloing too, what's the objective of that? If I want to run some auras now i will have to play with some others, but only play with whom who have the auras that benefit me and i don't have. If I can't find those players I become less effective, so i have to play in party, but playing in party doesn't worths because i'm mf and i have enough iir, now i will be more affected by diminishing return.
What will think people that run high level maps? They have to spend a lot of currency to roll these maps or to buy them, because the map drop rate is ridiculous, but they will have less currency because the diminishing of item drops so they will have to farm docks to pay the maps instead of play high level maps. I don't understand it.

So at the end you have to play in party to get more auras but you lose the drop bonus.
I don't know the others players history but my first char was a witch, in three months of play i will never dropped an exalt, never. My currency never reach more than 3 exalts coming for trade items. In anarchy it was the same, playing a shadow until end game, with a fresh economy, no currency for me. Then i take the decission of run a farmer. I have currency and i have a shavronne's 6L and other good items but at the cost of farm and farm and farm and farm, stopped at level 85 for three months and no playing maps until shavronne's (yeah it's a dream to play this way i know, sounds easy for anyone that never runned a farmer)

And after all you think a mf nerf is needed because players think it's a easy way, amazing.

And ending with easy way to fuse 4 and 5L items. Players doesn't want to farm fusings or better rare items, they want to reach end-game as soon as possible and that's include do the game easier for them. Really you want a easy game, seriously, being hc players as you said always, you like that? What's the funny way of get all easier and don't need to work hard to get better items?


It's good to see new content, and looks very nice, but I can't understand some nerfs that you will plan to do.
Customer
I'm glad to see that auras will be less of a no-brainer decision.
OMG, so much crying.

Great work GGG, really looking forward to the release.
You make a hell of a work guys!
Sound ok for me...i personaly dont like the aura and map changes!!
Ign: The_Horus

My profile & builds @: http://www.pathofexile.com/forum/view-thread/544588
"
xabierus wrote:
Hello Chris,
after looking the new changes/nerfs I have an important question, what's the goal? What do you want to achieve? An easier game for casuals and at the same time only two ways of play POE?
Maybe I'm a strange player but half or more of those changes look awful for me.
Seems you don't like people get tons of items on maps (95% of them are garbage) so you decide to nerf mf.
It's a good way to farm merciless bosses but not to have high iiq instead of that, why?. Why is better for you farm bosses instead of end-game zones? You can play until the end of the days at docks but there will be less drop, so the only reason of anyone who is lvl 75 or higher to farm docks dissapear, you nerf it and there will be no reason to play docks anymore after that level.
Will not be an high experience dropoff on docks, lunaris, etc. but we will be able to level up until lvl 100, who wants a ladder full of lvl100 who never had played the real end-game content? If someone manage to get lvl 100 has to be because they took their risk and played a lot of high level maps. Whats the proud to be lvl 100 playing against the most difficult bosses if someone can achieve the same thing without doing it?
I don't feel there will be more equally appealing options to end-game players. I think there will be a easier game for casuals and less options for gamers.
Always there are people complaining about all kind of things: "kaoms is op (because i can't afford one)" "shavronne's is op (because i can't afford one)" "MF is op and mandatory to be wealth (why you didn't play a mf build?)" Always people complaining because they don't like to play some builds but trying to nerf those builds, why? If they play those builds only one time they could realise that builds aren't op at all. If you play kaoms based build then you have less armor than other, you only have a bow or 2H weapon build to get a 6L (try to reach end game with only a 4L). Shavronne's is nice because of not bypass chaos damage, but chaos damage still affect on you, it's not the higher one ES chest in the game. I played for three months a mf build without a shavronne's and is a real pain in the ass, maybe those people think that play without CI, low life and playing maps is a easy way, it isn't! And if you play with 2 andvarius you have no resists! You have more drop but what's the cost of that? Endless leveling to reach 100% because of deaths by any mob, lot of map mods unable to be played and so on...
If I play maps or farm docks/lunaris it's because I can't fight against piety, what i have to do now?
In the other side, let's go nerfing iiq on party and soloing too, what's the objective of that? If I want to run some auras now i will have to play with some others, but only play with whom who have the auras that benefit me and i don't have. If I can't find those players I become less effective, so i have to play in party, but playing in party doesn't worths because i'm mf and i have enough iir, now i will be more affected by diminishing return.
What will think people that run high level maps? They have to spend a lot of currency to roll these maps or to buy them, because the map drop rate is ridiculous, but they will have less currency because the diminishing of item drops so they will have to farm docks to pay the maps instead of play high level maps. I don't understand it.

So at the end you have to play in party to get more auras but you lose the drop bonus.
I don't know the others players history but my first char was a witch, in three months of play i will never dropped an exalt, never. My currency never reach more than 3 exalts coming for trade items. In anarchy it was the same, playing a shadow until end game, with a fresh economy, no currency for me. Then i take the decission of run a farmer. I have currency and i have a shavronne's 6L and other good items but at the cost of farm and farm and farm and farm, stopped at level 85 for three months and no playing maps until shavronne's (yeah it's a dream to play this way i know, sounds easy for anyone that never runned a farmer)

And after all you think a mf nerf is needed because players think it's a easy way, amazing.

And ending with easy way to fuse 4 and 5L items. Players doesn't want to farm fusings or better rare items, they want to reach end-game as soon as possible and that's include do the game easier for them. Really you want a easy game, seriously, being hc players as you said always, you like that? What's the funny way of get all easier and don't need to work hard to get better items?


It's good to see new content, and looks very nice, but I can't understand some nerfs that you will plan to do.


My eyes hurts from this post.Paragraphs next time.First of all.How can you know map getting worse?For all you know is that in maps you will get higher unique than farming outside.

They also told you that you will get double the items of the boss.So that means iiq is quite useless to start.

There will be more areas than docks,and as they said,maps will be better for items and should be better dont you think?

If anyone can get those "OP items you are referring to,why that should bother you?What hurts?Your ego maybe?

They said about auras,that you can run the same as you run now,but you will need passives which reduces the % so what is the hustle all about?They got destroyed your "OP" build so you cant figure out a new way to play your class?

Game wont be easier.You've seen new areas?Dominus?You bitch about not be able to handle game with kaom and shavrone,then you are bitching on why things can get easier by someone fusing with less tries.What exactly do you want?Exactly,you dont know what you want.You are an elitist jerk,thats all.
Bye bye desync!
I like all these changes, mostly the 4-link fusing, quantity in parties and boss drop rates.
P̯̹̙̥̉̏ͦͯA̠̝̰̣̯͕͚̲̭͈̥̠͑̓̿ͦ̾ͯ̍ͅͅȚ̜̦͕̞̞̠̮͎͔͙͔̺̺͉̟̿̿̏ͬ͛͋̍ͮ̌̚H̹͕͚̟͍̘̤̱̻̬͓̬̮̫̦͖̳̹ͮͨ̒̉ͮ̿̈ͪ̇̿͆ͭ̃ͭ̃ͭ̚ ̲̫̞̤͓̳͑ͬ̾͌ͯ͐͂̿͗ͨ͋͑̍͐͗̾̄O͕̮̻͔̳̠͉͖̳͖͈̻͇͈̣̙̪͈ͨ͐̒̽ͣ̋ͅF̣͎̞̞̯̝ͦ͌̆ͥ̈͐̾ͣ̔ͮ̐̀̏ͪ̚ ̟̩͙̙̩̮̻̼ͬ͑ͥͦ͗̿E̼̭̩̜͕̱̤̭̞͖̳͍̝̤̼͓̗ͩͫ̌ͬ̊̋̄͑͗̽X͕̰̪̱̲̩̙̦͓͓̯̠̤̝̝̯̣̥̀̋̌̍̚Ȉ̖̟͔̩̝̊̿ͪͅL̺͓̻̰̀͋̅ͮͧE͔̼͚͕̮̻̟̩̪̖̫̪̦͙̎̑͆̏ͨͅ
"
daaviid78 wrote:
OMG, so much crying.

Great work GGG, really looking forward to the release.
You make a hell of a work guys!


Some people have valid complaints. Thing is that its already hard to play solo. These changes further affect us solo players.

How? Auras will reduce either our dps or defense. It wont affect groups as different people can use different ones. How else? Item quantity is like a solo players only way to sustain higher maps. Yes IQ doesnt affect map drop, but it does with currency and its quite noticeable.

"
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.


I read this as two handers will get a buff to base damage, which will affect existing items as well, no?
Besides there will be new and stronger mods for two handers which of course not will effect existing items, but existing items will be able to roll these mods (modulo item levels).

Anyone agree/disagree in this interpretation?
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