1.0.0 Balance Changes

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


That's a fair point among your vitriol, but an across-the-board nerf to personal MF (unless you farm specific bosses) would seem to effect the new zones as well. I'm willing to shelf my criticism of the MF nerfs if it turns out drop rates scale nicely with the addition of the newer zones. But there is currently a chasm trying to gear in the late 60s for progression unless you're a market warrior. And a flat nerf to personal MF doesn't seem to make sense in any way that doesn't further disparage those who do not have the time or desire to sink into the trading processes that kind of exist.

What maps should be is a little unclear at this point unless you read between the lines and make assumptions. Are they end game? An alternative but not replacement as they were framed in OB? It seems from this announcement that the intention is clear you need to go to maps for the best items. As even the boss run drops were framed as:

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While you won't find the absolute best top-tier gear from these bosses, they're probably the most time-efficient way to get a lot of wealth that can be traded with mappers.

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Schn1tt3r wrote:
The only balance I care about is UNIQUES. I dont give a fuck on anything you guys posted. Wake me up when Shavronne is nerfed.

I agree, but on the other side guys wont get a new shavs in nemesis so fast. Not sure if shavronnes is even allowed in nemesis.
Neurotypicals are the worst thing this planet ever experienced.
so, Chris what u change in highend maps?
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We've rebalanced some of the various end-game options as follows:
Maps: Maps are the best place to find end-game base types and high Unique items. This is appropriate because they're gated behind high currency requirements (to reroll the mods you want). In addition, the highest ones are great for experience gain. They also offer the highest challenge levels for extreme players who want to test themselves against brutal combinations of mods.

this is u talking what we can get from maps, but not what u are change there.
Mb someone can explain me why i dont understand what changes we will see?
bows are no real two handers you still use quivers
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JoOnky wrote:
bows are no real two handers you still use quivers

yeah and you dont have a clue from game "real"
Neurotypicals are the worst thing this planet ever experienced.
A couple of things related to auras. I'm a solo, melee player at heart. That's what I do. I rage deleted my first Marauder at 50, my first "sword and board" templar at 52.

It wasn't for lack of links on gear. It was lack of "Good gear".

I sucked at rolling in the crap shoot.

Now, Auras, would have definitely helped my first Marauder. I was blood magic, and just didn't feel comfortable running auras.

So, my next go around on the templar, I was trying to run some auras. It didn't help.

So I quit them, rolled a summoner, and got into mapping. I run a couple of auras there. Discipline, Clarity, Wrath. But... it's just not engaging gameplay for me. Standing around, Arcing, watching my minions do things. So, in 1.0, I plan on using the passive reset, to go in a different direction. I'm hoping that I can still run Clarity, and Discipline at least.

So, to stave off the boredome, I built up a ranger in Anarchy. Level 66, I run a few auras. I enjoy the char, but it's still not melee.

So, I started a Marauder again. 2h'd, I'm having a blast. I will "approve" so to speak of the aura change, if it means that I can ditch Iron Reflexes, and a Level 3 Grace Aura. Why do I run it? Because it's FAR MORE ARMOR than picking up more armor nodes. I currently run Hatred (only ele dps aura currently worth it), Determination, Vitality, and Grace. After Reserving My mana? I have ONE MANA Everything else is reserved. You know what that means? BLOOD MAGIC SUPPORTS FOR ALL TEH SKILLZ!

I don't mind. I like the gameplay of blood magic for hitting, and mana for auras. But, I really am not interested in running grace. If the buffs mean I can drop Grace, and get those passive back? I'm ok with that.

But, not if it means that I can't run the other three. Because of the way things are currently, as Life / Armor, I NEED Hatred for the 25% additional damage as Cold. I NEED Determination for more Armor. I NEED Vitality, to offset the blood magic, and stay alive.

If you are looking at the auras, you also need to address Melee (NON CI) reliance on HP Nodes, and make sure that you aren't pushing / forcing people to group. I don't want to group. If I wanted to continue to be forced to party, I'll just go back to WoW, and Raid again. I don't want to do that for a gaming experience. I like PoE, because I can play when I want. I don't have to schedule with 9 / 24 other friends, and with the current cesspool that is public parties, I'm just not interested in partying in PoE. I'll party with friends, if we're both on, but I don't want to feel forced to do so.

My Marauder is my "best" char when it comes to gear, and planning, and I'm still not doing.... "Amazing", especially as my level increases, and I go from 1 shotting things in A2 / beginning of A3 (white mobs) to longer kill times in later A3 / map areas.

Spoiler



EVERYTHING in there (except the mace, Thank you again cool templar in general chat) is self found, solo play, over the course of 6+ months of gaming.

As long as the aura change is beneficial to solo play, and makes a positive QOL change for people, it will be embraced. Right now, based on the information we have, I'm just not sure one way or the other.
Every time I read patch notes i'm still surprised to see an explanation behind changes. As a player it makes me feel better knowing why something has been changed, even if I don't always like the changes. Too many years of playing games where the patch notes were just a list of changes that seemed to always 'fix' something that shouldn't have been touched two patches back, I guess. It also seems like the changes are based on true balance and feedback from players, instead of a bunch of whiners wanting to be as good as everyone else without the time and risk involved. Keep up the good work.
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DarkHeart69 wrote:
I see lots of aura bitching but none of you are taking into account that some of these auras could be lower than 30% we could be running clarity for 20% without reduced mana for all you know. I hope to see anger and wrath take on the same idea as hatred... hello buff to elemental combat builds. Hopefully Vitality, Haste, and Clarity got a much needed buff. Clarity was nice for low lvs but at higher lvs it can't sustain anything let alone something as costly as a 6l Arc.

one problem with all auras being %, is that it severely limits diversity of EB builds

whats the point of having 3k mana if you can run the same amount of auras as someone with 300 mana ? the game is already survival + one main skill heavy.

the EB builds if auras are all big % reservation will now boil down to :

1. EB+mana shield (and its gonna be a long journey down there for MS)
2. arctic armour
3. some crazy setup with trigger gems and high-cost skills like Dom Blow. not even sure if that will work, to be honest.
Last edited by grepman#2451 on Oct 15, 2013, 12:14:01 PM
although, clarity might stay flat

in the Scion Squid Squad video (http://www.youtube.com/watch?v=VWrJjbLBZkk)

clarity is flat reserve. pretty sure hatred is still at 30% though, so it might be old, unchanged footage
QUESTION ABOUT 2H BUFF:

Do u need to use a blessed orb on old 2handed weapons after patch, or do all current 2h weapons gain the benefit?

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