1.0.0 Balance Changes

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Galtrovan wrote:
*snip*

And to me, someone that went out there way to get 3000 mana should have some kind of benefit over someone that completely ignored the the stat.


Mana regeneration difference between 1k mana and 3k is massive.
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Love the upcoming changes. I'm excited about coming back for the official release. POE may be my PC Game of the Year. But who cares what I think.
Oh I really can't wait for the release! I'm counting the days :D
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Galtrovan wrote:
In end-game there is almost zero difference between having 45, 100, or 300 mana left for skills. And to me, someone that went out there way to get 3000 mana should have some kind of benefit over someone that completely ignored the the stat.


Sorry, but that's not true, 100 to 300 mana is quite a huge difference, especially for characters that use mana leech. It takes time for mana to leech back. If your mana cost is 80, you can attack 3-4 times on your base mana, giving you plenty of time to leech. If you have 100 mana, you can get off 1 attack, and you will frequently not have enough mana due to the nature of mana leech.
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FireSkull wrote:
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FireSkull wrote:
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FireSkull wrote:
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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Anyone?
I'm kinda mad about the aura thing. And I am never really mad about anything.

This change will nerf my melee duelist who can barely do maps with Determination + Grace(without IR) + Wrath + Purity.

I can't afford to remove any of those.

Without Determination I dont have enough armor.
Without Grace I dont have enough evasion.
Without Hatred I don't do enough DPS.
Without Purity any spellcaster group/shotgun kills me.

this is just fucking solo players like me in the ass, because I either lose damage now or survivability.

I already run reduced mana and have the duelist reduced aura cost passives. But have to put grace with bloodmagic on my life to run it with purity.

When grace becomes % then it is even less useless than before.


Evasion gets 0 love.


Triggergems = not good for evasion, because YOU HAVE TO GET HIT.

Aura Nerf = Grace becomes possible shit because it takes too much mana away for a bit evasion (rather use it with IR as usual).
Last edited by KenshiD#1543 on Oct 15, 2013, 1:03:23 PM
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vindictive wrote:
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.


THIS!

I always thought POE is a game about diversity... so why do you force me to play in groups if most of the time I DONT WANT group hassle.


And GGG please consider this:

You make us buy aura skins for look diversity and then you change the auras from flat to relative so it is likely we can not run it even on level 1 anymore (since on relative mana reservation is constant on all levels) to enjoy our purchase. What is this move good for?!

And isnt 40% for a single aura like purity crazy enough in amount of reservation?!
IGN: “_THE__ROCK_”: level 92 melee ranger
>>>> Tougher than any Marauder, no silly walk or spinal injury and has pants <<<<

Other currently retired toons level 83-85 fitting the description above…
Last edited by Conan_xxx#1131 on Oct 15, 2013, 1:01:32 PM
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reitaaaxD wrote:
Damn, I already had problems reserving HP with Blood Magic on my best character.. now it's gonna get increased fml.


Not just increased. They're changing most (if not all) of the flat cost auras to % auras. Imagine trying to run 2x 30% auras on a LIFE build, in good case scenario.

That just makes blood magic keystone useless, i hope they change blood magic keystone to adapt to these changes. If it was just increasing the costs, i wouldn't mind.

Oh well, atleast we'll be getting free passive reset, so we can try something else.
Spoiler
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.


take out my 8 aura rf sporker then make it run only 4 auras. on release im gonna run 2 auras with my full hp and 80% manapool? :/
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Redblade wrote:
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Galtrovan wrote:
*snip*

And to me, someone that went out there way to get 3000 mana should have some kind of benefit over someone that completely ignored the the stat.


Mana regeneration difference between 1k mana and 3k is massive.


By itself or with passives and/or equipment, probably all True, but if what mana you have left isn't enough to use your skill once in the first place, regen isn't going to help.

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