1.0.0 Balance Changes
" In an unorganized party you will most probably still profit form 3-4 auras, boosted auras with increased radius after 1.0.0 hits and therefore receive a massive boost compared to today. In a well organized party you will profit from all of them boosting you even more. Try soloing and you're basically restricted to 1, maybe 2. All this does is further increase the gap between soloing and party play. I can't see where this move of GGG does any good. Last edited by fae76#3960 on Oct 17, 2013, 10:55:39 AM
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" And after the aura "rebalance" parties will be the same "massive aura stacking and little challenge" aka facerolling (maybe even more than they are now) while solo play will be further hindered. Hence the bigger and bigger disparity between solo and multi. Another "promise" / "core-design" broken by the developer. Go figure " Yea, eldritch battery builds are not build diversity. Do you think before you type some of your shallow insights? With this "rebalances" eldritch battery builds are screwed. Which means a part of build diversity is screwed. " You will be because desinc will be forever with this game. Last edited by mobutu#5362 on Oct 17, 2013, 2:52:30 AM
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Looking forward to trying out the changes, the new class and Nemesis League have been playing Phys or Cold Witch since closed beta and can't wait to try something new but none of the other classes previously released have really appealed to me.
Keep up the great work GGG we have faith you'll deliver something even more awesome than what is next week and thanks again for a fantastic game. Oh yeah and small buff to health node passives and mana regen would be awesome! IGN: Last edited by RottenSausage#6164 on Oct 17, 2013, 3:38:49 AM
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4l where very easy to find both from enemies and vendors. Why change that?
This game is getting more and more casual |
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obtaining a 5L easier is a good thing, but what good is it if you sometimes need 300 jews for a 6 socket? ...
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Interesting changes to two handed weapons! Great update.
"So Shines a Good Deed in a Weary World" - Willy Wonker
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Okay maybe its me but under "Maps" all that read to me was a description on maps. Not changes. Anyone else agree or am I that cynical?
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Best change is the fusing change. Damn absurd system, when you spend 400 fuses and don't even see a 5L on a 6 socket (white) item (using scraps). Or no 6S with 400 jewelers. That's when I gave up on crafting and just buy premade stuff .. it's way cheaper.
These changes could make it viable to craft some thinhs again, but there are still changes needed. It's just too random and the value on orbs don't reflect their crafting potential in most cases. IE 400+ fuses to 5L a white item, when you could buy a 5L for 20 fuses tells me something is seriously wrong concerning currency value vs crafting value of orbs. Aura changes are hard to comment on (until more detailed info), but will surely ruin lots of builds. I do understand the reason behind the planned changes, because I doubt it was ever intended to be able to run all auras on a char, but still risky change and hurts many builds. IIQ.. if you remove this partially and don't increase the currency drops in general, it SUCKS. And saying increased drops on bosses makes up for this change is bull.. Looking forward to trying out the new passive tree and getting all chars reset :) Hejren / Triceps / Regnbuen / Sarinti / Striglen / Mareridt / Spoegelset / Doktoren / Dobbelganger / Skjoldtrold / Forkynderen
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" You play Self Found, Solo Only. I assume this means you have yet to actually play in a party? The incoordination in pub games is amazing, at the least. Most people run the same auras, just at different levels. Getting different auras in pug games will rely almost solely on getting different base classes or builds after the aura change. I can also say that for the most part, most pug players will not go "oh hey, they're running Hatred, let me put on my Anger instead." People are typically more stubborn than this. Obviously, this does not apply to high end map groups. That level or coordination should be seen as a plus though. This change says you were never meant to stack auras without a massive investment. As it is right now, with 3 or so of the auras being a flat cost, its incredibly easy to stack them. I know I won't change any opinions though, everyone wants their cake and to be able to eat it too. "Whether you think you can or you think you can't, you're right!" Henry Ford Last edited by Jackel6672#4463 on Oct 17, 2013, 5:05:49 PM
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The aura thing is interesting to me. In the one hand, it absolutely IS poor design that you can have basically every aura you want - these kind of RPGs are supposed to be about trade offs and cost benefits which is lost if you can just 'have it all'. And I do think most auras are weak on their own. In theory, 1-2 stronger auras per toon should be better and encourage variety.
The problem is that's now how people use auras (building on a few strengths). They use LOTS of auras, each necessary to combat one or another if the games mechanical failings. The poor mana leech mechanics and massive costs for more than 3L skills means a melee toon will just always want that regen aura - but that's only because the underlying mechanics force the issue, not because the regen aura is actually all that interesting. I would personally prefer a system that capped at 1-2 powerful, key auras to build your strengths rather than address your many small flaws. But for that to work, all the myriad small flaws need to get fixed. We'll have to wait and see there, but I'm...not terribly optimistic at this point. Last edited by C0Y0T3_SLY#2226 on Oct 17, 2013, 6:33:01 PM
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