Content Update 1.0.1 Video Preview

"
Chris wrote:
My understanding is that the art department is still iterating on how the charges look. As I explained in the video, I filmed it on an early unfinished version of the patch. We'll make sure they look awesome. It's worth noting that the purpose of the charge redesign is so that they can be clearly read on a very busy screen (especially if lots of players or monsters have charges). I did not present it well in the video (by zooming in with nothing else happening). Sorry!

Regarding the Purity balance changes, they seriously improve the game. When a skill is so clearly dominant then it needs to be improved so that there are more decisions related to its use. This change hopefully helps Righteous Fire players because they're able to get close to the Max Fire Resistance cap without also becoming immune to other elements at the same time.

I understand that rebalance within a ladder season has large consequences, but it's for the best of the game if we continue to improve its balance more frequently. It was far worse to leave Spork Totems so dominant for much of this year. I would rather we keep new builds flowing through balance improvements rather than letting the metagame stagnate.

There are balance changes you'll hopefully unanimously appreciate coming in the near future. We process a lot of feedback and have some neat stuff in the works. Until then, please try the new aura skills and let us know your feedback after you've played with them!


Chris,

I think you need to ask yourself why purity was so popular, and then draw a logical conclusion from there.

The sad fact is that elemental damage is just way too high, and by merc you cannot afford to have them uncapped. It is especially critical in the case of lightning.

However, purity is really no different then enfeeble.

Monster damage is way too high latter on (hence the nice nickname of path of life), and enfeeble is part of the reason. Any hopes this gem can simply be removed and monster damage (from all sources) balanced taking into consideration that enfeeble no longer exists?

Regarding the actual change to purity...I like it...a lot. Often times I find myself with 1 resistance that isn't capped...and with the new exploding mobs in the game, it is very risky to run without them. This makes things a bit easier.

Sometimes, I've even passed up on a very clear upgrade because a piece of gear is lacking a particular resistance. This would fix the issue.

Oh and...caliga STILL does retarded damage.
"
DLKY wrote:
The new race looks really interesting.

Much prefer the previous look of charges, the new ones are a step backwards. Its easily to determine the number of charges looking at the buff icons.

The recent aura changes have a much larger impact to solo players than to groups.

Are there any plans to address solo player balance? Or are we all being forced to party up in groups in order to do maps?


This... Getting fed up with all these so called balance changes, better call them solo player nerfs

not sure I like the direction it is all going, feels like a different game soon where decision s were made for us instead making it.

Not what I supported for, getting disappointed.
Last edited by roetetoet#5335 on Nov 10, 2013, 10:02:59 PM
As a mainly solo player I can honestly say I've never used Purity and have survived maps just fine... Not sure what all the big uproar is about. I like the ability to choose one or two resists to max out and it definitely opens up the righteous fire build.

The new races should be a good time, I'm pretty excited for them.

The new charge graphics I'm kind of 50/50 on, I don't really see why they needed to be changed but at the same time I don't mind the new look either.

And to those of you arguing about what an expansion is, you're all idiots.
Disappointed with the content preview. Was hoping to hear some news on fixing Animate Guardian/Weapons and some neat new auras. Instead, got purity split into 3 auras.

Now, Purity did need some kind of nerf, as it WAS mandatory. Not sure if making it into 3 gems and tripling reservation was the best way to go.......

Also, can we hopefully perhaps see sockets on belts/jewelery? With all the new skills/supports we could defiantly use a few utility gem spots now.
I can understand why a game which earns mainly from cosmetic mtx would like to encourage group play. After all- how else would you show off all the cool horns, scintillating effects, glowing baubles and pets that you have? Having other players see how cool you look could encourage them to buy their own shiny things, and thus the game earns money to keep going.

But seeing as how the game is much easier and rewarding when played in groups makes me think that the turnover rate for group players may also quicker- mainly because they reach their goals faster, faceroll end content, find best uniques etc.

The solo player takes longer to reach his/her goals and thus stays around longer in general. And this is a good thing because they tend to become more loyal to the game and stick around.
As a mostly solo player, I've spent a lot, gotten some effects (even though I don't have anyone to show them off to). I did this because I'm loyal to the game and want to show my appreciation and support for GGG. But all these recent changes really feel like punishment for solo players and make me feel like there is little interest in keeping the solo playerbase.

TLDR: Please try to find a better way to balance the game and keep it challenging for groups without making it virtually impossible for the average solo player to play.
Really like the Purity change... makes it less of a general buff to everyone, and a better fit for more marginal builds. On a basic level... lightning thorns anyone?
"
Alhoon wrote:
Purity nerf makes the game harder. If you think the game shouldn't be harder, stop uninstall and leave.


No, it doesn't, it makes the game more imbalanced.
It makes the game even easier than it was before for groups, and it is pretty damned faceroll for groups as it is. While fucking things up more for solo, and it's pretty fucked up already.

Challenging content is gated in PoE.
Gated behind 3 ways to access. Trading, grouping or faceroll currency farming of low content.
All 3 diminish the challenge, the latter before even seeing it.

Now let's look at what these aura changes do.
Take a 6 man party going into a double boss 78 courtyard map.
That's 6 bosses doing all 3 elements and trash on top.
Take that map with extra monster damage and extra boss damage.
Your 6 man party not only can be buffed with every damage and defence aura in the game, but each party member will never be targeted by more than maybe 1/4 of the monsters in there.

With the changes mentioned along with the 1.0 abomination, every member of the party can be buffed with purity AND every individual element aura AND grace AND determination AND discipline AND vitality AND rejuv totem AND devour totem.....

They will be receiving probably over 60 all resists and likely +4 or more to max resists for all elements. MORE THAN CURRENTLY.

This is a group facing monsters that do the same damage as they would to a solo player without all these buffs, and not being targeted by every monster as a solo player is.

Look at this VoD http://www.twitch.tv/theanuhart/c/3204284 notice how every monster, all the trash and all 6 uniques are focused on me, doing all 3 elements as well as physical. This map only had hasted and mult-proj as damage mods. I didn't run purity. But you can bet if it had +monster and +boss damage, I would have done for the +3 max resists.

Notice how much damage I took in burst at one point. It was a half regen map but I am still regening at 500 per sec with LoH on top.

With the changes, how do you suppose I tackle this map with those extra affixes where I would run purity?

This doesn't make the game harder for groups, it makes it even easier.
This doesn't make the game harder for solo, it makes it so certain maps are group only.
Casually casual.

Last edited by TheAnuhart#4741 on Nov 10, 2013, 10:45:16 PM


Welcome play path of more nerf
Everyone, brace yourselves! Incoming charges microtransactions!
"
Regarding the Purity balance changes, they seriously improve the game. When a skill is so clearly dominant then it needs to be improved so that there are more decisions related to its use. This change hopefully helps Righteous Fire players because they're able to get close to the Max Fire Resistance cap without also becoming immune to other elements at the same time.


yeah makes totally sense chris, what's up next? armor and energy shield are also clearly dominant, same goes for critical strike chance and damage, according your logic these things are also on the agenda right?


and may i ask what kind of herbs you guys smoke?
- Best Signature Ever -

Report Forum Post

Report Account:

Report Type

Additional Info