One Week Nemesis Race Infographic

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Appels_Zijn_Gezond wrote:
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Qarl wrote:
There are some balance concerns in the stats which we will look at addressing at the new content and league cycle.

Scions were prevalent in the one week league, and take a lot of the same space as Witches and Shadows, reducing the numbers in these classes. Shadow appears to need attention specifically.

While the keystones used were influenced a little by players following specific examples, clearly Iron Reflexes is too dominant in this short format.

We will also be specifically looking at death rates for specific areas.


I always felt the shadow was underwhelming. But I thought it was because it's playstyle(heavy crit/eva), but seeing this.. might as well add a bit of my own experience to this topic.

I feel the shadow has a too small a marging between offence and defence. Make one mistake in the tree and you will either you deal no damage, or you will survive barely any hits. Especially while going melee. I've been wondering for a while why this is the case, and I believe it's because it's defensive stats are not attractive in the slightest. He has a few 8/8/8 hp nodes scattered around, one of the few that's only 8/8/8, most other classes have two 8s, and a bigger one at the end(either 8/8/8+str, or 8/8/12). By upgrading that last node to feel more rewarding, they will be picked more often, even though it is a small buff from what it is now.
Being far away from the scion circle of life is also something that... well does not help the shadow.

It also feels like a shadow can't stay in his area to get some favorable nodes, he needs to delve into the ranger, even duelist side when going melee/range, witch side for spellcasting. Currently he does not excel at either, while most other dual based classes don't need to travel that far for some basic offensive/defensive needs.

As a character itself the shadow is nice, it has it's own unique feel and suits well within the game(even though he could be even more assassinate-like), same goes for the skills associated and play style given to the shadow. So I think it's really a matter of adjustment, make his tree little less unforgiving :)


I love playing a shadow, especially a crit dagger low life/CI character.. But your right, you do have to travel VERY far to make crit work. Vall pact and unwavering stance literally cost at least 30 points.. It's a very expensive character..
IGN Ken__Kaniff
Please do the same when Nemesis ends !
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Qarl wrote:
There are some balance concerns in the stats which we will look at addressing at the new content and league cycle.

Scions were prevalent in the one week league, and take a lot of the same space as Witches and Shadows, reducing the numbers in these classes. Shadow appears to need attention specifically.

While the keystones used were influenced a little by players following specific examples, clearly Iron Reflexes is too dominant in this short format.

We will also be specifically looking at death rates for specific areas.


Regarding Iron Reflexes...

never mind... I didn't get the list syntax correct and the website ate my post... I'm not retyping it.
Last edited by Galtrovan#5344 on Jan 14, 2014, 8:05:40 AM
Amazing post, I'll participate in the next races for sure!!
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TDA wrote:
Clearly the core of the issue is evasion is godawful.

Iron Reflexes is just poor design creating a large gap between the two.

Iron Reflexes turns the 3 defensive system (evasion,armour,energy shield) into a two defensive system (armour, armour 2.0 and energy shield).

Also due to armour being better placed in the tree Iron Reflexes is much better. Maruader, Duelists, Rangers , Scions and even Templars have a much better build when they travel to Iron Reflexes rather than the right side of the tree to grab Acrobatics this doubles the effect since not only is Iron Reflexes better than Acrobatics but it is also better located as well.

Iron Reflexes is a lot stronger than Acrobatics but Acrobatics is just that bad that it isn't worth investing into.


Evasion would be awesome if dexterity was easy to get because it would also take care of the accuracy problem. Alas it is hard to get enough life in the dex side of the tree. It's so twisted, so many point's wasted on frenzy charges and weird circular pathways that it's really hard to build efficiently.

Also it would seem that a evasion character would require a large life pool to handle unmitigated big hits which requires at least some strength which is also hard to get by in the dex tree.

Just my too cents. I'm probably doing it wrong but whenever I try to theory craft an evasion character I give up in frustration over the those two points.
I knew Vaal Pact would get ruined putting it where they did. GJ guys. :p

I think it's probably not fair for the "evasion" nodes to take six nodes and the "armor" node only takes one. It would make sense to change Acrobatics to only take two nodes, Acrobatics->phase Acrobatics.


Sweet to see the graphic though, thanks!

How Fusings Work: http://www.pathofexile.com/forum/view-thread/38585/page/3#p1451934

IGN: TheHammer
Last edited by TehHammer#0539 on Jan 14, 2014, 8:24:56 AM
The worst defense option right now is definitely ES+evasion. Maybe It is reason why shadow ended so bad.

I am playing full evasion build as my main and I have to say It's not that bad. Evasion rating itself can't compete with armor! BUT It has to be combined with block and acrobatics. Ondar's guile is also nice bonus.
As evasion build with almost no physical damage reduction I have to have also big HP pool and HP regen.

And even then there are things like projectile weakness which makes your defense against projectiles almost pointless. Projectile weakness is very deadly right now!!!

It requires so much points to make your evasion defense viable that it can't compete with armor builds in dps. This was reason why I chose viper strike. After chaos damage nerf I am forced to spec to chaos / DoT damage nodes anyway.

It could be better but overall it's working pretty well.
Last edited by Langhun#7314 on Jan 14, 2014, 8:30:38 AM
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Qarl wrote:
There are some balance concerns in the stats which we will look at addressing at the new content and league cycle.

Scions were prevalent in the one week league, and take a lot of the same space as Witches and Shadows, reducing the numbers in these classes. Shadow appears to need attention specifically.

While the keystones used were influenced a little by players following specific examples, clearly Iron Reflexes is too dominant in this short format.

We will also be specifically looking at death rates for specific areas.


Please, please take a look at evangelists. They are out of this world in terms of balance along with chimereals.

It seems plain wrong that they are able to attack any point on screen from anywhere. The burst damage this can amount to is very high and neigh impossible to evade manually.
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TylerRand wrote:
"
Qarl wrote:
There are some balance concerns in the stats which we will look at addressing at the new content and league cycle.

Scions were prevalent in the one week league, and take a lot of the same space as Witches and Shadows, reducing the numbers in these classes. Shadow appears to need attention specifically.

While the keystones used were influenced a little by players following specific examples, clearly Iron Reflexes is too dominant in this short format.

We will also be specifically looking at death rates for specific areas.


Please, please take a look at evangelists. They are out of this world in terms of balance along with chimereals.

It seems plain wrong that they are able to attack any point on screen from anywhere. The burst damage this can amount to is very high and neigh impossible to evade manually.


+1

these are out of the line and the whole idea of physical spells (that is not-magical magic) is ruining the integrity of mechanics

easiest way to fight PACK of badly rolled evangelists? Conversion Trap and let them kill each other
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Maniaa wrote:


* I would have hope that **Freeze Mine was disable** for this race. In my opinion, it take a big part of why people could get lvl.90 in One Week (it's the first time we even see that), and the Nemesis Ladder is a joke right now. Overall, Top 10 Nemesis (a 3 months old League) is higher than Hardcore (one year old League). Yes, maps got buffed but I would've really liked to see a temporary race without Freeze Mine. I know this skill is going to get fixed next patch, I just point out the One Week format could've been a great test Tool for this point.


Which fix again? It has already got one
"The exodus of humanity in search of a new home? It is like spreading a virus in the healthy space."

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