Moving influence mods to core pool is a huge nerf

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rekikyo написал:
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Xyel написал:
I think we've all been doing that - get the 2 mods you want, hit an awakener orb, get the 2 op mods guaranteed.

So, yeah, this feels like a hell of a nerf to amulets.

Luckily, it seems to only affect +1 on amulets, and not the entire conqueror mod pool.


It affects all.

There is no Influence anymore.

So, wands will have all Elder/Shaper Gem Mods in their generic pool as well, so no easy Minion crafted Convoking Wands, no Easy +5 Fire Staves.

The real perk is that this allows you to use Synthesis with influence. if you win a lottery.


From patchnotes:

"Move certain powerful influence modifiers into the base item modifier pool, out of the Influence modifier pool. These modifiers will still have a high level requirement."

That literally means that there still is influence, just that some modifiers will be moved out to general pool.


Good bases will be much more difficult to obtain though.
Последняя редакция: Xyel#0284. Время: 27 янв. 2022 г., 16:34:05
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rekikyo написал:
By being core this makes Harvest Useable again.

[...]

3) All Betrayal crafts are now Influence immune.

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Personally, I'm more worried about the fact that it looks like the new Implicits share the generic Implicit Pool, which will result in an inability to Vaal.



What do you mean by influence immune?
Последняя редакция: Silverpelt#6095. Время: 27 янв. 2022 г., 16:40:33
You wanted a reason to pick up rare loot. This is a step in that direction.
https://getyarn.io/yarn-clip/988f3369-4b68-4eb9-bc0e-edfce4c3c950
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Revnaut написал:
My usual crafting method would be to alt spam two items and then Awakener Orb them together to get my finished item.

For example, an amulet with +1 fire and +1 int can be made by alt spamming a hunter and warlord amulet then fusing them. Now that it's part of the core pool, rolling a +2 amulet is like 1000x more difficult.

Or am I missing something?
nerf to you...
i never had an Awakener Orb to begin with so it's a buff to me. also 7k+ hours in this silly little game before u mention it. everyone has different goals sad for you ur not one of the 1% this time lmao
3.26 when?
Don't abandon us. don't turn your backs on the ones loving poe.
Most of the mods are [gem] or [attribute] tag, which there is no way to target, right?

Some are elemental weighted, or lightning/fire/cold.

It feels dumb that these can't be boosted with Caster weighting. It would making rolling two slightly less painful.
With +1 cold/fire/lightning/chaos in the core pool you can probably make a +2 amulet with Harvest rerolls. Using a unique amulet might be better at endgame in this league it seems though.
Overall it just makes it harder to roll, but it isn't like the "nerf" is just "you lose a mod off the amulet now that you cant roll +1". While +1 may be the strongest mod to roll right now, it means that it is no longer the only roll people will strive for. There are plenty of other mods that can fill that line for a cheaper cost that are still good.
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Bleu42 написал:
Good move, hopefully influenced items are eventually removed altogether.

Influenced items ruined every single other item of the same type and even ilvl that wasn't influenced. Very poor design.


Yup, influenced items made any rare that wasn't influenced obsolete.

Power needs to be handled in a different way, gems and jewels are a good way of handling power. Giving such power to item slots immediately nullifies anything and everything up until that point. We've all done it, wore a completely shite influenced item and adjusted other slots to compensate, just because of the power that one mod gives. Essentially it makes every other rare for that slot useless.
so top 10% is losing one level and 90% have a realistic chance to get +1 from the ground
d:-D*
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Mxeon написал:
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Bleu42 написал:
Good move, hopefully influenced items are eventually removed altogether.

Influenced items ruined every single other item of the same type and even ilvl that wasn't influenced. Very poor design.


Yup, influenced items made any rare that wasn't influenced obsolete.

Power needs to be handled in a different way, gems and jewels are a good way of handling power. Giving such power to item slots immediately nullifies anything and everything up until that point. We've all done it, wore a completely shite influenced item and adjusted other slots to compensate, just because of the power that one mod gives. Essentially it makes every other rare for that slot useless.


Have they actually changed this? Because from my understanding the answer is no. Don't get me wrong i'd actually like this to be the case but from what I see influenced items are just gonna be like elder/shaper items are atm - slightly more awkward to get until a certain point then easy ridin.

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