Balance view on reduced endgame pack size

I know its hard to tell without the full patchnotes reveled, but I have some concerns about the new endgame balance.

The game directors talked about addressing the issue on pack size vs rewards (drop rate, etc), but they don't seem to talk about other mechanics that are worse with fewer enemies.

For example, the affixes "recover % of life/mana on kill" are good sustain options for builds and are really hurt by having fewer/harder to kill enemies on maps.

Other more personal example is ailment interactions for a build I'm happy to try next patch with Elemental Infusions. Some mechanics like Siphon Elements and Mana Remnants have a chance to spawn when killing enemies affected by ailments, and are not garanteed. So again, having fewer enemies to inflict ailments in the first place and then only a chance to get the reward by killing them will definetly reduce the overall usefullness of those type of mechanics.

I know other mechanics will be impacted on the same way, so I hope the balancing team dont overlook those things while only thinking about drops.
Last bumped7 дек. 2025 г., 10:16:36

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