LOL, The game is more Path of Life Nodes than ever before.

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aimlessgun написал:
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ScrotieMcB написал:
The intent of the patch was not to make the game easier. Tough enemies are still tough.

The intent of the patch was to make the game less Path of Life Nodes, which I believe it's done successfully. That doesn't mean you don't need defense, however. What it means is that stacking life/ES blindly is less of a valid defense, and other aspects -- armour, evasion, blocking, killing things before they can kill you -- have become better defensive strategies.

If the intent of the patch is to discourage Path of Life Nodes, then you reallocate all your points using precisely the Path of Life Nodes logic, and then you die... well, no shit. That's exactly what they just nerfed, genius.


What are your testing experiences thus far with melee? How have you shifted to different defenses and how does it feel?
I started each paragraph with intent for a reason. -__-

But seriously, will be testing tomorrow. I hope. It's tough being a family guy sometimes.

In any case, it doesn't take a theorycrafting genius/innovator to figure these things out. Lower life/ES node values = doesn't compare as favorably vs other nodes (although might still win over them) = increased viability of other strategies... and basic psychology indicates that 99% of the QQers at this point would either be stuck in their old passive allocation habits or going overboard on stripping life nodes from their builds. Very, very few are likely to have skilled up the proper balance this early in patch.

Once this happens (I can pretty safely eliminate the possibility until about a week from now), I can pretty much SL4Y3R-mode any QQs I find. After that point, there's actually a chance someone is playing optimally, thus has relevant feedback.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Последняя редакция: ScrotieMcB#2697. Время: 6 июн. 2013 г., 03:57:21
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ScrotieMcB написал:
The intent of the patch was not to make the game easier. Tough enemies are still tough.

The intent of the patch was to make the game less Path of Life Nodes, which I believe it's done successfully. That doesn't mean you don't need defense, however. What it means is that stacking life/ES blindly is less of a valid defense, and other aspects -- armour, evasion, blocking, killing things before they can kill you -- have become better defensive strategies.

If the intent of the patch is to discourage Path of Life Nodes, then you reallocate all your points using precisely the Path of Life Nodes logic, and then you die... well, no shit. That's exactly what they just nerfed, genius.


Yes, this was their intent, however, they nerfed HP values while neglecting to buff life regen or life leech, which means many builds that used Blood Magic gems are finding it difficult to leech/regen enough HP to sustain their abilities. So now you are forced into getting even more life nodes to make up for the life that you lost because of the nerf.

Not using Blood Magic gem is not an option, stacking auras is still the best, if not the only way to go, even with Inner Force nerf. Using the BM passive would mean no Determination, and that means I lose nearly half my armor. Then there is the dillema of dropping HP for more armor; elemental damage, which hurts much more since resists are now more scare. Armor sure doesn't do jack against Piety's lighting spells, so now I'm just left with less life, less resists and less leech/regen.

I'm not sure what they were trying to accomplish with this patch, but in order to make any of it work, they need to increase regen and life leech.
Before Patch: raw HP + mass resists were the way.

Now you need a more balanced approach, the keyword is eHP now. As it should be imo.
Deutscher Chat: /global 4745
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Scrotiemcb написал:
If the intent of the patch is to discourage Path of Life Nodes, then you reallocate all your points using precisely the Path of Life Nodes logic, and then you die... well, no shit. That's exactly what they just nerfed, genius.


Yeah I noticed this. algoQQwhinebots qq about Path of Life nodes, GGG correctly listens, adjusts the Tree appropriately based on their feedback, then algoQQwhinebots respec the same way and so deservedly die.

Commomsense dictates to use caution when respeccing, and allocate points with caution, as what Slayer is doing, trying safer areas first.

Is POE really the appropriate game for these sort of people, then? Try something simpler like Kingsroad.

I'm also very, very pleased they thus happily and gratefully used up their free respec usefully. Need more Regrets? = profit.
POE is a constantly evolving game, so expect balance changes, buffs and nerfs STILL!
Последняя редакция: THEHORNEDRAT#1516. Время: 6 июн. 2013 г., 04:38:23
Epic fail and nothing unexpected.
This is a buff © 2016

The Experts ™ 2017
They've done nothing about the necessity of life/ES nodes. That part is exactly the same, perhaps even moreso because things like life reserved via BM auras have not changed. You can't take less life nodes now than before without crippling you character. There was a reduction in incoming damage, and a comparative reduction in player life and resists. If you drop additional life nodes, you sacrifice more survivability and the net result will be that your character is weaker than before the patch.

There's not a single build in the game where dropping life/ES nodes in favor of damage makes your character stronger. It universally makes you weaker. The patch may have reduced the amount that it weakens you by 20%, but that's completely irrelevant since nobody in their right mind will do this. A passive skill point is still better spent on a life node than on anything else excluding keystones and a select few notable passives. You still have to devote the same amount of resources to life as before in order to remain viable.

Nobody can afford to sacrifice survivability, this is a game where literally every single build in the entire game must be 100% tank, you CANNOT play anything other than a tank. The patch hasn't changed that, it's just a numbers squish. Mob X now hits for 8 out of your 24 life instead of the previous 10 out of your 30, changing nothing at all. And since certain sources of extremely high damage are still too high to tank and will still crush armour, the reduction in life has made characters less survivable in some scenarios; often the ones where there was the greatest need for the opposite to be true.

The patch has at best done nothing about the absolute #1 biggest game mechanic problem in PoE (the ridiculous incoming damage levels from certain sources such as Kole and alchemists), and possibly made it worse, while helping a little with one of the minor problems (physdmg being kinda weak). It's not a completely terrible patch really, it's just startlingly pointless and does amazingly little about the stuff that really needed to be changed. It's like there was a collective lack of knowledge of what's wrong with PoE.

Even the one thing it did address - physical damage - they only half fixed because the other half of the problem was that elemental trumps physical damage in every conceivable way, making it so that even ostensibly physical-based builds tend to deal 75% of their damage as elemental via Hatred, AFD, Anger/Wrath, flat ele dmg from items, and the many sources of WED and general elemental damage bonuses. Physical damage is still merely a stepping stone for increased elemental damage, not a form of damage that's viable in itself. You still won't see builds that deal more than half of their damage as physical.

Armour is a little better now, but still only against small and medium physical hits. That was NEVER the problem anywhere, at any point in time. The problem was absurdly high chaos damage, boss elemental damage, and boss physical damage that couldn't be tanked because it pretty much ignores armour. None of that has changed at all, it has merely become even easier to tank the type of damage that was already the easiest, the one that wasn't a problem at all.
Последняя редакция: engqvist85#1368. Время: 6 июн. 2013 г., 05:27:00
guys, im pretty sure BM was meant to be nerfed...
spamming 5l/6ls is ment to be hard and should take more of a investment than one passive skill node.
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engqvist85 написал:
Armour is a little better now, but still only against small and medium physical hits. That was NEVER the problem anywhere, at any point in time. The problem was absurdly high chaos damage, boss elemental damage, and boss physical damage that couldn't be tanked because it pretty much ignores armour. None of that has changed at all, it has merely become even easier to tank the type of damage that was already the easiest, the one that wasn't a problem at all.


Exactly this! With HP nerf, they should have at least nerfed incoming chaos damage too, because health pool is almost the only way how to mitigate chaos dmg.
Последняя редакция: koppees#0118. Время: 6 июн. 2013 г., 05:34:02
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dragonbite написал:
guys, im pretty sure BM was meant to be nerfed...
spamming 5l/6ls is ment to be hard and should take more of a investment than one passive skill node.


This. Just this.

Just because GGG did not explicitly mention a nerf to BM, a nerf to BM (and to a lesser extend EB) was well deserved - take your qq elsewhere.
[Standard league - UTC +2]
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dynia6666 написал:


monster have less hp ? didn't noticed that, didn't also noticed they hit less imho
/quote]

I now onehit also uniques in lunaris lvl 2, where i had to hit them at least 3-6 times before. At the same time my dmg got boosted from 8k Aoe to 10k Aoe.


So.....I am satisfied with my melee char atm.

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