Curse nerf is overboard.

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Qarl a écrit :

[li]Act and map bosses now have reduced effect of curses on them.[/li]


Curse stacking should have been nerfed for the very few that have the ability and gear to do it, you should not have nerfed curses across the board. Doing this negatively affects thousands substantially more who only use one curse or put the passive points into two. This is also a heavy blow to solo players and templates relying on curses.

The curse stacking uniques were the problem.


Not very happy with this at all.
Dernière édition par johnce6#2478, le 20 mai 2013 à 16:40:11
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This wasn't targeted at curse stacking. It reduces the effects of a single curse.
so are we asking the nerf to be nerfed?

or do we need a buff to the curses that were nerfed?

or do we nerf the buffs that buff the nerf?

:)
~SotW HC Guild~

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johnce6 a écrit :
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Qarl a écrit :

[li]Act and map bosses now have reduced effect of curses on them.[/li]


Curse stacking should have been nerfed for the very few that have the ability and gear to do it, you should not have nerfed curses across the board. Doing this negatively affects thousands substantially more who only use one curse or put the passive points into two. This is also a heavy blow to solo players and templates relying on curses.

The curse stacking uniques were the problem.


Not very happy with this at all.


I think the best solution would be for each enemy to be capable of being affected by 100% of a curse. Once a second curse is cast upon him they each become 50% affective. A third, they are each 33.33...% effective. Fourth, 25% and so on. What do you think abou this idea?

I am only not sure how the items/passives that allow multiple curses from one player would affect this, perhaps there should not be a limit placed on curses and the items/nodes should be changed into 100% increase curse affect. Then players with the modifier can still get 100% from 2 curses, while players without get 50% if they choose to apply 2 curses.
Dernière édition par piperazinedream#7408, le 20 mai 2013 à 17:18:48
The main issue with this is poor game design and poor game balance. Any time you add random properties to monsters that players can't have, then you're getting to a point where the game becomes very difficult to balance and SOMEONE is getting screwed out there.
This game starting to go the same way like other games. Nerf Nerf Nerf instead of content content content. The end result is everybody moving to another game which is what is happening.
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deadlylag a écrit :
This game starting to go the same way like other games. Nerf Nerf Nerf instead of content content content. The end result is everybody moving to another game which is what is happening.

"Other games" have a bad habit of leaving things broken, or hiding their nerfs by buffing everything except X.

There's nothing wrong with a reduction where one is needed. I'm personally not sure that bosses needed to be made this much stronger, but it's not worth getting worked up about.
Er....do we even know what the reduction is?

In any case, maybe they thought people permafreezing Shrine Piety 100-0 wasn't a good thing.
Dernière édition par aimlessgun#1443, le 20 mai 2013 à 18:48:42
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pneuma a écrit :
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deadlylag a écrit :
This game starting to go the same way like other games. Nerf Nerf Nerf instead of content content content. The end result is everybody moving to another game which is what is happening.

"Other games" have a bad habit of leaving things broken, or hiding their nerfs by buffing everything except X.

There's nothing wrong with a reduction where one is needed. I'm personally not sure that bosses needed to be made this much stronger, but it's not worth getting worked up about.


I played a lot of online game. The number one and two reason why people leave a game is:
1. Lack of content.
2. Nerf.

When you have very little or no content players you know get bore with the game and move on. When you nerf a power or weapon that took the player hundred of hours to get and/or play with. What do you think his reaction will be? "Fuck this I'm going to another game."

Nerfing PvE is stupid. Did Piety send an email to GGG saying curse is overpower? Did Kole send an email to GG saying curse is overpower? No they didn't. They are NPC they don't care.

GGG is wasting a lot of time and resources on balance. The game isn't going to be balance no matter what. What they should be fixing is maps and creating contents.

If I ever create a game studio I'll name it "No Nerf No Buff All Content". Creating endless steam contents that will take 100 life time to finish.
Dernière édition par deadlylag#6397, le 20 mai 2013 à 19:12:27
In a nutshell the people are saying you made the curse's so much weaker on bosses that it isn't helping nearly as much.

#1 this is the problem with curses in the first place.
If you say this monster can be hard as hell because the player will be cursing it the people who do not curse die miserably.

#2 now people stacking curses are that much more valuable then someone who doesn't

1st proposition. Bosses are immune to curse stacking and each curse is as effective as it should be.

2nd proposition. Remove these curses and replace them with skills that do the same thing. Temporal chains can be split into different elemental skills very easily. ice = blizzard monsters getting hit by the storm are slowed. Lightning = paralyze monsters stuck within the lightning storm have a chance to be paralyzed for x amount of seconds. fire = Flame wall monsters who run through this wall receive high damage.

Keep in mind every time something is nerfed you force players to find a new alternative. Curses in Poe are quite simply the way we deal with very hard monsters.

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