Balance Changes in Path of Exile: Betrayal

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gadam93 a écrit :

I dont see how GGG would actually be that stupid and make this a straight up nerf. I'm pretty sure the new mechanic will make dual-wielding interesting again and open up more possibilities for new builds or just using skills that nobody uses atm.

There is no new mechanic. what makes you think there is? This was today their TL;DR for the patch notes. If there were major changes, they would have been in this post.
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raysuko a écrit :
RIP Totems + Tidepod Build.

Not having those +2 Totems from Hierophant from is going to kill totem builds.

Because now we're being forced to use Gear Sources, instead of his passives.

I don't want to equip myself with shitty gear for just that +1 Totem prefix.

No thanks. That was a bad call from you, GGG.





you still can use whatever ascendancy you want the +2 totems wont be lost
Continued to incrementally improve the sound, art, effects and environments.
Posted by Bex_GGG on Dec 5, 2018, 12:35:38 AM
we know where the priorities are...and we know what you mean by "effects"
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UlfgardLeo a écrit :
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gadam93 a écrit :

I dont see how GGG would actually be that stupid and make this a straight up nerf. I'm pretty sure the new mechanic will make dual-wielding interesting again and open up more possibilities for new builds or just using skills that nobody uses atm.

There is no new mechanic. what makes you think there is? This was today their TL;DR for the patch notes. If there were major changes, they would have been in this post.



have you ever read any of their patch notes?
and sometimes they change stuff and dont write it out at all
Continued to incrementally improve the sound, art, effects and environments.
Posted by Bex_GGG on Dec 5, 2018, 12:35:38 AM
we know where the priorities are...and we know what you mean by "effects"
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Feredhel a écrit :
you still can use whatever ascendancy you want the +2 totems wont be lost


Dude... it's only going to be a +1 now.

The new change is making it so when you summon a totem, you now summon 2; not adding to it's total totem pool. It's like the Necromancer's passive that let's you summon more then one Skeleton at once, summoning instead 3 per cast.

So yes, we lost the +2. They even said so.
Dernière édition par raysuko#6658, le 4 déc. 2018 à 14:32:39
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UlfgardLeo a écrit :
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gadam93 a écrit :

I dont see how GGG would actually be that stupid and make this a straight up nerf. I'm pretty sure the new mechanic will make dual-wielding interesting again and open up more possibilities for new builds or just using skills that nobody uses atm.

There is no new mechanic. what makes you think there is? This was today their TL;DR for the patch notes. If there were major changes, they would have been in this post.


The new mechanic is that skills now actually use both weapons at once and we don't now how this will actually scale at all. What pisses me off is that everyone seems to be SOOO certain that this change will KILL melee even tho we dont even know how this will work AT ALL yet.
Calm your tits and just wait for the actual patchnotes before you call anything OP or DEAD.

And if you really believe everything is just cleave now you might be a little retarded.
Ingame Name: GadamDesync
Dernière édition par gadam93#3399, le 4 déc. 2018 à 14:37:37
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raysuko a écrit :
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Feredhel a écrit :
you still can use whatever ascendancy you want the +2 totems wont be lost


Dude... it's only going to be a +1 now.

The new change is making it so when you summon a totem, you now summon 2; not adding to it's total totem pool. It's like the Necromancer's passive that let's you summon more then one Skeleton at once, summoning instead 3 per cast.

So yes, we lost the +2. They even said so.


oh it was in that part of the text...
i havent read the rchetype thing yet seemed a bit like
"we force this on you" in the first paragraph

edit: they might not force but "convince" us...

yeah found it your right...but what about chernobogs pillar? not perfect but its something
Continued to incrementally improve the sound, art, effects and environments.
Posted by Bex_GGG on Dec 5, 2018, 12:35:38 AM
we know where the priorities are...and we know what you mean by "effects"
Dernière édition par Feredhel#2249, le 4 déc. 2018 à 14:39:01
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Unique items that dramatically affected diversity in an item slot would be addressed, either by nerfing excessive power, or by looking at what else was available in that item slot.


Hello, headhunter! Koam's!

Shall they finally be adjusted to be more common or not so bloody *must have* items to make builds functional (Koam's, in particular).


And why not move Zealot's Oath over to the ES side of the tree - it's current location is of little use and a lot of points - esp when one want's to pick up some regen nodes to supplement their ES recharge.
Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive.
Patch Notes 3.19:
Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment.
Dernière édition par BlaqWolf#1151, le 4 déc. 2018 à 15:13:32
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Feredhel a écrit :

oh it was in that part of the text...
i havent read the rchetype thing yet seemed a bit like


Clearly, as you go on to tell someone else about reading patch notes above.

Tsk, tsk.

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Feredhel a écrit :

edit: they might not force but "convince" us...


If it's a change, it's forced.
Dernière édition par raysuko#6658, le 4 déc. 2018 à 14:44:48
wow why dont u just nerf the rare modifiers instead u killed stack stick completly...leveln with sunder is now SH*t, withour a princess its just useless
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raysuko a écrit :

If it's a change, it's forced.


i rather meant they want us all to use these classes in this specific way
Continued to incrementally improve the sound, art, effects and environments.
Posted by Bex_GGG on Dec 5, 2018, 12:35:38 AM
we know where the priorities are...and we know what you mean by "effects"

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