Slayer nerfs and spell buffs

Couldn't you just make it so that worms from the flask can't be leeched from rather than further nerfing an already rapidly declining class that was in no way overpowered and now is losing the one defining thing it had going for it? Most of my builds are already elementalist, something GGG has addressed as being an issue, yet all they've done is incentive even more people to play elementalist spellcasters with the changes, or to play occultist which was already making any content in the game obsolete. I know we don't have the full patch notes yet, and I'm glad skills like arc, bv, WO, and brands are being brought in line, but the rest doesn't look so promising for anything that resembles build diversity or intelligent, unique design.
There's no powercreep here. Creep implies it's slow and could be overlooked, this is a full out sprint.
Dernier bump le 6 mars 2019 à 08:17:11
I think the real issue is they wanted to nerf Ascendant and they didn't know how without nerfing slayer as well.

Ascendants do mostly pick slayer.
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codetaku a écrit :
I think the real issue is they wanted to nerf Ascendant and they didn't know how without nerfing slayer as well.

Ascendants do mostly pick slayer.


Nerf scion nodes only, no?


Like Slayer Ascendant node would loose "Life leech would not removed on full life", but instead would get something like "+50% leech rate" or something
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Dernière édition par SilverWF#6383, le 4 mars 2019 à 20:55:29
I agree that that would've been better, but I think they likely wanted the overleech concept able to be explored by other mechanics/items in the future and the mechanic as it existed was too overpowered.

I don't actually think this was a good decision, for reference, but I'm not surprised that they did it.
Doesn't seem like this change would have any impact on play, unless you aren't one of those players madly rushing at full speed through content. In which case this doesn't seem like the thing that should be bothering you at this point.
I think it was cutting into them balancing, and fixing melee going forward.

i mean, how can you make something balanced for say, Raider, when you have that Slayer overthere with infinite double life bars.

Putting a time limit cap on Overleech will give them room to balance things going forward.

Sides, how often are not not hitting things every 5 seconds?
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Astasia a écrit :
Doesn't seem like this change would have any impact on play, unless you aren't one of those players madly rushing at full speed through content. In which case this doesn't seem like the thing that should be bothering you at this point.


It completely destroys a worm blaster build that depended on hitting the writhing worms for a shit ton of damage with flameblast and using the slayer overleech to keep the regen effect for several minutes. Thats what they were specifically talking about in the development manifesto.

The build was very niche and not exactly any more overpowered than other builds so its a strange nerf unless they have some things planned down the road that would be broken with the current form.

For refernce

https://www.pathofexile.com/forum/view-thread/2130484
Dernière édition par gladiatorpie#3317, le 5 mars 2019 à 01:43:01
Slayer is so fucking dead now. Gotta damage monsters constantly. On the othrer hand don't need to have ridiculuos damage anymore.

RIP Slayer Lab runner as a concept.

I am not sure if Slayer now gonna be good for boss killing at all given bosses often have phases that don't let you damage them.

That will affect even mapping. Say you stopped to roll the box, monsters, ice nova or anything can easily kill you now. Say you stopped to pick up some loot, yoink! have no leech! Say you stopped for a 0.0001 second yoink! Blood Rage already degeneed 90% of your life :3
Dernière édition par SunL4D2#6224, le 5 mars 2019 à 01:46:00
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SunL4D2 a écrit :
Slayer is so fucking dead now. Gotta damage monsters constantly. On the othrer hand don't need to have ridiculuos damage anymore.

RIP Slayer Lab runner as a concept.

I am not sure if Slayer now gonna be good for boss killing at all given bosses often have phases that don't let you damage them.

That will affect even mapping. Say you stopped to roll the box, monsters, ice nova or anything can easily kill you now. Say you stopped to pick up some loot, yoink! have no leech! Say you stopped for a 0.0001 second yoink! Blood Rage already degeneed 90% of your life :3


Sorry, but I think you're overreacting. It was pretty clear that the overleech was a bit dumb that it was basically infinite. It is only in rare situations where you wont be hitting every 5 second anyways (lab being an exception as you point out). However, if it takes you that long to get through traps until you can smack another pack of mobs, or use a can of worms for another 5sec of overleech, I think you have bigger issues.

Slayer overleech still functions as a mitigation for oni-goroshi, so thats fine.

I am getting really tired of people crying wolf everytime there is a slight change for the better.
Unless I am missing something,I don't see the big deal.

can someone explain the impact on say the scion side?

The way that I see it is, we just have to keep hitting and the leech effect will keep refreshing. There could be times when it is lost on bosses or between packs where there is a large distance but the first hit will enable the timer again.

does the 5% mean that a scion will only leech 5% of a hit for 5 seconds if you hit once.

Example:

Hit = 100dmg
Leech = 5hp for 5seconds (this could stack if you hit multiple enemies?)
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