Content Update 3.16.0 -- Path of Exile: Scourge

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992511690 a écrit :
I don't see the gem balance.


need to click on the spoiler and specifics.
this is the full patch notes for 3.16.
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Eclypsons a écrit :
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AShugars a écrit :
Oh Boy here we go! RIP FR Totems, you were fun to play and weren't immortal, with slow clear speed, and with tons of investment to make it good enough to handle endgame, but now, you must be put in the long list of skills collecting dust in the graveyard. You will be missed!

Now the only option left is to find a way to make self-casting work more even with the self-cast damage buff it received. Probably better to just play something else which is fine, but damn, so much hate on totems it seems even though the build was highly susceptible to getting shotgunned/1-shot often in harder/juiced-up content.


FP/IS totems are still here, stop crying. FR totems were op as hell, the nerfs are justified. Also self-cast is totally viable same as before, the gem wasn't nerfed


I am not crying about it dude, I just can't wrap my head around the fact that people see 2 avenues they could take with this new skill, and ye totem life scaled with it pretty well, but it's not like the damn archtype was an immortal build that could face tank 100% delerium like some builds out there. The focus on the fact that it could benefit from from investing into totem life and enough resists to sustain the skill and having to recast your totems constantly meant that although you had good, but not blazing fast clear, it didn't necessarily equate to being "Op as hell", as this build is still squishy af, and that being the downside, you had to be more proactive/reactive in order to not get shot to hell or 1-shot. It's not like playing the old insta-leech Cyclone during delerium league where with enough investment in leech and the old Legacy instant leech Atziri gloves, you could basically hold 1 button down and facetank/kill every boss in the game np with all the crit/crit multi it used to have.

Self-cast is totally viable, you are correct on that, but quite frankly, I'm not in the mood for dual-wielding Void Battery Wands with 10 Power charges and still being squishy af. Ye maybe it could be fun with the new tree and all, but with this new league, I'm just gonna try out a whole new build at this point. The new master system for notables I think will open up A LOT more build diversity/options.
Dernière édition par AShugars#6351, le 15 oct. 2021 à 00:55:29
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The following Support Gems now have a 120% Cost and Reservation Multiplier (previously 140% for Attacks, and 100% for Spells): Cast on Melee Kill, Cast on Critical Strike, Awakened Cast on Critical Strike, Cast while Channelling, and Awakened Cast while Channelling.


Isn't this another mana nerf to trigger builds... E.g. CoC builds scale spell related supports(trigger) instead of attack, thus driving up the mana cost since 3.15 changes.

But now it gets another 1.2x increase in overall mana cost? wtf...? Or am I interpreting this wrongly?
This is a personal message to the Developer who decided to keep both Toxic Sewers Map and Waste Pool Map. Yet, removed all the fun maps.

Please change the mentality of how you make changes:

- Having duplicate layouts in the map pool is unfun (like Toxic and Waste) while People having fun running their favorite maps is good for the game.

Please reconsider the map choices or at least communicate why you choose those maps. I think it is just mean spirited to exclude the maps that you choose to exclude.

Thank you.


No bloodrage for Ci builds BOOOO
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PotatoSloth a écrit :
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The following Support Gems now have a 120% Cost and Reservation Multiplier (previously 140% for Attacks, and 100% for Spells): Cast on Melee Kill, Cast on Critical Strike, Awakened Cast on Critical Strike, Cast while Channelling, and Awakened Cast while Channelling.


Isn't this another mana nerf to trigger builds... E.g. CoC builds scale spell related supports(trigger) instead of attack, thus driving up the mana cost since 3.15 changes.

But now it gets another 1.2x increase in overall mana cost? wtf...? Or am I interpreting this wrongly?

Fairly sure you're reading it wrong as attacks usually can't be triggered to begin with (and not at all by the list here). So for attacks triggering the skills the multiplier is reduced from 1.4 to 1.2, whereas for spells triggering the skills the cost is increased from 1 to 1.2
that melee changes...can't solve the riddle of melee...
Still failing to solve "The Riddle of Melee" 4.0 HYPE!!!
SILLY BITCH...THE EAGLES ARE COMING!!!
THE EAGLES!!! (bleeds out from a wound to the gut)
the eagles...are...coming...(coughs)...the eagles...
Nice
so you nerf trickster

and then you nerf trickster again in "Changes since the original post was made"

garbage...

I really don't like the new trickster notable, something happens every x seconds has never been fun, especially in an arpg it's too fast paced to have a 5 second downtime even if it was good. Please remove this type of design. Otherwise mostly good changes.

I would love to see the same changes to currency stacking happening on rare items (significantly reduced drop rates, better drops overall) basically not much change just less clicks. You could do this for example, by removing low tier rolls on higher ilevel items giving better odds of rolling good rares while reducing drop rates. Make rares worth iding again! This might make orbs too good though, so maybe only to drop only rares. Less clicks, reading, filtering, managing stash, and more killing monsters would be better for the game long term. Most of the time I burn out, and I assume a lot of people do, is not because we don't wanna play but because we are tired of going through loot explosions over and over again, most of the time vendoring trash. Even with strict loot filters. Unless you simply don't pickup rares at all, it becomes a chore to deal with. Same reason I got burnt out of Last Epoch.
Dernière édition par Ardziv#1837, le 15 oct. 2021 à 01:43:39

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