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Path of Exile is a MAJESTIC incline

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,056
Hierophant in the trash, good thing I'm skipping this league.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,773
So they killed stat sticks? Yeah, melee characters were too op and needed nerf.:lol:
 

T. Reich

Arcane
Joined
Apr 15, 2013
Messages
2,714
Location
not even close
Wow, way to miss the mark withthe stat-stick nerf.
Another FU to melee builds, and not a single word on nerfing "% of X dmg added as Y dmg" type mods - the ones that made stat-sticks OP in the first place, especially to phys spellcasters.
GGG gonna GGG.

Hierophant in the trash, good thing I'm skipping this league.
Nigga, u stupid or what.

To quote from the GGG post:
"The Hierophant node Ritual of Awakening no longer grants +1 to maximum number of Summoned Totems. Instead it now causes skills that would Summon a Totem to summon two Totems instead, and grants 3% more Damage per Totem.

Additional totems are now available from other sources..."


That's a YUGE buff!
1) A properly built hiero already had tons of damage.
2) The main issue was one of QoL and clear speed / managing your many (4+) totems.
3) The new expansion has an already-announced new craftable shield mod with +1 max totems.
4) You lose +1 max totem => easy 4 max totems vs 5 max.
5) You get +3% more dmg per totem => 12% more dmg with all totems up.
6) 4*1,12=4,48 / 5 = 89,6 => a new hiero will have merely 10,4% less damage than the old one.
7) EXCEPT now you only need 2 casts to spawn all of your totems instead of 5 casts (approx 0.7 secs reduced time to place all totems). ALSO, it means your totems start firing faster (the delay between totem placements is reduced), meaning you clear faster AND you ramp up to peak dps faster AND you spend less time under fire at harder bosses when they kill your totems, or you have to reposition them.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,056
1) A properly built hiero already had tons of damage.
If you're a tradecuck maybe. I was able to get ONE good damage jewel that whole league, every other was 2 good mods > regal > shit, all the fossil crafts were shit too.

We don't even know what you need to unliock that craft and what it will cost to actually craft, also who the fuck uses rare shields? Who the fuck uses shields period when you can dual wield wands/scepters for more damage? So you're losing damage AGAIN.
If you have 3 max totems and you spawn 2 totems per cast that means you will despawn one of them every time you cast so you lose damage again.
Also spawning multiple totems in one place is FUCKING RETARDED because they die from a wet fart.
And all this because of those new brand skills. Yes, that's what the game needs: MORE skill specific ascendancy passives.

It's shit.
 

T. Reich

Arcane
Joined
Apr 15, 2013
Messages
2,714
Location
not even close
1) A properly built hiero already had tons of damage.

Emphasised for emphasis.

Git gud.

Totems hiero is one of the top easiest SSF-cuck archetypes EVER.

Also,
If you're a tradecuck maybe.
is a shitty excuse in the modern era of crafting. If you're into SSFBTW, but can't craft passable gud endgame gear, you only have yourself to blame really.
Considering the retarded new master-crafting (not even veiled!) affixes that have been revealed for 3.5.0 so far, it's even less of an excuse.
 

Old Hans

Arcane
Joined
Oct 10, 2011
Messages
2,222
speaking of, how would you rate SSF idea: minions + ele hit, tri curse occultist, with curses cast from poet pen.
Im assuming in here that poet pen card will be easily farmable.
isnt poets pen like the hottest unique at the moment? youd need to do some serious old school poop socking to get that card collection
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,773
end game, requiring to pick final ascendancy point.
Go cleave champion and you can do it as soon as you find all portals. If it's not first character and they are already opened you can kill uber emprah even before kitava.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,267
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Wow, way to miss the mark withthe stat-stick nerf.
Another FU to melee builds, and not a single word on nerfing "% of X dmg added as Y dmg" type mods - the ones that made stat-sticks OP in the first place, especially to phys spellcasters.
Removing stat sticks doesn't seem like that bad of an idea in itself to me, but yeah, the big issue is those % extra damage mods, and they aren't touching those it seems.

I wonder if the buff to cast on crit will make it worthwhile. But I doubt it.
 

Saark

Arcane
Patron
Joined
Jun 16, 2010
Messages
2,370
A Beautifully Desolate Campaign
People still seem to be under the impression that GGG wants to perfectly balance everything. They don't. They just want to shift the meta with these changes. Something else will be the new most broken shit in the house (my bets are on BV or some hiero stuff) that people complain about in a month or two. Rinse and repeat.
 

Saark

Arcane
Patron
Joined
Jun 16, 2010
Messages
2,370
A Beautifully Desolate Campaign
No BV/Arc nerfs, seems they mostly did unique rebalances. Some of them are pretty nuts. Some of my favourites:
-Malachais Artifice does regular EE, not a weaker one
-Carcass Jack has 40-50% inc AoE, instead of 20%
-Extractor Mentis with 10% chance on kill to grant unholy might and onslaught for 10 seconds
-Light of Lunaris with up to 600% inc. ES, more block, and ~50 added cold damage to spell
-Gruthkuls Pelt with up to 240life and 5% liferegen
-Martyr of Innocence always provides 100% firedamage, as well as 250-350 fire damage to spells
-Ebers Unification is insanely strong for chaos casters now (-20% chaos resistance debuff, 10second duration)

While I'm a bit disappointed about the lack of nerfs to BV/Arc, those unique changes are pretty slick, especially the Zerphis/Inpulsas nerfs
 
Last edited:

T. Reich

Arcane
Joined
Apr 15, 2013
Messages
2,714
Location
not even close
People still seem to be under the impression that GGG wants to perfectly balance everything. They don't. They just want to shift the meta with these changes. Something else will be the new most broken shit in the house (my bets are on BV or some hiero stuff) that people complain about in a month or two. Rinse and repeat.

BV has been one of the "win the game" T1 skills since the last balance pass on it (in 3.3.0). It got compounded with the stat-stix and the sheeple being fed the Elementalist hype.
Same for Hiero really. Totems have always been at least "good"-tier, if you could into proper build-crafting. After Hiero buff, totems became one of the top options, depending on the skill used.

Current bets are on the CoC to make a big return in 3.5.0. But it's really just more of a power creep. I haven't seen GGG do anything so far to dethrone the current kings of meta.
 

Saark

Arcane
Patron
Joined
Jun 16, 2010
Messages
2,370
A Beautifully Desolate Campaign
Well, the BV more% doesnt apply to decay anymore, so thats a start I guess.

Had to laugh when someone posted this with the headline "mrw melee is nerfed and arc unchanged"

ShamelessMinorAlligator-size_restricted.gif
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,693
Guys you missed the best part of the patch notes:
Zana League Mods Available During 3.5.0
With the removal of master levels, Zana's map device options are now unlocked as you progress through the Atlas quest chain. These are the League Mods available during 3.5.0, with their costs, in the expected order that they will be unlocked.
  • Perandus (costs 3 Chaos Orbs): Area has a 33% chance to contain Cadiro Perandus, Area contains 3 additional Perandus Chests.
  • Breach (costs 4 Chaos Orbs): Area can contain Breaches, Area contains 2 additional Breaches.
  • Harbinger (costs 4 Chaos Orbs): Area can contain Mysterious Harbingers, Area contains 2 extra Harbingers.
  • Abyss (costs 5 Chaos Orbs): Area can contain Abysses, Area contains 2 additional Abysses.
This league is going to be awesome!
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,056
Someone explain to me why GGG hates melee so much
They made the mistake of having melee skills in the game and now people constantly bitch at them for it.
By the way, that new "melee" skill Shattering Steel made me remember Get Medieval, where every character would fire projectiles regardless of their weapon.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,531
Last change to chilled ground (or similar effects, like that from Cold Snap and Vortex degen chill aoe) was set at 10% slow, unless the source of chilled ground stated otherwise. Used to be 30%. Still affected by chill effectiveness, though.

Mista Reich, gib me some strong league starters for Occultists or Tricksters!

Pretty please!
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,706
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Occultists for me, Winter Orb CWC Arctic Breath. Dunno how effective that'll be but I'm going for it. (scion occ with something else probably be better but I hate scion :argh: )
 

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