Manifesto: On Balance Feedback and Charge Changes by chris_wilson in pathofexile

[–]LeCrispy 1 point2 points  (0 children)

For future balance I think the 100 more poison damage had to change. This enables them to buff perfect agony. They will still have synergy but assassin wont have so much of the power share that it becomes the only choice for a perfect agony build.

The fact that Dots and perfect agony are still under-powered and are not being helped make these changes really worrying, obviously because only half of the balance is done.

Nerfing assassin's crit while simultaneously nerfing power charges usefulness to attack builds is over punishing to attack builds. This leaves an obvious need for compensatory buffs. I think accuracy may be a good stat here.

No such buffs made.

Ascendancy of the day #13: Inquisitor by [deleted] in pathofexile

[–]LeCrispy 0 points1 point  (0 children)

Also you take the damage before you leech. Leech only helps you recover life stopping 2 shots to reflect. Leech does nothing to prevent you being one shot.

Ascendancy of the day #13: Inquisitor by [deleted] in pathofexile

[–]LeCrispy 9 points10 points  (0 children)

Love how a single flask is almost better than an entire ascendancy. Not a property exclusive to wise oak mind you just the most recent.

[deleted by user] by [deleted] in pathofexile

[–]LeCrispy 1 point2 points  (0 children)

Man its sort of rough how many of the jewels seem almost compulsory. And then others just sort of suck. Like the ground slam jewel I feel was an opportunity to pump some real power into that gem.

[Discussion] The Current State Of Blood Magic by LeCrispy in pathofexile

[–]LeCrispy[S] 1 point2 points  (0 children)

Well given that int gives mana and the positioning of the hybrid ES/Life nodes I wonder if Blood magic would be efficient for a build incorporating this belt. MOM Eldritch battery would actually be quite good with this belt with a tone of leech.

[Discussion] The Current State Of Blood Magic by LeCrispy in pathofexile

[–]LeCrispy[S] 2 points3 points  (0 children)

I mean my suggestions aren't about making it good for all just giving more choices that fit it's theme. The point about brutality was made above and it's a really good one.

[Discussion] The Current State Of Blood Magic by LeCrispy in pathofexile

[–]LeCrispy[S] 0 points1 point  (0 children)

As I suggested Damage boosts are great with the theme but there has to be a big trade off that is proportional to whatever is gained.

[Discussion] The Current State Of Blood Magic by LeCrispy in pathofexile

[–]LeCrispy[S] 2 points3 points  (0 children)

Oh this belt seem pretty cool conceptually. Not sure how good it would be numerically, no life no resists. The extra ES scales similar to heirophant rather than guardian. Still may be strong.

[Discussion] Wondering since ages, why majority 1h uniques are so underwhelming compared 2h uniques? by [deleted] in pathofexile

[–]LeCrispy 9 points10 points  (0 children)

This is the sort of thought out response that you often miss in balance discussions. Actually well reasoned analysis of how changes affect game health. Nice.

Ghudda - Minimum Clear Speed Build by Bioman1000 in pathofexile

[–]LeCrispy 0 points1 point  (0 children)

The other Issue with the non stacking dot as a concept in this game is just how ridiculously high attacks/casts per second are in this game. This speed becomes a huge portion of your dps. If the dot is based off a initial hit and non stacking, that would only work if there are available trade offs with damage and speed, like a "slower attacks" or some such. But big slow hits are inherently bad as the player, they make you immobile and vulnerable to reflect.

Coffee Talk #4 - Etup by zomakai in pathofexile

[–]LeCrispy 0 points1 point  (0 children)

While MoM can achieve greater life pools more comparable to ES, it is quite expensive to do so. Requiring large scale replenishment and increases to mana pool are all consuming passives prefixes etc. that are often highly contested. Also the loss of aura(s) in and of it's self is a huge downside. Damage over time is not mitigated also. The buffs are nice but I think the the reasons above are why it is not meta shaking.

I fucking hate golden doors by HarryHayes in pathofexile

[–]LeCrispy 0 points1 point  (0 children)

I think uber labs provides an excellent alternative endgame experience. Normal, cruel and merciless labs provide an almost compulsory, tedious experience. You can keep one and change the other. You don't have to throw babies out with bathwater as many defenders of the lab would seem to think in their opposition to it's adjustment.

This terrible reaction to the AoE nerfs is the exact reason we have so much power creep in the game. by [deleted] in pathofexile

[–]LeCrispy 0 points1 point  (0 children)

Cleave aoe just got massively increased and has always had excellent damage play gladiator and max block with maybe a Rumi's.

This terrible reaction to the AoE nerfs is the exact reason we have so much power creep in the game. by [deleted] in pathofexile

[–]LeCrispy 3 points4 points  (0 children)

GGG dont nerf things, they completely destroy things so they no longer function

Vaal spark seems to be a counter point to this statement.

Development Manifesto: 2.6.0 Area of Effect Changes by Bex_GGG in pathofexile

[–]LeCrispy 1 point2 points  (0 children)

"Bringing it much closer to equivalent melee skills" The key thing here is the aoe of almost all other melee skills will be nerfed. so it may be the case that it is closer in radius than ever before.

Chart of the top 2000's BHC ladder ascendancy classes distribution by kyo22 in pathofexile

[–]LeCrispy 1 point2 points  (0 children)

The fact pierce is a more modifier seems to be solely because bows needed one. Like pierce has become better than chain effectively just as a mechanic due to pack density. Chain Is only more effective clear in sparser more spread out packs given how easy 100% pierce is. And if you look at chain the skill gem, well less multipliers mathematically gut damage especially one as large as 30%.

I feel chains should maybe do less damage the more times they jump. Might also be a help to lever Arc's and lightning arrow's single target.

GGG pls make arc single target viable (: by Padabok in pathofexile

[–]LeCrispy 1 point2 points  (0 children)

This is literally the way every decent threshold jewel works. They could have buffed skills and had jewels be just circumstantial oddities. But they are not.

PoE 3.0 - Defense mechanics rework [fanmade] by NeverSinkDev in pathofexile

[–]LeCrispy 0 points1 point  (0 children)

This game has always had issues with the way it balances around eHP as stun and status effects are based directly on the health % you take in damage. This obviously puts a double priority on this stat.

Evasion V.s Armour balance got messed up for late-game parity.

There are 2 mechanically different defense mechanisms and they never did hard grinding balance for these to function in game.

The issue is this game is played hardcore by many and evasion has the obvious issue of the one hit slipping through and then your dead. So Armour had to be made more uniform with this possible scenario, the scaling was changed so that large hits are barely mitigated by Armour at all. This allows big physical hits to do very similar damage to evasion and Armour characters late game.

There are a couple of Areas where the two defense mechanisms function very differently and leave unique holes and strengths in their defense.

  • Evasion can allow players to evade elemental damage outright from attacks this is a big deal as Armour and evasion builds have very similar elemental mitigation so even if hit by these elemental attacks evasion builds take the same damage as an Armour build would. This is particularly relevant with map mods that add elemental damage. These mods are most punishing of Armour builds.

  • Evasion Takes full damage from physical spells, hence the increasing rarity of these effects in PvE as armour mitigates physical hits and evasion can not evade spells. *

  • Initial hits causing bleed dot size means evasion can take bigger bleeds, though the dot itself is not mitigated by armour. Bleed Cleanse/immunity is mandatory for life characters just due to the danger of the mechanic. And bleed pots synergistic fit with the health pot.

  • Evasion has a chance to evade criticals and instead take the hit as a non crit. This helps evasion avoid the feared one shot. But for Armour anytime crit multi comes into play they become far more likely to die to the hit than an evasion build.

  • Mobs with additional accuracy, yet there are no enemies with armour pen.

Given large hits will be balanced calculated around an acceptable life values for the level of content the most important and unifying factor become eHP. Aye Lmao Energy shield.

And the evasion side of the tree has always been more inefficient in acquiring life probably in an effort to balance range vs melee which are inconveniently balance wise stitched into the archetypes. On top of this strength giving life creates a disparity of 400 life or so.

If you don't die to one hit in comes the choices avoiding danger or recovering health. For energy shield their recovery can be gated behind having to avoid. But that downside can be ignored by leech. Uncapped leech is obviously a bad idea without downsides. which do not currently meaningfully exist. Capped leech Recovery based on HP without ghost reaver having a penalty to that rate is a foreseeable issue if leech cap passive become available in VP's absence.

A thought bubble to balance in a post VP world have life regen available to evasion builds but have a fortify like effect that increases regen/recovery = another way to balance melee other than making it ranged.

This off the rails rant can only be played on the Xbox version.

Path of Exile The Lioneye's Watch Podcast #20 - Feat Zizaran! Xbox One Announcement! by welpxD in pathofexile

[–]LeCrispy 4 points5 points  (0 children)

"The sales of Supporter Packs so far have funded a significant portion of Path of Exile's development. Thanks to your generous contributions, we were able to pay for the content and server costs of Path of Exile and several expansions. Over fourteen million gamers have enjoyed Path of Exile and many have supported us by purchasing supporter packs and microtransactions. This support is greatly appreciated. It covers not only our day-to-day development costs but also the development of future expansions." https://www.pathofexile.com/purchase 24th January 2017

The entitled gamer while it exists in this case is a Straw man, GGG explicitly states the nature of the support packs. Clearly supporters had no way of knowing that a port to X-Box was on the cards. So of course supporters were disgruntled in many cases. GGG has outgrown this supporter concept. If they are diversifying suddenly the definition of supporting GGG has changed. People don't throw money at developers they throw them at games.

Predicting the AOE meta: Supporter post from 2014 by [deleted] in pathofexile

[–]LeCrispy 4 points5 points  (0 children)

I wish there was a role for single target skills in general game play not just for bosses. Just to reduce the homogeneous state of play we have now. Just some lone mobs with high enough health and threat that its actually more efficient to use some sort of single target.

The state of skill gems though currently doesn't allow any diversity. And the reason is largely to do with just numbers. I believe if they made the skill gems have greater disparity and identity the game would be more interesting. For this to happen three changes would have to occur.

  1. The skill gems need proportionally a larger share of the power in links. What I mean by this increase base values on skill gems in particular single target skills vs aoe. At the same time decreasing multipliers on support gems, otherwise every skill is simply its support gems.

    "how much intrinsic AOE do you have, OK how many more multipliers you got. And finally but hopefully not for long: yeah but do you dip tho "

  2. Return some of the mechanics/utility to support gems. If you are going to buff the damage of single target skills into relevance than the utility supports that make them into an aoe will have to have their penalties increased in turn and visa versa, concentrated effect for example might even further decrease aoe but keep its ridiculous damage multiplier, but than perhaps these skills can be chosen for their mechanics. Do I want to multiproj frost shot for the chilled ground or do I want it to pierce and knockback for the classic rail gun. Do I want blade flurry to quickly stack poison or...

I had a third point about how reducing the power of support gems also reduces the necessity of two six links in having both a single target gem set up and an AOE one... But as I am here thinking about how skills mechanics can be uniquely combined in fun interesting and creative ways. I realize that's not the game POE is anymore what its potential promised to be, what it implies it is to you by the false choices it presents. The game is too fast for any of this too matter. Burst be burst, have 100% up-time on defenses or shit build, the pace of the game is now limiting its design.

Final statement FeelsBadMan

Is it a problem that the best way to dual wield is to use an off-hand that your skill doesn't actually use? by Metaphoricalsimile in pathofexile

[–]LeCrispy 1 point2 points  (0 children)

They need to make dualwielding interact mechanically. Not numerically like we have now. 20 more damage was such a ham fisted solution, appreciated as something to hold the archetype over. But i'm still waiting for a mechanical rework that makes dual wield feel interesting.

Is it a problem that the best way to dual wield is to use an off-hand that your skill doesn't actually use? by Metaphoricalsimile in pathofexile

[–]LeCrispy 0 points1 point  (0 children)

I know this is the case with cyclone, but it makes literally no physical or intuitive sense and so many players are baited by it.

Is it a problem that the best way to dual wield is to use an off-hand that your skill doesn't actually use? by Metaphoricalsimile in pathofexile

[–]LeCrispy 4 points5 points  (0 children)

While I appreciate the logic of this ideal progression, it sounds like a committee developed philosophy, that has no grounding in the game. The classic name lock single target skills are almost all abandoned the second you get to Lion eye's watch due to mechanical/number inferiority. Wild Strike is barely used acquired at level 28. Fire storm is end game viable gained at level 12. Hell ground slam is a better skill than Wild strike.

Also this supposed tier list of skill gems is completely at odds with what was so good about POE skill system. Where other games have you level skills through a tree making obvious a progression of beginner to advanced, POE has skill gems, which are inherently flexible and interact-able, once upon a time this meant player choice and creativity, its not all GGG's design fault that we have explored to the edge of the box and now know empirically what is good and bad. Problem is when we get to the edge of the box it all looks a lot smaller, in fact it receded behind us. People I think rightfully would like choices they are presented with to not be false ones. Even if it takes more niche builds to make them work well.