Development Manifesto: Game Balance in Path of Exile: Harvest

oh the DW boy tears are so shiny and delicious!!

so fricking funny. lost 20% more dmg and ITS DAAAAAED ITS DEAAAAAADDADS
Will 2h be meta now?
IGN: Arlianth
Check out my LA build: 1782214
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Yoox wrote:
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Cyclone
We have removed the stun immunity from Cyclone, but made no other changes to it. This immunity was originally added to prevent implementation problems when positional desync was common, not as a core part of the skill's design. Being able to move while dealing damage is already a powerful defensive benefit, and melee attackers are usually more resistant to stuns. The skill will still make you immune to knockback, and Vaal Cyclone still retains its stun immunity.


Not cool.
Actually makes sense.
Man, GGG really hates melee builds. They REALLY want you to play slow, lumbering, melee styles.

Like the changes good work

the only thing that seems really but really bad but omg super trash, is the new keystone Imbalanced defend, like you get double armour at the expend of TAKING 100% MORE ELEMENTAL DAMAGE, that is hugeeee,

And one has to have in mind that the game is balance around 75% resistances, like even getting 65% means like 50% more damage taken, and you get one shot, and now 50% that is 100% more damage taken like who thought that would be a good idea
2hand buff yeah right you just removed all flat phys from slow attack skills this is a nerf. Was it that hard to just give 2hand a generic 2hand buff rather than nerf dw and give rt a more damage multiplier like ele overload, dw crit builds cost way to much investment as it is melees going backwards at this rate.. no stat stick dw bonus removed crit multi cut in half might aswell use a fishing rod hahahaha!. You guys must be sluts for spell builds
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franco0508 wrote:
Like the changes good work

the only thing that seems really but really bad but omg super trash, is the new keystone Imbalanced defend, like you get double armour at the expend of TAKING 100% MORE ELEMENTAL DAMAGE, that is hugeeee,

And one has to have in mind that the game is balance around 75% resistances, like even getting 65% means like 50% more damage taken, and you get one shot, and now 50% that is 100% more damage taken like who thought that would be a good idea


Very likely that it won't affect elemental resistences, since those are not reductions and get calculated before armour.

It should however apply to endu charges, flasks effects, armour, reduced Flat dmg taken.
2h Zerker meta. best of both worlds. Hard to be slow with rite of ruin and/or blitz charges
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Hexproof now gives immunity to curses, on top of preventing any curse being applied. This means that if you gain Hexproof, you'll immediately remove any curses on you. This was an oversight that this wasn't already the case, and will mean that stealing Hexproof from enemies will now clear all curses off you.

'Small changes'
Dual Wield

The Physical Damage multiplier when Dual Wielding has been removed. This was originally added as a fix from half a decade ago to improve the damage of Dual Wielding relative to the higher damage of two handed weapons and the overwhelming defensive power of shields at the time. This allows Two Handed Weapons to remain the kings of damage, while Dual Wielding is the king of speed, with some defensive benefits.

Why? Just Why? So you brought up 2H Weapons to their level, and nerf the dmg on Dual Wielding...I really don't get it. It's not like Dual-Wielding was over the top OP as it was. Now GGG Have manipulated this situation a bit much.

Really sad to see unecessary changes, as it was hell to build up a viable Dual-Wielding melee with a TON OF INVESTMENT to even be able to half-assedly handle end-game.

2H Melee is now the forced-meta sadly (while wondering how Diablo 3 has changed since I last played it in that Blizzcon debacle of Immortal announcement on phones). Yep.
Last edited by AShugars on Jun 16, 2020, 2:16:00 AM

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