i wouldnt be suprised too. ggg is VERY careful about death penalties. risk vs reward. i can see their philisophy being "if dying is less punishing now, you can die more often right?"
I kind of want a big shakeup to the defensives meta in this patch. Am I crazy to think spell suppression has become a problem too? It seems way more powerful than any equivalent on the left side of the tree. Maybe they could add a spell suppression aura to make it more accessible for the left side and reduce it's availability on the right?
Suppression is infinitely better than spell block which is the left side answer to spell damage. 50% spell block is roughly the same as having 100% suppression but spell block doesn't help your max hit. You just get blasted. Also you have to use rearguard on left side bow builds if you want to actually use block.
My prediction for 3.25 Settlers of Kalguur is that it will take me 3 hours on the character creation screen to choose a name that is not already taken.
When they saying something about defences rework all i want is supression level of defence mechanic for the left side of the tree. Which is block obviously. I hope they will make blocks more accessive even when 2H
The problem with block, as it currently stands, is that unblocked hits do full damage and, of course, they don't let you have 100% block. Spell Suppression allows you to take half damage from any spell. Now if [lets say] a capped 50% block allowed you to take half damage from all "attacks" then we'd have something worth looking into.
Damage taken as is already a big investment though, it fits firmly in the GGG balance requirements. It is powerful but you have to build everything around it.
"everything" huh ..? flask and a chest/helmet is like 80%, if your at 80% the armour you have is 5 times better. 10k is like 50k insdead of deter you can run like purity for example +maxres flask of the element that u convert the most, you dont need 100%conversion and 90%res for it to be good, most builds are just way better with just a lightning coil than without. its just naturally WAAY better vs big hits, also vs all that pierce stuff. get ur facts straight.
Really hope phys overwhelm + taken as ele changes means I can finally use chest pieces other than lightning coil. It was really easy to get one at league start in SSF, but feeling like I have to use it on every build was pretty annoying.
I would have liked T17s as something [generally] tougher than basic pinnacle bosses but easier that uber pinnacle bosses ... Just retune the rewards & interactions down appropriately.
Gladiator: 1. increases and reductions to attack block are doubled, increases and reductions to attack block also grant spell suppression at double value 2. if you've suppressed spell damage in the past 20 seconds, you have a 20% chance to take no damage from suppressed spells, if you've blocked an attack in the last 20 seconds, you receive 20% more attack damage 3. upon blocking an attack or suppressing a spell all ailments are removed, cannot be stunned
I'm guessing expedition's 100% overwhelm was the armor equivalent of the cannot evade (and the ES equivalent was I guess 10% ES on hit), and cannot evade was also equally polarizing. Interestingly both these mods and many other annoying mods were also in Ultimatum. In some way, I do and do not like such polarizing mods - like it does become a fun puzzle to figure out that one build to do them to almost ignore as many mods as you can, but I really don't like how so many polarizing map mods there are, as those are the biggest part of the gameplay loop. I'm really hoping for a revamp of map mods (especially the t17 ones, and also how they interact with map mod effect), as it seems they haven't touched those much since maps were released.
The mere idea of them nerfing player defenses makes me upset. Oneshots have been, are and continue to be a massive problem for years and years now, and I have zero trust that they will fix it in PoE1 ever. Building defenses on characters is already so painful, tedious and expensive - particularly with the powercreep on content with T17s, Valdos, Ubers etc. I see only clear negatives about nerfing player defenses, particularly when PoE2 is coming after Kalguur. All they'd do with that is anger players, so its probably going to happen
I would like a bleed rework so snipe and ensnaring arrow are not the best version by such a large margin. Not just a glad rework. Make it scale with attack damage in another way
While I will love having more unique weapons buffed - I don't think of that as "making melee viable". As far as I'm concerned, melee feels great for mapping - the only time I really feel envy is when my melee build needs to do bossing (or Sanctum). All the (armour and max-res) defenses I rely on in mapping are grossly insufficient vs bosses - and the only way I have any damage up-time is when I'm directly in front of Maven/Sirus/etc. I think I'd immediately equip a unique that prevents excessive teleporting on Sirus.
At this point one thing is certain: there won't be nerfs to DD or to Int/Mana stacker builds just because that's what everyone wants. They will, however, globally nerf our defenses so even builds that are struggling will be affected.
my predictions are : 1) they gonna change all warcries and totems so that it gonna be unusable for melee but would give huge utility for ranged, as a part of their balancing strategy for melee, bcs people were upset that using warcries and totems mandatory for melee, in return they would give melee NOTHING 2) they gonna add more useful stats on a tree to the N, NE, E, SE parts of the tree 3) broken ranged builds gonna get minor nerfs 4) gladiator ascendency gonna get absolutely worthless rework and they gonna add more worthless bleed wheels 5) 1-2 most used melee masteries gonna be removed from the game 6) boneshatter nerfs 7) hyper buffs for bow skills, cos how can it be for bows to not be overbuffed for more than 1 league 8) bloodmagic moved from the tree onto some absolute garbage tier item or to some new item which gonna be the same slot as one of the essential health stacking items 9) few new crazy broken ranged-magic gems 10) wide range of nerfs for summoner archtype, and summoner streamers gonna love it for some reason? idk masochism? p.s. yea forgot 11) double strike and dual strike both nerfed to the ground
I hope they don't accidentally nerf totems while tying to fix them. The trade-off for automating things is reduced power, so I fear they will give us automated totems, but only at 50% effectiveness, and no way to play it with the old style and power.
I wouldn't mind "nerfing" determination or other forms of damage mitigation IF the other side of the equation [monster abilities] are also adjusted accordingly. I remember playing a character with 300K armour, 90% plus all ele res, high chaos res, and got one shot as I only had things like armour, endurance charges, and molten shell [down I guess at that time] that bufferred me against physical damage. Quit the league right there as I had MORE deaths on my "tanky" character than I had the entire prior league on my "squishy" bow build that played in vastly more juiced environments.
Can't wait for the GGG classic: "We've seen the rise in popularity of Detonate Dead builds in 3.24 Necropolis. So we decided to nerf Boneshatter's AoE pulse radius as it was too ranged for a melee skill." GGG 3.25... probably. My body is ready for another shafting.
I shall set the sails ablaze, as I jump into the waters with passionate heart and a body aflame, guided by the ancestors of the Karui to seek out the bounties of the seas - IT'S FISHING TIME GUYS, LEMME COOK SOME FISH WITH RF CHIEFTAIN!
POE is like a serious addiction. I quit this league after a build I made turned out to be terrible and I was super frustrated with it and the game. But seeing these ideas just gets my brain churning again, awakening old pathways, remembering how much fun it is. No. I've been so productive without POE. Can I go back, can I become obsessed again? If they buff melee I'm back in.
Ancestral Totem Buff, best buff would be just removing them. For Monster Overwhelm, I think best would be if monsters would have properly telegraphed attack which has "armor break/overwhelm" effect.
What do you want to bet that GGG introduces similar Elemental & Chaos abilities that are similar to the overwhelm physical [in magnitude and frequency if not name]. Then they'll give us a new prefix on items to mitigate against phys / ele / chaos overwhelm which puts even more pressure on casuals like me that almost never have a 1 mirror-plus character.
the least they could have done was make melee buffing totems invulnerable (and probably not attack anymore). Other variations of temporary stationary boss-fight buffs exist such as sigil of power and arcanist brand (curse, flame surge)
I am hoping for some Ward changes. It is something i have wanted for a long time. Ward has no support anywhere and there is realistically only ONE ward build and that is Wardloop. I do not understand why they even added it into the game if that was all they were going to do with it.
i don't think the rebalance of unique weapons will really do more than bandaid things. it's an eternal power struggle they really need some way to mechanically rework. Last Epoch's Legendary Potential system is a fantastic way to address it. I'm sure plenty of people have imagined if GGG will test something similar sometime (not like Scourge). I wonder if they could modify the corruption system to empower the implicits on items based on a secondary item's tags and mod tiers being used as a sacrifice. not a direct carrying of mods from the sacrifice to the target but an influencing vector. a marriage of the PoE corruption system and Last Epoch's Legendary Potential.
Agree with Coc DD getting nerf. It sounds like melee is getting buffed at the cost of determination nerf but shouldn't they nerf physical shift to element if that were the case.
Buff -Guardian no longer instantly kills himself when linking to either crusade minion from ascendancy! seriously...why wtf does he have a link skill ascendancy with minions that kill himself if linked too....
i agree like everyone else agrees on melee, ascendency and skill balance. but everyone else agreed on this in 3.24 too and in 3.23... with T17 and scarabs being that problematic, i think we wont get a fix for all and i would rather have the loot fixed. i just cant stand another sh*tshow like necropolis.
Since I'm a hiero main for years I've been waiting for a buff to thr Sign of Purpose Brand node on the accendency tree. It's completely worthless as is. I would like them to front load the activation frequency buff instead of backloading it so we don't have to use swift brand support.
@@dreamcore_ggBy major change i mean something that will do big meta shift like in 3.7 to 3.9, a big overhaul to some type of builds not only another layer of endgame. I'm tired of playing same builds over and over especially at league start. Last good league for me was Ritual, after that for me they made PoE 1 one big PTR for PoE 2, for exaplme they said on Baeclast that they made fog for PoE 2, and later they deciced to do Delirium league from it. Also they used to put league content after league to base game, how many leagues after 3.16 were implemented as they were since then? Maybe Sanctum, so for me PoE 1 is in maintenace mod and PTR for PoE 2.
I am playing poe since beta and didnt even use determination once in any build i played yet. Outside of armor stackers, armor has been always one of the meh mechanics in poe since phys as ele\chaos taken exist. Lets see how they will buff armor \ phys stuff
Yeah honestly changing/splitting them into something like "warchief/protector blessing" with duration which you could slap on with automation support would be nice. Unless they ofc cook even bigger and fix the need for them in first place.
the 3 buffs are all Melee related so those aren't going to happen. the 3 nerfs require too much work so those aren't going to happen. Dreamcore keep dreaming because I want all of these to happen...they won't but disappointment is what dreams are made for.
really hope for some melee and unique buffs as well cause i had such a cool idea with ice crash chieftain using the debeons dirge two handed axe that gives buffs if you shouted recently which is very easy now with the call to arms but in practice its very weak
Removing totems won't be nearly enough to fix melee. Melees damage is still garbage tier where a 10 modded two handed weapon does less damage then a level 20 fireball. Melees survibilty is completely nonexistant and will be nerfed while the best defense, triple offscreening remains. Ggg has given spells 400% more damage, see absolution while having never explained why glacial hammer got single digit buffs offiscated to look bigger then it is. The Stockholm syndrome is so immense that content creators that don't play the style have lost track of how far behind melee is compromisimg for me. So it won't be nearly enough.
I hope that some self-cast and channeling spells get some buffs. Same for underused ascendancies and melee. More specifically, chaos dot and spells. There is only one on-hit chaos passive tree...
melee in general sucks even compared to melee-ish spells which also suck, you need SO MUCH gear to do the same damage (clear or single) as any spellcaster or a bow build , plus in poe you can't get hit by nothing without dying, which melee only can do while just exploding the whole screen which in itself is already top 1% of the builds
To be honest, I'm tired of these nerfs, especially when they create such annoying content like T17 or Archnemesis monsters. The fixes to builds or farming strategies during the league have just killed my interest in the Necropolis league. I'll probably skip the next league, or maybe even Path of Exile altogether.