Path of Exile 3.0.0: The Fall of Oriath Patch Notes

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Completed 9 ChallengesiSo1iD wrote:
As a dedicated support player (I played Mana Guardian, Aura Guardian and Necrobot in Legacy), I do not completely agree with the sudden changes to the Necromancer's Commander of Darkness.

Both the Guardian and Necromancer (and to some extent the Champion, which falls somewhere between both areas), offered up distinct ways to build up dedicated supports. The Guardian was heavily invested in boosting defenses and it shined the most in HC leagues, where survival is a huge factor. The Necrobot was the complete opposite, as it offered the most meaningful boosts to damage. Of course, in such a clear speed centric meta, the Necrobot saw much more use than other support variants. But was it OP? In my opinion, it wasn't. Whilst it provided a sizable party damage up-scaling, it wasnt strictly better than a support Guardian. A good guardian support was just as capable of sustaining party play by reasonably boosting party damage, whilst giving massive upgrades to a parties survivability. I understand that there were concerns that Necrobots were mandatory for clear speed, so I can understand the need for some adjustments to tone that back. However, these changes should have been tested in the beta, so we can see the full effect on the balance of support classes.

From the current standpoint, these hard nerfs heavily gut the Necrobot's viability as a support. Its going down from about 221% increased damage and 104% increased attack/cast speed (with 13 auras and 72% aura effectiveness) to a significantly lower 30% increased damage and about 65% increased attack/cast speed. Coupled with the ES nerfs hurting the build's defenses, there is very little benefit to go as a Necromancer support as compared to the Guardian. Hell, the Scion Necromancer node even gives the same level of damage bonus (which is a huge spit in the face). And on the other hand, the support Guardian still provides much higher levels of defensive scaling, with a decent level of offensive support. Hence, in my opinion, this will just shift all the support play to one ascendancy. Both ascendancy classes were great for different reasons, and they were great for supporting different types of party play, but now Necrobot has been gutted.

My suggestion to GGG is to change Commander of Darkness such that it provides 6% increased damage per aura you cast as opposed to the flat 30%. This is a 40% nerf from the current version and is in line with the attack/cast speed per aura nerf. It scales back the power of the Necrobot, whilst still making it a viable ascendancy for more offensive supports. I am not the only person who has suggested such a means of 'balancing' the Necrobot and I hope GGG will re-consider the nerfs, as we did not even have any time to test these changes.


Have all my +1.
disgusting how some people complain.
the give us lots of new acts, new active and support skill gems, new uniques, remove cruel and merciless,and rebalance so we need to think and explore again for new builds and stuff.
and you dont need to pay for anything of that if you dont want to. and still you onely complain...

but nooo, onely care about meta and efficiency. as soon new league starts they play nonstop like morons and then cry its to easy and are bored while the onely play op meta builds and exploit game mechanics. and when things getting balanced "nerfed" the also cry. makes no sense...
Last edited by Rekill on Aug 2, 2017 9:02:17 AM
Soooo... i have a corrupted drillneck with +1 arrows... will this change automatically to read "arrows that pierce do 50% increased dmg"? Or is it junk now?
So is it smart to craft ES Gear before FoO launches, so i get neat leagacy pieces ?
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Fawkse wrote:
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Completed 12 ChallengesCoolmer wrote:
Added Cold Support and Added Lightning Support have been buffed, bringing them on par with the Added Chaos support gem. Added Cold Support now does 35.1% more damage at gem level 20. Added Lightning Support now does 17.5% more damage at gem level 20.

Rlly on the par? This patch notes I longer read has less sense.

How the hell u can make chaos gem on the par with elem when u don't have chaos penetration support gems, when you don't have chaos weakness curses, when you don't have ignore chaos resists like inquisitor have from ascendancy for elements?

This is like someone said monkey job done in last minute, like you all that did from when your reveal beta.


There's a lot of text in the patch notes, but all I end up reading is "go play ele conversion, people. Most likely wander".

lol guys, what about the fact that there are almost no monsters that have a good chaos res? play chaos mean you are running a free chaos penetration gem, soooo, are you serious guys?
I'm happy to see the Council stuff got some new uniques which probably will include at least something useful making it expensive making it a viable alternative to farm if you don't have a build that's working yet but need currency to buy an expensive item you need.
Damn what a beautiful sentence :)

I just hope it'll turn out the way I hope it will.
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Fawkse wrote:

It's not a significant nerf to selfcast RF (as long as they don't use other spells; if they do, it's a big one), and in relative terms it might actually be a buff (cause everything else lost so much more power while RF barely lost any, at least for life based), but the change itself was definitely a nerf. And they might still nerf the burning damage support gem, seeing how they operated up til now...


discharge RF build is completely dead.

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Completed 6 ChallengesRekill wrote:
disgusting how some people complain.
the give us lots of new acts, new active and support skill gems, new uniques, remove cruel and merciless,and rebalance so we need to think and explore again for new builds and stuff.
and you dont need to pay for anything of that if you dont want to. and still you onely complain...

buy onely care about meta. as soon new league starts they play nonstop like morons and then cry its to easy and are bored while the onely play op meta builds and exploit game mechanics. and when things getting balanced "nerfed" the also cry. makes no sense...


What major changes in 3.0?
1) Poison/Bleed mechanics!
Removing double dipping could resolve this, but developers made it further as additional independent builds, I only hope it will be viable! (not only in terms of damage, but in terms of defense, because melee players without leech won't survive, and remember that Poison build means useless HIT damage from which you won't be able to leech much even with Vaal Pact)

2) Vaal Pact removed for ES.
ES builds can't leech while Life build can, is this balance?
Problem was in huge difference in ES and Life pool where one could sustain one-shot while other not! ES pool was heavy rebalanced to make it closer to Life pool.
EVEN IF ES pool = Life pool, still how ES melee build can survive? Without instant leeching you won't be able to replenish ES fast enough, not talking about reflect!
While Life build doesn't have such problems! Moreover they have flasks, MOM.
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Bex_GGG wrote:
Viper Strike's base damage has been reduced to 115% at gem level 1, from 130%, up to 141.6% at gem level 20 (down from 179.4% at level 20). Viper Strike has a 60% chance to poison on hit (down from 100%) and Viper Strike's poison now has a base duration of 4 seconds (from 8).



this change... why remove the guaranteed poison proc? I do not see the need for that change.
WTF righteous fire nerf too. Jesus this is the biggest clown fiesta of a balance patch.
ProbablyGettingNerfed - L100 Occultist
BowJobsForAll - L95 Pathfinder
GottaHANDItToYou - L95 Raider

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