New EE, blind or dishonest balancing
GG says:
Problem: The Elemental Damage over Time effects of Cold Damage over Time, Burning and Ignite are too dependent on Elemental Overload and Elemental Equilibrium. Ignites are too dependent on Ignite Damage Multipliers on skills, making skills without Ignite Multipliers too weak to use Ignite with. Solution: Greatly improve the base strength of Ignite, Burning and Cold Damage over Time, while making Elemental Overload and Elemental Equilibrium less powerful or require more investment with Damage over Time skills. Rebalance skills that could apply Ignite effects around the new base damage of Ignite and remove the Ignite Damage multipliers. GGG does: The Elemental Equilibrium Keystone Passive Skill now applies 25% Exposure of the Elements not Hit with, removing Exposure of the Elements you Hit with. It's now an easy way to apply a strong Exposure effect rather than a huge damage boost that we balanced Elemental Damage over Time Skills around. Some other skills have been reviewed because of these changes. _____________ Just to be clear: you replace a "-50 % resistance" modifier with a 25% exposure modifier. The difference in the numbers alone is a huge nerf. But your trick goes deeper. Before your "balancing", you could add exposure to EE. Now you cant. You have taken a additional "-50 % resistance" away, without *any* substitute. There is no *additional* mechanic like the old EE. And on top of that: exposure dont even stack, you cant even use the old skills/items with the new EE. The added damage for ailments is fine, but it dont help *any* other builds (minions, traps/mine/totems, direct damage selfcast). Either you didnt see this, or you just beeing silent about this and try to cover it with your disgusting marketing speech. Go and nudge yourself, please. Last bumped on Oct 9, 2021, 7:19:03 AM
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Pretty much.
Like, if the problem was "EE is mostly used by DoT builds", just change the "-50% resistance to all other elements" to a "take 50% increased elemental damage from hits of all other elements". Or if that is a buff just find other way to nerf it: make the -50% apply only to hit damage, change the -50% resistance to "hits deal 50% more damage" - anything. I get that Ignite builds won't take much of the brunt from EE because of the reworking of Player Ignite. But this is a jab to any RF, Burning Arrow (which gets another rework because "it's too complicated for being a lv1 skill") and any cold DoT build. I guess, however, it was expected. Many, many years ago developers stated they did not like how EE was "too powerful for being a 1-point investiment" (I think it was before Synthesis kicked in). Now they finally found a moment to slam the nerf-hammer at it |
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