Power, Frenzy, and Endurance Charges
Great feedback Anubite, I agree entirely.
Also this. . . " . . to some extent. Too many balance changes depending solely upon how effectively ("op") a min/maxed build can use a mechanic means minimizing that mechanic's use for builds that would use it in moderation. Eventually this least to a total stagnation of build diversity, because diversity was thrown out the window when balance was decided to be changed solely on the effect of a few power builds. As a design theory, it presumes build diversity didn't really exist in the first place.. Just some food for thought :) Devolving Wilds
Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” |
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9 endurance charges comes from wielding 2 kaom's rings, I did it in alpha, it's very, very strong, especially with discharge
And we must keep things balanced for the "extreme" cases as well as the "normal" ones. It's a challenge, but possible. There is some leeway, of course, 9 endurance charges can remain... because if things are slightly OP, by GGG's directive, it's fine. OP tends to be fun. I think frenzy charges are a fringe case because the skill 'frenzy' scales very strongly with 7 frenzy charges, so improving frenzy charges isn't necessarily a wise idea. Though I imagine we will have a unique which adds +1 to frenzy charges, which might tip them over the edge and be more viable for slower weapons (and slightly op for faster weapons). Power Charges are pretty insane and I think need an effect other than +crit chance, so that the +crit chance can be adjusted somewhat, but that's a vague non-committal change from me... it depends on the direction the game goes in with power charge generation and use My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite#0701 on Feb 6, 2013, 1:47:45 PM
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