The Death of double dipping in the Fall of Oriath

They need to look at the top tier meta builds run by no-lifers and pro-gamers (they have same hours but on earns money at it) that reach end game 2 days into league and then farm poe.trade until the market stabilizes - and *utterly discount their builds* when calculating end game content difficulty. Casual players like myself without massive currency bloat just get slaughtered by stuff designed around the top tier players - then we quit, taking with us the potential of sales and word-of-mouth advertising that is not entirely negative.

If GGG wants to create a challenge for those top tier players they'll have to do it artificially so the rest of us can play at levels that challenge us without chasing us away.
Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive.
Patch Notes 3.19:
Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment.
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Arrowneous wrote:
It's about damn time. Allowing the super hard core no-lifers players to create a build that one-shots entire screens of mobs is too OP compared with the rest of the the players that are not playing PoE full time (real life is more important) has created a huge gap between the top players and the time limited players or newbies. When the devs see builds that can kill The Shaper in under a minute they get the idea that the content isn't hard enough and will want to increase the difficulty. But the rest of the player base is shouting "NOOOOOO!!!"... the top end red map bosses, the Guardians, and The Shaper are already hard enough thank you. So eliminating double dipping will allow the boss fights to be better balanced for the majority of players and hopefully we'll have fewer one-shot death trap bosses.




why would you need to be a super hardcore no life player to make a build that uses double dipping? It takes the same amount of time and commitment as any other build.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
So, they are going to nerf everything into the ground but buff 1-3 things that will obviously be the meta.


Nothing's changed here.


1000s of possibilities.
5 solid builds.
You mean im not supposed to face roll shaper with an added chaos gem and a stick on i found on the beach?
IGN: Arlianth
Check out my LA build: 1782214
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Nephalim wrote:
You mean im not supposed to face roll shaper with an added chaos gem and a stick on i found on the beach?




Kinda reminds me of Dark Souls, just need a stick and shield and I already won the game just because



Spoiler
skills matter.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Good riddance to double dipping, like shotgunning before it.

Now the only major mechanics that still need work (read: removal) are:
- Instant leech
- Elemental status tied to crit
- Spammable movement skills
- Strictly vertical gear progression after mapping starts

I expect all of that'll be good around PoE 8.0, The Rise of the Fall of the Sacrifice of the Atlas of the Vaalsoulheartland.
if double dip and howa dies of then new meta will be newly introduced skill gems, bow barrage, blade vortex and maybe some other.
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pneuma wrote:

I expect all of that'll be good around PoE 8.0, The Rise of the Fall of the Sacrifice of the Atlas of the Vaalsoulheartland.


Alpha spoilers, all aboard the Hypeee train!!!!

Can't wait for PoE :TRotFotSotAotV HypppUUU

Peace,

-Boem-

Freedom is not worth having if it does not include the freedom to make mistakes
Yess YESSS YESSSSSSS!

Finally, i love giant shifts in balance, since that always freshens up the meta. It will force people to think a bit again about their builds, and not just slap a poison gem onto everything anymore.

Right 90% of the builds were just about how to doubledip, and either transform the dmg to fire/burn or chaos/poison.

Cant wait to see what 3.0 brings us in build diversity.

And also, HOORAY for the new bosses designs. It seems at least a bunch of what i was hoping for was considered in boss design. Props to the devs if the fights work well.
What does it mean tho? No more burning and chaos dot? Sounds like bad balancing if that is the case...

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