Pathfinder needs to be nerfed
"endgame bosses is where flask upkeep really makes PF shine. |
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It's only in the top of the ladder for basically every leaderboard.
241/788 level 100s in legacy softcore = pathfinder (next highest is 151 raider, and pathfinder is 2nd most number of 100s in legacy hardcore, and most number of 100s in SSF legacy hardcore) Daily lab ladder = pages of pathfinder. 99% of lab gem reward for a year has gone to pathfinder. Top ladder in 1v1 and ctf has predominately been pathfinder. Totally balanced nothing to see here, gj GGG. Never underestimate what the mod community can do for PoE if you sell an offline client.
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PF is getting nerf hard with poison/DOT nerf (master herbalist becomes shit)
After that I'll be playing real classes with Pathfinder in a bottle Git R Dun! Last edited by Aim_Deep#3474 on Jun 13, 2017, 12:27:47 AM
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with the planned slow down in game speed ( from what i've read from beta so far ), it's an indirect nerf to ONLY pathfinder ascendancy
killing fast = more flask charges = flask always up slower game = less flask charges Last edited by InAshesTheyShallReap#0055 on Jun 13, 2017, 2:16:12 AM
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flask effect alone is a point of concern - + proj, + max res, + dodge, + block, + %PDR, + Wise Oak, + Sin's, + %Leech..
the list is endless. and the class that not only has the easiest access but also best uptime is pathfinder i doubt that slowing game down (doubling bosses health? from 'nothing' to 'nothing' am i right?) will change a thing VFB and VS idiocy will continue, one-click-per-screen-AOE-spam will continue so how is the game any slower? all supports are officialy '~35% more damage' now. in 2.6 there are at least some that are 'increased' or - oh noes! - have penalty. that alone will keep the speed up |
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"according to reddit doubling boss health makes the boss kill go from 1-2 seconds to 30 mins |
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Doubling? Should be 10x. Our DPS has increased over an order of magnitude since 1.0. 10x would give us back 1.0 and give fights instead of "do I do enough DPS before boss can even mount offense" play style
e.g. https://www.youtube.com/watch?v=zAcDdlje-S8 Git R Dun! Last edited by Aim_Deep#3474 on Jun 13, 2017, 4:21:06 AM
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" Lets say our dps has increased by 10 times, you can't increase the boss hp by 10 times, because they've already increased monster life across various tiers multiple times since 1.0 anyway. The increase in boss health in maps in beta seems to be interesting, at one part it does force you to interact with the mechanics of the fight, at the other part it is somewhat difficult to fully understand how maps will be in 3.0, because were are currently missing 3 acts, whatever paragon things we would have been able to get, merc lab, ect. We are also effectively doing maps with cruel level of gear. Also making bosses have an absurd amount of life doesn't actually make the game more interesting, nor does it make the bosses more interesting. There are already reasons in the game to skip various map bosses (like atlas, ect), so a better solution IMO would be to move a larger chunk of the maps actual XP to the boss kill, as well as moving a portion of the loot there too. This might open up some "exploits" or cleaver use of mechanics of having streamers hop from map to map only killing bosses for XP and having "bitchboys" but you can't really design a game around players that have people falling head of heals to help their bffs. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
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" Yeah Act VII is not even complete (it seems a few mobs are missing and maybe some other things too all the areas and quests are there though). You basically hop from lvl55 to 68. So early mapping is quite hard. But the thing is, DPS seems be a lot lower as well, because most of the opest things got nerfed. I didn't see a difference in my first clear of Arcade, but then again I'm using FB Totems, which don't ignite anymore (for anything meaningful), but they still deal very high damage. So I hardly noticed a big difference, but I guess things change in higher maps. Pathfinder though got a few indirect nerfs, due to mostly being used with Poison. He still has insanely strong flasks and he won't go away, but the difference is not as big anymore. |
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Nerf certain unique flasks.
" Nerf flask use. Like Drinking flask costs time. Or can have only one flask active at a time. Or xyz. " You got statistics for HC too? -- And I would rather see general gameplay made harder than bosses alone made harder. Bosses alone made harder just increases the gap between mobs and boss even further. No wonder it's lost, it's in the middle of the jungle!
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