Gross. New explode chest vs old.

The New Explody is dogshit compared to the pre-nerfed version hands down.
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Reinhart wrote:
Should just remove the mod as it is useless now.
Like "Regenerate XX Life per second", "Reflects XX Physical Damage to Melee Attackers" or Chance to Flee Support, right? They have quite a bit of backlog...
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AShugars wrote:
The New Explody is dogshit compared to the pre-nerfed version hands down.


I'm pretty sure you can stack this explode chance additively. So like.. occultist can easily jump to 70% explode chance with just this chest. Then you find another 30% elsewhere.
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Shagsbeard wrote:
Wish people would get over these nerfs. They were needed to make the game functional. You can't design new content in a game where everyone wants the old content no matter what you come up with.

Needs more in my opinion.

But the whole game needs a re=boot in my opinion.


I wish you would get over the fact that people have different opinions than you and that they enjoyed things you personally don't care for.

See how that works? The thing that made the old explode what it was, was the guaranteed chance on kill to explode. It didn't matter what the damage of it was, because it was always going to chain. And it was far more fun gameplay and useful than what we have now. I think it should be brought back, but make it the elevated version of the mod. That would make it obtainable, but not necessarily so accessible to get into. And while you're at it, do what many suggested after you released the harvest manifesto, and remove the physical tag from the modifier itself so it's not so easy to roll with just basic physical reforges in harvest. That's how you nerf something meaningfully, while not being forced to remove it and how it functioned entirely. As it is now, I'm not going to waste all that currency and even the modifier slot it occupies, on my end-game body armor now. There's more useful mods that can take it's place.
Last edited by KFieLdGaming#6475 on May 4, 2021, 6:51:36 PM
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yamface wrote:
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AShugars wrote:
The New Explody is dogshit compared to the pre-nerfed version hands down.


I'm pretty sure you can stack this explode chance additively. So like.. occultist can easily jump to 70% explode chance with just this chest. Then you find another 30% elsewhere.


I think it worlks more like stacking dodge and evade it's not additive because different sources (chaos and phys). But better is you can just use better chest (inplusa + storms gift) or gloves (aenaths or haemopelia) or old school HOI + crit gem/horror gloves and explode as before.

Explody is like nercos. Too many ways around a single nerf to keep a good man down.:)
Git R Dun!
Last edited by Aim_Deep#3474 on May 4, 2021, 7:11:28 PM
It needed to go as it made the chest slot very stale, though lack of harvest would have made it a substantially higher opportunity cost again (removing the tag was probably a better idea than just breaking everything).

They should reduce on death effects though, corpse clearing feels mandatory in some ways and I know on HC I fit it in wherever I can, if i can squeeze in cremator for example I always do even if its at a slight cost to a regular tree.
The explody chest mod made the game way too stall. Every build that could afford it used it. It had to go this is one of the changes i agree with.
And there's people paying 10-100 ex for this garbage even elevated..

Talking about sheepies following the streamer.

Don't be a poe stan. Use your fucking brain.
Well to be fair he is comparing the old elevated versus the non elevated new version.

Just in term of numerical difference, thats 5% vs (10% * .3) = .3%.

Right there the 5% have a 66% more explosion damage compared to the 3%.

Would be a better comparison to compare the non elevated old version with the non elevated new version.

Also, how much global AOE does he have on the build? The more aoe the less difference the old vs new explody chest should have.
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zzang wrote:
The explody chest mod made the game way too stall. Every build that could afford it used it. It had to go this is one of the changes i agree with.


ya, agreed.

i dont think balancing something like that via rarity/price is good either, you dont want to keep it and then just make sure only 1% of players can afford it and say ok now its balanced via rarity... no, once an entire slot is just 1 option, even if thats only for players above a certain level of wealth, its still terrible for build diversity and the prices of other potential items in that slot. everything else becomes a "levelling item" or a "budget stand in" and no one is going to pay decent money for them, no one is going to feel good about wearing one, everyone is going to feel like their build is shit without that item, regardless of how unrealistic it is for them to get one.

it just had to go.
I love all you people on the forums, we can disagree but still be friends and respect each other :)

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