so.. the melee is FINALLY dead now? :)
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The Devs are fine with you breaking the game - as long as you must pass a massive currency or RNG gate to do it. The very existence of items like Headhunter and Reliquary Keys for dredging up pre-nerf Legacy Gear bears this out.
You will see nerfs when game-breaking power becomes available to the mases without massive currency outputs or lottery-winning luck. This is central to GGG's design philosophy. People get angry every patch cycle, and insist that GGG is targeting Joe-Average, as "Joe-Average" is the one who takes the brunt of the nerfs. Well, to be brutally honest... then answer to that statement/question is yes they are. Joe-average is precisely the target. If GGG allows middle-of-the-road budget builds to break their game, it will become too easy and collapse. The treadmill is the game, and it's survival depends on the perpetual motion. If you didn't pay hundreds of exalt for you build, or win the power-ball, you can expect your build will get zapped to near unplayability. The powerful versions of those builds, gated behind the best gear, will still clear content just fine. The budget copies of those builds will be wrecked. This is not an unreasonable design concept. When you understand the situation, you can plan you strategy and adapt accordingly. Last edited by Sabranic_SilverDeth#2793 on Jul 20, 2021, 8:28:25 AM
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" The usage of slams is low in SC trade because they suck in trade leagues. Low clear speed and not better bossing than a miner or mana tank caster or a spectre summoner. While mana tanks are expensive the higher end ones outclass most defenses and offenses of a slam build at the same time. In SSF HC time is a serious constraint hence why slams were played there for their low offense investment requirements so people can go on and stack more Fortify Effect. Not that i care much about slams i was just suprised to see them balance for SSF from what i can tell. Instead i expected heavy mana nerfs in the manifesto. |
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Seismic cry is now a wasted slot.
No one is gonna use it vs bosses because of increased AOE or stun threshold. It's kinda disappointing they have not replaced the 30% more per stage with something tangable/decent at least. Just plain deleted the main purpose of this skill gem and probably making a surprised Pickachu face when they release PoE 3.15 league metrics one month after start. Behead Support could be useful for support DMG like Ancestral protector since it falls under strike skills. Masterpiece of 3.16 lore
"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body." Only usable with Ethanol Flasks |
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Having these nerfs tied to gems makes absolutely no sense... at least for some builds. Minion builds can just run multiple gems in your inventory and hot swap before a boss fight if you need the extra health or not etc. These changes only affect builds that cant make use of hot swapping 'bad gem design gems'.
These nerfs dont even make sense with how they're being implemented Last edited by jjb1214#5853 on Jul 20, 2021, 10:25:02 AM
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Hrm... my necro's minions are nearly unkillable, and I don't run minion life or any minion life nodes - except those gained incidentally while I track damage and move speed. After this change, they will still only die to the same things that kill them now i.e. physical reflect, a couple of legion monsters, the acid cavern's bosses, and a few other oddball degen bosses scattered about with the right map mods.
I don't think that nerf is overly consequential. |
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Why the attack speed change though? That was the only thing strike melee had going for it to cover up the myriad of targeting issues.
GGG still can't solve the "Riddle of Melee" oh well what is for dinner tonight? Tacos or Burgers? Still failing to solve "The Riddle of Melee" 4.0 HYPE!!!
SILLY BITCH...THE EAGLES ARE COMING!!! THE EAGLES!!! (bleeds out from a wound to the gut) the eagles...are...coming...(coughs)...the eagles... |
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Totems will be BONKers with multistrike. Sleepless sentries is also really good for perma onslaught now that sources of onslaught have been nerfed
Slams should be fine still, just not as crazy as before on zero damage investments Keeping fortify all the time will still be really, really good. It's crazy how good fortify is when you always keep it up. Also the new banner no one is talking about- taunt and 25% less damage on placing and gaining stages off nearby enemies ? |
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" i bet they nerfed this cluster notable as well. it was ALREADY good and braindead choice. and slam totems? why? warchief does the same and slam-totems wont benefit from exerts. this totem is pretty weird design tbh. smells like balistas " fine? Seismic Cry gave ~120% MORE damage. now it is gone. for clear it is fine, but for bosses slams lost their entire f.. reason to exist. the exert clusters and nodes all give increased damage in paltry quantities. you spent passives on warcry nodes to get effect/cooldown/speed so you could pump seismic when needed. 2/3rds of damage came from warcries... it is everything but fine (excluding bleed slams obviously) " no change here except that fortify most likely will prevent 20 not ~30% as before. and still - non-melee has the same access to fortify as before, no change here " taunt is worthless. when ggg doesnt know what 'bonus' to tie to a skill, they give it taunt. there are easily 20+ sources of taunt around there, noone values it at all. AR%, the same story. it is worthless stat. the 15% less damage is good. is it good enough to care and babysit a banner? we will see. banners are annoying as f.. to use and this one works only when used. |
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"I think banner goes to 25% at level 20 Yeah banners are annoying, but my annoyance usually came from mana reservation managing. Imo banners pair well with inspirational champ passive because no mana reservation and then you can attach increased duration to them GGG has been giving a LOT of sources of less damage taken from hits. They obviously stack multiplicatively so there are diminishing returns, but having three of them or so is pretty good. Even better if you're evasion build. Wind dancer + kintsugi + fortify + a couple of more less damage taken mechanics meshes really well. The seismic nerf was into the ground, I agree. But I think you can still slam, just not as much free damage. I can see them reverting a bit back next league off seismic. |
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slams are slow, and only good early.
strikes are amazing with investment. less damage is for every build. we dony know the changes yet, but I suspect the following: nerf to rmr or using many auras nerf to cluster notables like aura effect, notable effect, 10% cold pen, dot multiplier, summoner mods Sales/Services/Stuff:
https://www.pathofexile.com/forum/view-thread/2495490 |
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