GGG's Regrets of 3.15 Patch - Player Backlash
" Too extreme? You think?? Mana cost and multiplier isn't even the worse of all the changes but you went with that? While the player damage nerf is bad, what makes it worse on top is that you did NOT nerf monster & boss damages or defenses to balance out. You weakened the players but kept the bosses' defenses AND offensive attacks strong from the power creep boosts, then wonder why players are frustrated and quit. Go figure. Pretty sure some other things will eventually be rolled back but we'll see. On another note.........Arctic Armour will have freeze immunity?? That's great to hear BUT why even bother when you're gonna turn around and nerf it!? It's always 1 step forward and 4 steps backwards with GGG; I don't get it. Not a good track record. Also as far as currencies go, why not just allow ALL currency to be available from vendors with the exception of divines, exalts and mirrors? I've even asked Chris about this when he popped up in global around 2.0, but he confused my question with gems instead of orbs. You set a damage cap of 100% for Assassin poison ascendancy mod, so now how about you finally implement damage caps all around? This way there doesn't have to be anymore random nerfs to players. Just make sure to nerf the monsters and bosses too when considering future "balance" changes. Lastly, why not separate buffs from nerfs in the patch notes? Just cut to the chase. Stop thinking and working harder instead of smarter. I rarely post, but when I do it's important. Fighting for the player, not monsters! https://www.pathofexile.com/forum/view-thread/880487 https://www.pathofexile.com/forum/view-thread/2300612 Last bumped on Aug 4, 2021, 9:42:57 PM
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Addressing power creep by nerfing the shit out of monsters so players are in the same or better place as they were before is nit how you address power creep. The game is supposed to be harder. Six-links are supposed to be harder to sustain and offer less potential damage. Mana multiplier should be a thing players have to think about when selecting their gems - "can I sustain 5+ 160+% multipliers to get nothing but MOAR DAMAJ links, or should I think about using some of these lower-cost supports instead and work with their limitations while looking for damage elsewhere?"
Was Grinding Gear going to nail this perfectly on the first go-through? No. Was everything they touched absolutely in need of updates and rework? Yes. Things will get better. The game will be healthier. You'll get to the point of farming Sirus after a week again. Settle your shorts. She/Her
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Except that the reason people went for high damage builds is, too many OHK attacks, that the longer you do a fighter the more likely you are to die from stuff you can't avoid. The game least needs a nerf in damage to be more playable. few stack defense, because it doesn't actually do anything unless your going to near invincible builds. The game needs better balance, want to nerf damage, make defense matter enough that people focus on defense rather then all damage;
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Yes they made changes to the game, shock horror. Yes they tweak some changes in the league and will continue to as stated before the league and done so since leagues begun... shock horror. Yes they will continue to tweak the game going forward... Shocked Pikachu face.
Or should I be saying "GGG are out of touch" "GGG destroyed my META build" "GGG destroyed my non META build" "GGG Dont know what they are doing" "GGG caved in to Reddit" "GGG Dont listen to feedback". The list goes on xD |
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" The players power creep wouldn't have been needed or necessary if they'd stop overdoing the buffs on monsters in the first place. As for the mana issue, it's not the mana cost increase that's the problem; it's the multiplier. However instead of outright nerfing every support gem to the ground, they could have tried in house testing and playing the game themselves to see the mistakes. For the support nerfs, GGG boosted the damages of certain gems which would mean that alot of 4 link builds would be the average; which would have made sense if they'd paid attention to the bosses and nerfed them instead of buffing them even more. Not all of us play or copy meta builds, but the punishment is felt even harder :( Let's be honest, GGG could have nailed it perfectly on the first go, had they'd paid more attention to the feedback on their OWN website dedicated to their game, instead of 3rd party sites. Again, product testing internally before release would help. " Yeah, the damage monsters do goes hand in hand with the mere defenses players have. Which is why the game doesn't need to be constantly nerfed but instead just have damage caps; for how much damage players can do to a monster at a time period - similar to Izaro and Sirus fights. Or better yet, apply the same logic of the Petrified Blood gem to the monsters; where if players damages were to exceed a certain amount, then it would be received as slow damage over time. " Yeah but it's like GGG doesn't play their own game or at least certainly not at the same basic settings that us players have to. I don't play meta builds, I theory craft and make my own, which is time consuming but fun for me to understand why certain mechanics work instead of just being told to follow steps a, b and c. I try to achieve full build diversity, instead of merely playing along with the illusion of it. I rarely post, but when I do it's important. Fighting for the player, not monsters! https://www.pathofexile.com/forum/view-thread/880487
https://www.pathofexile.com/forum/view-thread/2300612 |
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So, effectively?
You're saying that because the game is allowed to kill you, you should be allowed to do infinite damage for free? Note: player "defenses" include nigh-instantaneous recovery in almost all well-executed builds. A typical mid-high end character can go from losing 99% of their health pool to a single hit back to 100% fresh and entirely undamaged in less than a second. Are you willing to give that up? Are you willing to accept severe limits and "hard caps" imposed on your ability to recover from enemy damage, so that enemy damage can accumulate over time in a manner that threatens characters? Are you willing to accept a "Healing Stress" debuff that lowers the effectiveness of health/ES/Mind-Over-Matter mana recovery over time the more damage you take in a short window, decaying only when you stop taking damage, so that enemies/bosses can whittle down your health and slowly eat through your resources in a battle of attrition? No? You think it's unfair that players can't instantly heal up from any amount of nonfatal damage because then it'd be too hard to stay alive under the constant onslaught of hundreds of enemies? Then you get no monster nerfs, and instagibs are the only tool you've left Grinding Gear to deal with instantaneous player recovery they're not allowed to take away. She/Her
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These changes they are doing is good to fix mana / Curse.
Overall im enjoying this league more than the last. |
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So they have yet to patch the new mana fix's i assume?
IGN RighteousRom LvL-100 Juggernaut
Mirror Drop T-14 Shrine |
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" as ive said already the way to nerf power creep is with nerfs like they did to explode chests not gems gems are the base line the floor you arent doing billions of dps with a tabula and white items you are doing billions of dps with mirror tier gear with elevated mods etc nerf the mod values on items problem solved (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س
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" I am finding Expeditions less rippy than Ultimatum for sure. And I like the new changes over all. ~ Please separate the PoE1 and PoE2 forums.
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