This is just lazy from ggg

Problem:
The unique Voidfletcher quiver massively outclasses the single target damage bonuses of the best rare quivers for many builds. Its effective power is further improved by Bow damage changes, as it is capable of more than doubling the single target damage for many bow builds that have a large number of additional projectiles.

Solution:
Lower the damage multipliers of Voidfletcher arrows.

Specifics:
Spoiler
Void Shot (triggered by the Voidfletcher Unique Quiver): Now deals 25% more Area Damage (previously 100%). Now has 65% Effectiveness of Added Damage (previously 120%).


Prime example of laziness from the devs.
It's just an example and i picked the most obvious one.

Why even bother making stupid unique items when you gut them anyway 2-3 leagues later, whats the point?

Your balancing approach sucks and thats why poe is shit these days, its like youre playing a cheap copy of the game it used to be a few years back.
I couldnt care less about maven orbs or chemical nuke orbs making your items have 15 influences, im here to murder stuff and enjoy myself rather than forcing myself to play some stupid racing builds (one of the 3 viable each league).

Because you murder every fking build that dares to outstand in a strong way, basicly punishing people for creativity and the ability to create a strong build.

You can write whatever you want i wont read here anyway, enjoy your pcoc, seismic trap or some boring bullshit build next league, dont forget to check poeninja every 2 minutes so you dont miss a single meta change, i be ingame playing my slayer replica farrul ice version of elehit WITH the broken voidfletcher enjoying myself in white maps.
Last edited by Kane1992#4488 on Jan 29, 2022, 11:06:43 AM
Last bumped on Jan 30, 2022, 3:18:29 AM
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Lazy? I'll tell you what's lazy.

From the Manifesto:
"
Most hit-based Spellcasting builds deal too little damage and have too few defensive and mobility options when compared with alternatives like Traps, Totems, Mines, Triggered Skills or Damage over Time.


Then they add countless improvements, without a single change directly helping "defenses" or "mobility".

Good job.
Bring me some coffee and I'll bring you a smile.
They've never corrected Headhunter.

I doubt they'll correct that insane perma-flask belt, either.

It's the low and mid range of uniques that get nerfed into uselessness because who cares about the people who can't spend 24 hours a day grinding for HHs and other pinnacle uniques?
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.
Wonder what percent of characters used VoidFletcher. Bet it was under .5%.
"
Shagsbeard wrote:
Wonder what percent of characters used VoidFletcher. Bet it was under .5%.


Nope its around 2%. Thats more players than chieftain and trickster players combined. If theres anything lazy here its the missing ascendancies balancing one could guess.
voidfletcher is going to be fine, its just no longer going to outclass rare quivers by a large margin for single target anymore. This isn't a lazy solution

its also being moved to a better base so you no longer have to get rid of the implicit for it to be good.
"
dorkdude2 wrote:
voidfletcher is going to be fine, its just no longer going to outclass rare quivers by a large margin for single target anymore. This isn't a lazy solution

its also being moved to a better base so you no longer have to get rid of the implicit for it to be good.


I missed that part of the patch notes,what base is it going to?
"
ARealLifeCaribbeanPirate wrote:
"
dorkdude2 wrote:
voidfletcher is going to be fine, its just no longer going to outclass rare quivers by a large margin for single target anymore. This isn't a lazy solution

its also being moved to a better base so you no longer have to get rid of the implicit for it to be good.


I missed that part of the patch notes,what base is it going to?


I think it was the ele damage to attacks one.
"
Phrazz wrote:
Lazy? I'll tell you what's lazy.

From the Manifesto:
"
Most hit-based Spellcasting builds deal too little damage and have too few defensive and mobility options when compared with alternatives like Traps, Totems, Mines, Triggered Skills or Damage over Time.


Then they add countless improvements, without a single change directly helping "defenses" or "mobility".

Good job.


Increasing damage/cast speed = monsters die faster = you stand less still = improved mobility =improved defense.
"
arknath wrote:
"
Phrazz wrote:
Lazy? I'll tell you what's lazy.

From the Manifesto:
"
Most hit-based Spellcasting builds deal too little damage and have too few defensive and mobility options when compared with alternatives like Traps, Totems, Mines, Triggered Skills or Damage over Time.


Then they add countless improvements, without a single change directly helping "defenses" or "mobility".

Good job.


Increasing damage/cast speed = monsters die faster = you stand less still = improved mobility =improved defense.


That's not specifically a defensive tool enabling caster mobility, though.

But you know what was?

Unleash. Which got nerfed.

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