i think i kno why GGG cant balance

"
dimon9000 wrote:
Why do you think they can't? They did good mob balance... to make you suffer a lot.


Can't/Won't... What's the difference? Your just nit picking his choice of words. And sound like a fan boy to me. What's next? You going to tell him its a free game and he should be elsewhere. And shouldn't try to give feedback to a game and help it improve the way he thinks it would be better? Please people like you are the most annoying to see on any forum. As you can't handle any type of feedback that is negative. Just watch the mods edit my post to try and protect your fragile emotions.
Last edited by TheLockedGuy#0038 on Jun 22, 2022, 12:15:34 PM
its either that, or the fact that ggg balances the game around ... "crazy builds"


what i mean by this?

look, i make a templar, i use totems, i get some + totem stuff, specc into totems and a bit dmg, life res and so on, i get gear that gives hp, a bit of dmg to the totem -

thats a "build" for me.


whats a build for GGG is a 100times poison char, converting poison to cold, reverting a cold debuffto a cold buff on yourself (so you get faster by freezing yourself ?!) runnign around clearing the map by his mere presence.

as long as ggg "balances" around "builds" that in other games would be considered an exploit of mechanics - its no wonder the game doesnt work as intended beyond t10
"
Taeschi_86 wrote:
its either that, or the fact that ggg balances the game around ... "crazy builds"


they kinda do but also kinda dont, they lost the plot a while ago

whether you live or die is the same rng roll as everything else in this game is

roll whatever mods - blast content

roll a mix of bad ones - die

rock paper scissors the video game, but with colorful explosions and shit to distract you from how brain dead it really is



POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1.
Last edited by Bosscannon#3325 on Jun 24, 2022, 3:09:24 AM
I think they've done an amazing job of balancing the monster mods this league.

When I saw in the patch notes that they were replacing the core monster mods with the Nemesis mods, my thoughts were they would be way too over powered and it would be impossible to give any visual clarity of what was going on. I think they've done pretty well.

If you were deep into maps in the first week before they ran the first few tuning patches it may of been rough, but it's only midway through the league and in my opinion, they have a fairly stable working point which they can continue to improve.

Can't say I ever paid attention to the monster mods before, now I'm paying a slither of attention to them and vaguely knowing what they do, so that's an improvement from my perspective.

There is still some room for improvement sure. The lightning is a little harsh (not as bad as the lightning running man previously), having no flask charges seems rough (not sure if there's an indicator for this that I'm missing), the visual clarity for the ground effects needs some tweaking. Overall I think they are pretty fair, in a game that's typically not fair.

I do agree there is some issues with rare mobs that buff each other when you get 3+ together, but is it that bad? Kiting is possible in most situations other than delve or ritual. I think this was more of a problem in D2/D3. Which ARPG is currently balancing better?


"also why mobs don hav hard cap on dmg reductions and max defence too? we have caps while mobs DON HAV ANY??"

Is this true I don't actually know? So is it possible for mobs to have say more than 90% physical reduction (other than physical immune)? Can mobs get 100% block cap from clipping too many remnants, and can this occur regularly for mobs in maps? Every now and then I'm attacking something and it seems to periodically take no damage, that's not great design for periodic on/off immunity unless there is clear visual representation. I haven't been running into any mobs that are un-killable though. If anything I would think mobs could have more core defenses? Monster armor is largely irrelevant in maps isn't it?
Last edited by Belegur85#5784 on Jun 25, 2022, 5:10:43 AM
Ye i have to strongly agree,they made it very fair when you cannot perma stunn bosses anymore, but i can moan 10 times per second as an aurabot and get perma stunned to death but for some reason bosses cant have that.
Another good example is soul eater this league, if you have a monster with fuckton of mods and a lot of white mobds, he can just eat like 200 mobs run up to you in one second and oneshot you because he has 20 attacks per second.
"
robert2003 wrote:
Ye i have to strongly agree,they made it very fair when you cannot perma stunn bosses anymore, but i can moan 10 times per second as an aurabot and get perma stunned to death but for some reason bosses cant have that.
Another good example is soul eater this league, if you have a monster with fuckton of mods and a lot of white mobds, he can just eat like 200 mobs run up to you in one second and oneshot you because he has 20 attacks per second.


+1

with HARD CAP mobs there no more crazy insane stacks from mobs that make impossible to run
Mercenaries master craft service Mercenaries My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch
Mercenaries veiled crafting all service all crafts mods
Mercenaries SC master craft service Mercenaries SC craft mod!
Veiled crafting Service Settlers craft PM: TreeOfDead
"
TorsteinTheFallen wrote:
"
Scartank wrote:
Yeah you're right, that's just stupid.

Adding the fact that monsters (not 100% of them) movement speed scales with YOUR movement speed, meaning you can't outrun them, and if you dare to try a movement speed raider build, you will see some crazy Usain Bolts coming for you like absolute madmen (speaking of experience, when Expedition league came out I tried a build to outrun the Expedition mobs, and I got some surprises).


They literary want that. It's been said on PoE 2 announcement that they don't want players to outrun monsters so they have to deal with them.


Face them in what sense? If you are a ranger, you are suppose to keep your distance. And if you encounter a enemy impossible to kill, it is your right to run and leave the area before it kills you.
Last edited by B00b#4465 on Aug 24, 2022, 9:12:53 PM
"
Gordyne wrote:
Well, a lot of the replies here are on point.

But I believe nothing will really change unless GGG decides to scale back two key factors: Damage Mitigation and Life Leech

Of course, a lot of other changes would be needed after these two, but those are the core.

If you stop to think about it for 2 minutes you'll understand why you can't have builds that are "immortal" or have insane leech. The only way to kill these builds is with insane spike damage or heavy degen.

I think some part of a "tank" builds should be moved to active abilities instead of pure stats(maximum resistances should be lower) so that there won't be so much of a need for spike damage.

Regarding life leech, I think it should be complimentary for a melee character to not have to constantly keep popping up life flasks(assuming the game was balanced ofc), and not basically you're leeching half your hp now... and now ur dead...


There is already a limit of how much the character can leech life per second. What you see in videos characters being virtually immortal is because the stack other defensive bonuses, block, suppression, armor, ... Life leech alone won't help you if you are surrounded and beating up by the mobs.

Report Forum Post

Report Account:

Report Type

Additional Info