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More nerfs like always, it's fine I guess we are used to it.

I'm concerned, this is the first time I quit a league and I have been playing since 5 years ago. I can't believe Poe itself could push you out of the game like this.

I don't think you have enough time to consider and test all those changes. And December is a month when people takes their vacations.

Archnemesis is a good concept badly executed. Don't think you can improve that by the last 6 reworks.

I lost hope, I won't read those changes because you change your mind often and then add stealth nerfs, so I don't trust anymore. I'll just test the league and quit if it's not fun, simple as that.
loot revamp = killing mobs is useless
minions revamp = minions are weak
delve revamp = deep delve is dead
beyond revamp = beyond is dead
altars revamp = altars will be dead. sadge
It better be better than 3.19, because I feel we are at a real low point.
All I see is:
We will nerf Jewels and Ailment Mitigation
Nerf curses and player curse def
Nerf Eldritch Altars to the point that they are not even worth to click on
Make Archnemesis bigger pain in the ass.
Plus potentially a fifth nerf post about other nerfs to fun changes if needed at the time.

I just hope that 3.20 is total garbage and make quite PoE, that would save me 1,2k $ per year.
Hope you guys playtest for many builds style . Please dont just simulate some number and type down so it will not too good or too bad.
Eldritch Altars are fun, but they shouldn't come with such extreme downsides - the reason why almost everyone I know doesn't take the Exarch altars is because of that super annoying flame puddle that spawns that one shots you instantly. Another annoying thing about the Eater altars is that the monsters spawn in with such a delay and often just blend in the the environment - it should be instant so we can zerg them down before they start nuking us.
None of those manifestos sound like GGG is planning to buff anything. How about buffing underutilised skill and support gems for a change?
Well i hope ruthless will be fun and not just 0.1 % of people will play it. Because i feel like because of to many unnecessary and zero arguments complains of people who wants the game to be a one hand difficulty, and plus implementing of ruthless that they will simplify the main game so much that it will be a complete waste and unfun thing to play it.
More stronger and less white pollution screen mobs = heathier game experience.
There's nothing to explain from Archnemesis, just remove it from the game. The design is bad and many AN combinations create unfair and frustrating situations, because a boss mechanic can't be put on every mob on the game without broke everything.
Predictions:


Jewels & Ailment migitation: Jewels have seen a massive rework, to even remotely compare to unique jewels. Jewels now implicitly have 100% curse duration efficiency of a specific ailment. This doesn't remove the ailment, but rather halves the duration. We're realizing that implementing difficulty only for players to be immune to everything isn't a great way to go, so we're generally leaning into the efficiency stat.


Curses: Game is now better balanced around curses, so they do what they appear to do at a surface-level. This means bosses no longer have implicit curse effect reduction. In order to balance this, all curses have been reduced in power across the board. We've handled/removed a single problematic curse. We've leaned more into Occultist as the curse-class, and have basically removed Profane Bloom because it's stupid.


Eldritch Altars: Pre-nerf state was way too rewarding and this current state doesn't really matter to most players. We've added visible rewards akin to the ones that appeared during Ultimatum league, as it appears that players don't want to take on a lot of risk (or spend twice as long killing a boss) to get a random piece of currency - the only ones that do are also the ones that run reflect maps despite not being immune, and make all Expedition monsters immune to their damage.


Archnemesis: Yes, this content is staying in the game because we like it and we've spent a lot of hours on it at this point. We also kept Nemesis and Bloodlines in the game, despite their respective initial bad receptions, and they've contributed a lot to the fun of the game over the years.
God-touched conversion mods no longer scale with player equipment, because of the glaringly obvious issues that come with that. Instead, they now scale much HARDER with those modifiers that are on the map itself, incentivizing you to play 8-mods maps, rather than playing without the gear that you wanna wear.
Last edited by Immoteph#2974 on Nov 10, 2022, 5:43:46 AM

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