Chaos DoT builds just got GUTTED (despite nobody playing them). Here's WHY & How to FIX
For context, the 3.2 changes just dropped, and this focus is on Chaos DoT skills in general. While there are a few outliers like pcoc and Bane, Chaos DoT as an archetype overall, doesn't see play.
This is a pretty deep dive, and I wish I had longer to really flesh out my thoughts, but the league is tomorrow so... I REALLY hope a dev from GGG can find the time to read, or a community member can present a TL;DR to them, because I think that this post will convince them to make some very quick and easy changes before league start to some extremely weak builds which got ACCIDENTALLY destroyed What I think happened
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When you hear curse, you think Occultist. So when the curse buffs were being made, the obvious knee-jerk reaction is to be very certain that you aren't over-buffing Occultist, because she is synonymous with curses. I think there was an over-reaction in this regard. This is why we seen Occultist singled out specifically as the target of some very sizeable ascendency nerfs. As for the Despair nerfs... I think GGG sees RF and Cold DoT as, I don't want to use the word "problematic", but lets just say they're quite leery of those builds. I think the Despair changes were made especially to keep RF and Cold DoT in check, especially considering they both received buffs in 3.2. I think these two things were the motivation for the specific changes I mentioned... While the changes certainly made good on both these fronts, Occultist and Chaos DoT got overlooked, and got absolutely crushed UNINTENTIOANLLY. How bad is it?
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It's... one of the largest nerfs some of these Chaos DoT skills have seen in years. I made what I think is an average players' sometime in week 1 build of Blight/ED, and when PoB updates I want to see the changes. Right now, I'm estimating around a 40-50% DPS loss against non-boss monsters. For the bosses, it seems like a wash on average considering every Chaos DoT build. If you play Occultist AND Blasphemy, its probably like 10-20% less damage to bosses even after their curse nerf, and other Chaos DoT builds like poison might see a slight increase. So a handful on non-meta, unstrong, totally not deserving of a nerf builds, just got nerfed HARD. Which just forces more players who enjoy playing off-meta, to just say "forget this, I'm guna play whatever is broken". It truly gets exhausting intentionally avoiding the meta, avoiding what the streamers and reddit say, all in the end to wind up nerfed as collateral damage as part of the same killshot aimed at the very builds you were always trying to avoid. The specific problems
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Curses and Occultist
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If we make a bunch of buffs to curses, and make sources of curse effect and maximum curses more widely available, that's actually an indirect nerf to Occultist (or anyone with curse nodes in their ascendency). As, why would I spend ascendency nodes on things I can get elsewhere? You have to look at it like trading resources.. For example, with profane bloom, I'd have to trade a chest-slot for hexproof ignore, and either a weapon slot, glove slot, or some other source of explode. Not the worst thing to spend your points on! However, tomorrow, for profane bloom, I only trade those points for the explody mod. I just got LESS for my points. That's a nerf. So you have to ask, did the stuff I traded for get buffed, therefore justifying the increased cost and less "stuff" I got for my points? Nope. An extra 10% chance to explode is not a buff even worth talking about, you'll never notice the difference and it won't help you in any significant way. So, *SPENDING POINTS* on Profane Bloom got nerfed. How about Malediction (Or whatever its new name will be)? Right now, it offers something you can't get anywhere else in the game, malediction! Very valuable! You also get +1 curses, which is pretty valuable as it's tough, but not impossible, to get, but its value is particularly varied between builds. You also trade it for curse effect (couple skill points, or armor modifier slot). So very valuable overall. Tomorrow, you will trade your points for Hexproof, which LOST value because now you can get hexproof ignore on clusters. +1 curses, whose value proposition is actually difficult to estimate, as it varies so significantly between builds, still loses value tomorrow as access to +1 curses in general is easier, more on this soon. We can then fairly easily see it was a nerf (even given all the 3.2 changes). So, *SPENDING POINTS* on Malediction2.0 got nerfed. This means that in more cases than before, it is better to go a different ascendency for the same build you want to play, and even MORESO valuable with the forbidden jewels as an option for other Witch classes. I can see the argument of +1 curses tomorrow being more valuable than today, but its a really weak argument. First of all, it isn't globally true. Curses are weaker against almost every enemy in the game, they're only better (in most cases) against bosses. What about legion encounters? Temple ghosts? Delve rares? I really wouldn't be surprised to see curse-reliant builds skipping more rares, and it will be hilarious so see mapping when rare monsters are standing next to the map boss, and the curse builds kill the map boss before the rare monster dies. Second of all, if you increase the magnitude of sources of +1 curses, which they did by introducing new uniques, revamping old ones, and making them easier to find, then it detracts from the value of each of those sources (Just imagine if +1 curses got added to every noteable, it'd be valueless). Furthermore, how many builds really want 4 or 5 curses? Half the builds can't even utilize 4 curses, so the idea that Occultist having access to this magical extra curse that nobody else does is diminished when it isn't important to have a lot of curses, and when there are more sources readily available. So, is +1 curses REALLY that valuable after all? Enough to warrant removing 10% curse effect AND malediction (+10% taken, -10% given for cursed enemies) Speaking of -10% damage given. Why was this nerfed? Was anybody saying "Man, that Occultist is IMMORTAL, malediction is keeping her alive FOREVER!". She doesn't have a guard skill in her tree like her sister ascendancies do. Why was a nerf to occultist survivability needed? You can't say because of Enfeeble, because EVERYONE has access to enfeeble, but Occultist was singled out despite that. I could see this being from "mined data" some correlation between Occultist and Enfeeble, likely from the third curse, as everyone runs two damage curses then would run enfeeble. But that data point isn't 100% an Occultist problem. That could be a problem with the curses themselves, or the monsters themselves. I'm really hard pressed to find a reasonable explanation. Can anyone explain this to me? To further illustrate my position, we can look at other ascendency nodes from other classes to compare how balanced these changes were. Gladiator is a great one. Gladiator gets the explody mod, and 20% more specific damage. Meanwhile Profane Bloom just gets the explode mod... The difference between the explode mods is negligible, even in terms of damage, because ALL monsters explode with glad, only half with occultist, the damage, and therefore waveclear, is a wash. But there just exists 20% more damage on glad, for free when compared to Occultist. If you want to say GV is a 4 point investment, I think every Chaos DoT player on earth would tell you, PLEASE revert the Occultist changes and just put profane bloom behind malediction or vice versa. Please? Pretty odd otherwise. You can also see in her ascendency that she doesn't do anything unique anymore. Everything in her kit can be obtained elsewhere, and with 3.2 more easily so (I can't belabor that enough). Take a look around the other classes, and notice how a lot of them have their own "thing". Malediction was Occultist's "thing", and now it's gone... Despair...
Spoiler
I mentioned RF and Cold DoT earlier. I don't mean to pick on them, or use them like "you nerfed me why not nerf them", its just where I think the motivations for the decision to make the Despair changes the way they did came from. In any case, lets check the aftermath RF, Cold DoT, and Chaos DoT all basically get nerfed the same exact amount by the Despair changes. However, RF and Cold DoT can now both use (more easily so now, and with better access to curse effect) TWO curses which both actually got stronger against bosses. In fact, since both RF and Cold DoT can play builds which aren't Occultist, the curse effect changes for them are buffs. Even though their curses are weaker to start off, likely they will have a 20-25% amp they otherwise wouldn't have had before (because there are so many more passives to invest in), which makes their curses ABOUT as strong as before the changes. So overall, RF and Cold DoT got buffed because their damage against bosses increased, and their damage against trash is largely the same, even if slightly weaker (probably won't miss ~5% damage against trash) The same cannot be said for Chaos DoT. The only curse Chaos DoT can use for damage (I'm exempting temp chains for obvious reasons, and punishment wasn't worth talking about anyway) is Despair. Despair LOST its 35% DoT taken modifier Despair GAINED an additional 1% chaos res reduction So really it just lost 35% DoT taken and since Chaos DoT can only benefit from Despair, that literally means all Chaos DoT builds lost 35% DPS They can't make up for it with other curses which didn't get bricked Which means they benefit almost NOTHING from the curse changes So it seems very misplaced for the Occultist to be the premier curse class, and also have such good ascendency nodes for Chaos DoT, despite Chaos DoT sucking with curses... But it doesn't end there, no, it only gets MUCH worse Not only have you now lost damage against trash mobs but also... Despair IS NOT better against bosses in 3.2. IT IS WORSE You need to amp that Despair to about 100% increased curse effect before it becomes THE SAME AS BEFORE. Losing that 35% takes mod absolutely destroys Despair, and destroys any build reliant on it So the net result for Occultist builds like ED/Blight/Bane/SR etc are that they deal upwards 40% less damage to rares and below, AND deal about the same or LESS damage to bosses, ESPECIALLY if using Blasphemy... speaking of which.. Blasphemy
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I totally get the position of reducing the effectiveness of automation. I think there's WAY too much in this game already. But I see that problem stemming more from engine limitations than anything. What are we supposed to do? Spend 10 seconds casting curses on an enemy we could have been damaging this whole time? If this is ideal, then those curses should really justify all the time you took to cast them, but right now, they certainly do not. So clearly, there really is appropriate context to automation, but pinning the blame on blasphemy, or Occultist, or any skillgem, is just misplaced in my eyes, and only serves to diminish player's "only realistic option". There's also a sneaky catch-22 here. If we want to make the Occultist this extra curse class, how do we expect her to use all her curses? Okay, you can expect her to have diminishing returns by forcing automation, but then... why punish her for automating? She has no other choice... It just feels... literally like the exact word I used. Punishing. As always, it doesn't end there. Part of the justification for why "Occultist needed nerfing" specifically was because "the effects of this notable [Malediction2.0] are still very strong". I completely disagree with both of those statements, however I will accept them so I can get another point across. If taking more curses, which REALISTICALLY necessitates automation, means you have to use blasphemy or bane to apply, which is nerfed, then how exactly is having "Hexproof and +1 very powerful". It's being nerfed in the same patch.... If the nerf wasn't enough to curtail Malediction, why wasn't the nerf more severe? Or even nerfed in the first place? It feels like, all along the plan was to nerf Occultist no matter what? When done this way, the nerf is now TO ALL OCCULTIST PLAYERS, when ideally it could have been to JUST BLASPHEMY USERS. Or better yet, what I suspect is the real problem, is party play, and curse/aura bots in general. Why not just put mods on gems to prevent that? Like "5% less effect of curses for every curse after the first you support with Blasphemy", or some other stacking debuff which prevents the real problem. I know that was very verbose, but you can think of it like this TL;DR: "You're too powerful because you have to use a weak way to apply your curses" To me, this whole thing seems like there's another problem looming in the distance, and Occultist and Chaos DoT are getting disproportionately nerfed as an unintended consequence. Furthermore, I think we've overlooked the COST of Blasphemy. Blasphemy's opportunity cost is a gemslot, which is actually very valuable, and mana reservation, which is also very valuable. If I want to use Blasphemy I probably need to spend an extra 5 or 6 skillpoints travelling and taking mana reserve/curse reserve nodes I otherwise wouldn't. I may also have to give up an aura like determination, grace, or zealotry in order to have enough room for both gemslots, or simply mana. If I want it to feel fluid, I may even need additional area scaling for those cruses. So to me, there's ALREADY a reasonable penalty to blasphemy. Does it REALLY have to now additionally come with a less damage qualifier? Solution
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I ALWAYS try and offer up a solution in good faith, though this part is always the hardest... At the VERY LAST, the below despair changes would make ED/Blight/SR "playable" without feeling like you're being gated by unbalanced content/skillgems Despair
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Despair needs a more specific identity, to be separated from being used by so many build archetypes, so in the future we can more finely tune balance changes. What Despair should do: Reduce monster chaos res Increase monster CHAOS damage taken over time This way, despair won't need changes which place other non-chaos builds in the crosshairs if it ever deserves changes in the future. You can do whatever you need with the quality, I'd recommend things with duration. Similarly the magnitudes of the mods should be in line with the other gems' nerfs, so like -20% chaos res, and 10-15% DoT Taken Chaos DoT in general
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There are lots of directions here. But if I'm being honest, I'd like changes that can be made TODAY, so I can enjoy playing Blight/ED TOMORROW and OBVIOUSLY don't break the game, or make other builds broken. Quick fixes are super easy... If Despair is changed as above we at least get a slight buff of Chaos DoTs on bosses, which it arguably needed anyway. But this doesn't solve "trash mobs". Honestly, I already skip over so many rares in delves and temples and maps (as Chaos DoT) Its already a struggle for some of them to die, and thinking now that I'm going to deal somewhere between 20-50% less damage to them. Forget it, I'd write off ever killing a yellow again lol So since the curse changes have made Chaos DoT so much weaker against Rares and below, those specific skills need a buff to compensate (only justified because the theme of 3.2 seems to be "everyone should get a little stronger") This can easily be handled by increasing the base DoT damage of the chaos skills. I'm sure you guys have equations laid out, I'm guessing in the neighborhood of 8-10% is enough to get back what was lost on the curses, and make it a fair exchange to sacrifice some DoT nodes for some curse effect nodes pretty interchangeably if we feel like we want more boss damage with the curse effect. WOW, more nuance?! Amazing! My only fear is there may be anomalies like pcoc which would likely by very strong but it would be no worse than helix or lightning conduit last league, and can be handled very easily with a numbers change after seeing if it does play out. Thank you for reading my TED talk! Last bumped on Dec 12, 2022, 8:59:06 AM
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boss monsters is the only place chaos dot struggled outside of chaos resistant + other tanky mod rares.
so the hex changes is only a buff to the build, also punishment can't be ignored it adds a large increased damage taken multiplier to enemies once they get below 50%(even more relevant now that despair lost that line). |
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First of all it s not only Chaos dot who got gutted, melee replica alberon warpath is also fucked. Forum pvp
https://www.instagram.com/critterspencils/ |
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" they benefit more since they are getting higher -res. |
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Ah, dorkdude you missed the same things the balance team did. Did I forgot to include some thoughts or not convey them clearly enough? Either way this will be good clarify a few things and cement some points.
I think part of the problem is people just think "Curse buff patch" That isn't true! Read the skill gems changes and go through the curses.. Do those look like curse buffs to you? It's not the whole truth, and neither are the curse numeric nerfs in isolation, so we need to consider the whole patch, which is what I'm trying to convey, and I'll do so more below. With the changes, Chaos DoTs relying on despair deal LESS damage, to EVERYTHING. Everything includes Rares. Therefore the hex changes are NOT a buff. So if these Ed/Blight/etc builds already struggle with chaos resist/tanky mods/bosses as you say, imagine what they do now? As I laid out in the post the least we should do is return these skills to where they were. I'm positive that if the changes come through as they are laid out in the patch, there will be LOTS of skipping rares, or at the very least struggling more than before on rares for any Chaos DoT build. Even good builds like VG and Pcoc are going to feel it. It's a simple numbers problem. Inescapably Chaos DoTs lost a 35% takes DPS mod. Where will that be made up? Against rares it won't be. Against bosses its more of a wash. The problem will be the time consumed for the build itself to kill rares. There is a point where the time/reward ratio is simply not efficient, and simply not fun. In fact you can spectate this time/reward behavior by watching any streamer. They skip packs and rares, and its all based on their builds for whether or not its efficient. It becomes a problem when you start saying no more often than yes to rare kills. Which I foresee being the case with the weaker of the Chaos DoT builds. Also, it's not like these rares are "fun" to kill either, like some engaging dark souls boss, and they aren't likely to drop something useful enough to justify the time taken to kill them. Which is a problem because other skills don't share this problem. Which is the entire point of why balance issues are worth discussing. I wouldn't mind going slower to play a build that is fun, but the game evolves every patch, and each skill and class competes on a power curve where falling behind that curves does things exactly like I laid out above, it simply becomes inefficient and unrewarding to do certain content. When a build is so inefficient that you need to skip rare monsters, its a problem, which you CANNOT help but feel when you play those builds. Believe me, I'd love to have my own Path of Exile private server and mod it to my hearts content for my friends and I. Too bad there's negative incentive for studios to do this. There's also huge flaws in "counting" punishment. 1) Punishment will require 100 strength at level 21. This is obviously not designed for witch/shadow trees which will require investment in gear slots/passive to get 100 (Fair enough a lot of us already run determ, but still the design intent is clearly biased for bleed/other physical dots). Not ideal. 2) Punishment is 50% effective for full DoT builds. If you play Blight, you have ZERO hit damage, so at best you might as well be playing punishment with 50% less effect. This is true for pretty much half of the Chaos DoT builds. Clearly not ideal. It is DESIGNED for builds which deal hit damage and DoT damage, which makes sense as the bleed angle with strong melee hits to soften them up and have your bleed finish the job. **Understanding this point is CRUCIAL in video game balance, if this doesn't make sense to you, I will go to lengths unknown to make sure its clear Punishment is a TOOL that you must expend RESOURCES to obtain Punishment, and the opportunity cost to USE IT don't account for the fact that your build isn't very good with it. The Curse was DESIGNED, WITH OPPORTUNITY COST IN MIND, for builds which have BUILT IN hit damage and DoT damage. How useful it is, how much damage it deals, how hard it is to obtain, are all balanced around a hit based build which has DoT. Like Bleed. So the opportunity cost I pay as a Witch using a non-hit skill is LARGER than the opportunity cost a build which the skillgem was designed for pays. A simpler example is like a keystone. What's the opportunity cost for a duelist to take Iron Reflex? 11 points. A witch? 27. The game doesn't magically calculate and make Iron Reflex somehow 27/11 times better for a witch to use, it's the same Iron Reflex as the duelist gets. So the "technical 50%" loss is both from the opportunity cost to acquire it, and the usefulness of the curse itself on a non-hit build (and yes, it is an estimate, but calculating such things is beyond the human brain; 50% will suffice). For this reason, it is not fair to use punishment as a point to stand on. 3) It still consumes a curse slot. You have limited curses... I cannot consider an argue rational that says "X is not nerfed because you can expend resources to get this extra curse and its like nothing changed" Except the fact that the curse isn't FREE. It costs resources, and having to run punishment to get BACK TO WHERE YOU STARTED is not a buff in any sense of the word; It's called a nerf. So justifying spending resources on a curse with these downsides, and using it as a point in an argument are equally weak, if not entirely invalid. |
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lolzori, I WOULD say that I hate to say it, but I think you'll be happy to hear, that build got BUFFED!
The -chaos res mod actually increased on Despair. So your hit damage will deal more damage to every monster in the game Now if you were inflicting poison, that would obviously fall under Chaos DoTs, but the more hit-based you are, the less you get nerfed. In kind, and why I didn't focus super hard on poison based Chaos Dots, is because you will always have ailment scaling to fall back on, which pure Chaos DoTs don't have, which links you into crit multi scaling with perfect agony, which pure Chaos DoTs also don't have. So while yes, Poison builds got hit, because Despair is basically garbage now, at least you have two more scaling options to fall back on, something pure Chaos DoTs don't have |
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I'd have to play my ED builds to know what is what, I doubt I'll bother with the loot nerfs from 3.19 still in place.
Anyway, for losing dmg on white mobs, I dont remember applying curses on them. You generally contagion, ED and move to the next pack. As long as 1 ED has enough dmg to kill blue and white mobs, no curse is needed. In fact its better when mobs take a bit longer to die as ED is sustaining you better. And ED easily overkilled white/blue mobs each time I've played it. For yellow and uniques... I'd say curses (self-cast) defintely helped a lot. If the dmg got nerfed by like 10-15% thats sad but the dmg was already very bad even with big investment. I dont see what would cause a drop like that though? For blight no idea. I've played only one build years ago and dmg was real bad. I agree though, both of them need buffing. Tuning curses doesnt help either skill gem. For punishment needing str... That might have held weight before determination was used in like every build. Now you need to pump str either way. “We are the race of flesh, We are the race of lovers.” Last edited by Frostride#6705 on Dec 8, 2022, 4:46:10 PM
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Yah, the damage drop is a bit difficult to see. You really have to read the curse changes thoroughly.
But certainly the damage loss on rare mobs is truly 50-80%. Whatever your PoB says, cut it in half, at least. We lost a 35% takes multiplier on Despair We lost another 10% in malediction We lost at least 10% curse effect assuming they DON'T take her travel effect away (another 5-6%, or 10-12% if they nerf the travels) You lose every bit of curse effect YOU USED TO SCALE the "takes DoT Despair mod" If you use blasphemy you lose another 25% curse effect, which is hard to calculate because its a change that hasn't been made affecting another change that hasn't been made (The others were changes in effective isolation). To REALLY know I'd have to be in-game with the gems and as much curse effect as a new build would sensibly stack (To be honest I wont know, not going to suffer dealing an order of magnitude less damage than my friends playing normal builds, and watch them do the maps for me as I desperately try to keep up), but I can ESTIMATE that it's going to be ~10% less damage (call it 40% CE, on a -30% chaos res Despair, to -42%, then slap 25% less right back down to -31%) So enemies you hit that have 0 or less chaos resistance before the curse would make for 11% less damage dealt to them, and if they have some chaos resistance your penetration becomes more efficient but at numbers at or below 30% its effectively the same, about 10% less damage (There's a graph on the wiki about penetration). If you could get 50% curse effect before, that amps the old despair from 35% to 52% takes That's just gone outright now. No recourse, nothing to replace it, no buffs to compensate (There is recourse, but its literally, I'm not joking with you when I say this, its literally that non-boss enemies will have 1% less chaos res now) So... actually no recourse. The Blasphemy problem comes with the Occultist baggage. As, if you want to apply 3 curses, how exactly are you going to do this? Your options are Bane/Blas which both have the 25% less penalty, vixen gloves (Which I sincerely apologize for mentioning, as they're probably going to get nerfed), or hard casting. There are others, but I'm not even going to try and quantify something like Doedre's Skin. Hard casting obviously causes you to lose a billion damage by not attacking, and totally defeats the purpose of having more than one curse to apply, because by the time you've cast your curses, you've lost like 3-4 seconds of damage, so the whole thing becomes a function of curse duration/dps and I don't even need to do the whole calculation to tell you that it's not efficient to self-cast 3 curses, just kill the boss without them and it will be faster. If you want it to be worth it, well, too bad you can't make it so. You have to invest in curse duration and cast speed for that to be the case, and if you do that, you've un-invested in damage or survivability and defeated the whole purpose. Vixen gloves have a pretty unique problem, they take the glove slot, which is traditionally how you get your + 6/7/8 ED/contagion setup. So if you want to apply curses without penalty with vixen, the damage you save yourself from your curses not being 25% bricked is lost because now you have a level 24 ED instead of a level 28 ED. Not to mention Alelopathy unique gloves which are a fantastic white/yellow map item cant ever be used with this nice curse setup because you can't equip two pairs of gloves. Your final option is blas/bane, which just has the penalty. Deal with it. So yah, add up... ~52% loss of a takes DoT 10% on Malediction loss (You take more damage by losing mal too lol) 10% loss on curse effect being nerfed (only the case for Occultist) and a final 10% DPS loss on being forced into blas/bane (ED losing 4 levels is like 11% DPS loss on the PoB I set up) (I have no clue how to quantify the whole self-cast curse shenanigans DPS loss, you'd probably have to spec a curse wheel, I'll be generous and say you're already pathed to it and spend 6 skill points getting curse duration and cast speed wheels, so that's like 3 jewels or a DoT multi wheel, or you could just lose 30% ES, all of which sound like horrible sacrifices to simply "Get back what we lost". Honestly CBA) and these things aren't all additive, they affect MUTIPLIERS, so some of the difference in their magnitude pre/post nerf is higher than the raw magnitude of difference between them (not by much, but still) I don't use words lightly, it's a betrayal of language. Gutted is 100% accurate I wasn't joking when I said it was one of the worst nerfs to Chaos DoT ever, on par with the chaos resistance change back in the day (It killed Ziz ED lol) To be fully fair I should mention the boss damage. If you have a build that doesn't use Blasphemy, or Occultist, then your boss damage is pretty close to the same. You lose a little bit with despair alone on bosses, but with like.... 80-90% curse effect you get back to the old numbers assuming you don't have any other source of chaos res shred, and the boss isn't PARTICUALRILY resistant to chaos. With the slight loss of boss DPS on the despair nerf (which is funny because every other curse got BUFFED on bosses) Occultist Blasphemers losing malediction and their built in curse effect, is about as I said... 10-20%. Thanks for sparking more insights to this, boy I really hope GGG drops in for a good read. Sure would be nice to hear that they at least acknowledge this stuff happened. Even if its to tell me I'm wrong and for what reasons, I surely would like to know. |
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Chaos dots about the same as before, -chaos res is worth the most, increased damage taken is worth the least due to withers digustingly burdening presence
Basically I think you are barking up the wrong tree OP, you say Chaos DoT builds got gutted but what you actually mean is Occultist got nerfed ignoring that other chaos DoT users get a little bit more in some cases. Your maths is too fuzzy and rife with absence of opportunity cost analysis to provide an accurate picture for the rest, Occultist definitely got nerfed there is no disputing that though. Just to make it simple though -30% Chaos Res + 135% damage taken > -9% + 143% damage taken You can't possibly think the second is better so drop the angle about it being worse on bosses, there is no point you can invest in curse effect to get the 2nd to be better than the first. Whats more the -30% Chaos res is basically better than that + malediction due to malediction also being increased damage taken not more. Very large buff while bossing, you have an argument that it might be a nerf on rares but I'm yet to play a Chaos DoT build or any developed build really that struggles on rares when bosses have 10x the life or more. Last edited by Draegnarrr#2823 on Dec 9, 2022, 4:24:55 AM
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When people say rares, they really mean league rares (legion, abyss, ess - the like) in 8mod 60%+ delly t16s. And yes, taking 2-4 secs more to kill a rare when there are 5 on the screen at the same time, each of which 2 shots you and that is if you weren't taking the altar "spank me more 4 more cash, daddy" nodes, hurts.
Looking at a past league favorite in standard and finding them neutered yet again hurts as well. I would much rather have all the supposed 6 links of poe 2 become 5 links then be further subjected to the vision neverending nerfesto. Last edited by teodar1987#6707 on Dec 9, 2022, 8:50:48 AM
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