50% chance to not consume sextants enchant nerf is bad

You nerf a mapping strategy that excels mostly on elevated sextants, which was already expensive to get started, but offer no alternative/increase to elevated sextants? I just don't see the purpose here. 2500 vivid life force is almost impossible to sustain, it was a high investment for a high reward. What was the downside here? You have not only killed the mapping strategy but the elevated currency itself, no one is going to use 100+ elevated sextants in an attempt to get the rarer mods for them just to be lost in 32 maps.
Last edited by Xion__XIV#4677 on Apr 8, 2023, 2:07:27 AM
Last bumped on Sep 23, 2023, 1:24:32 PM
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It's likely for economic reasons. GGG wants you to buy more in order to keep the demand for the sextants high.

That and maybe they wanna curtail uber juicing maps so they don't drop tons of loot for almost no cost by comparison.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

MFers found strength in their Afflictions. They became reliant on them. I am not so foolish.
Last edited by Pizzarugi#6258 on Apr 8, 2023, 3:08:01 AM
Tbf the infinite sextant sustain was quite overpowered.
Flames and madness. I'm so glad I didn't miss the fun.
Eh, it was a decent strategy while it lasted. Removed one of the main discomforts of mapping - trading on TFT for sextants. Because you got your 4 sextants and could sustain them forever. And it made winged scarabs affordable at about 20-25c each, not 50.

But it might have been too strong and could be considered too pay to win. Barrier to entry was prohibitively expensive at 50-75 divines for this sextant, many players don't have a whole character that's worth this much currency let alone a single sextant.

They could have adjusted the lifeforce cost though. If it has 50 percent chance of not consuming charges it should cost 1,250 now.
the infinite harvest sextant strat was bad for the game, the nerf was deserved.
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Pizzarugi wrote:
It's likely for economic reasons. GGG wants you to buy more in order to keep the demand for the sextants high.

That and maybe they wanna curtail uber juicing maps so they don't drop tons of loot for almost no cost by comparison.


oops double post
Last edited by Xion__XIV#4677 on Apr 8, 2023, 4:03:57 AM
"
Pizzarugi wrote:
It's likely for economic reasons. GGG wants you to buy more in order to keep the demand for the sextants high.

That and maybe they wanna curtail uber juicing maps so they don't drop tons of loot for almost no cost by comparison.


"Economic reasons"? How is making elevated sextants entirely unprofitable a good economic reason. Same supply, higher demand because they run out after 32 maps, And to your 2nd point of "no cost" how is rolling/buying 100+ divines of sextant and at best sustaining half of your lifeforce a "no cost" strat? The only reason I can see a nerf which was mentioned was investing all into harvest with pack size/quant you could infinity sustain, if that is the issue, increase the cost, don't completely gut the enchant.
Last edited by Xion__XIV#4677 on Apr 8, 2023, 4:03:09 AM
The whole Sextant system is extremely annoying. Why do I have to do renew them all the fucking time?

Make them 10x more rare but in exchange they work 30 times instead of 3. Or let us pay a fortune to permaroll Voidstones. Everything is better than this annoying micromanagement!
Overall, I think it's a good balance, otherwise there would be no difference between sextants.
Now you just need to aim the one profitable,
or Maven wants you to.
Last edited by kinopp#6470 on Sep 23, 2023, 1:28:02 PM

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