0.11.2 Patch Notes

ci nerf isn't to big of a deal guys. i think ya'll can manage.

also, servers resarting soon, I guess patch incoming
Hardcore is how we play ™

Best ladder ranking so far: OhSnapIsRerolling, rank 85 HC Nemesis League
CI wasnt hit nearly hard enough. It simply is broken in the current state of the game, want to faceroll PoE (something that was never supossed to happen) Roll a CI Vaal Pact GR character and never worry about anything ever again.
26 minutes!
"
Fruz wrote:
@Mark_GGG : does the new 30% stun avoidance node stack additively or multiplicatively with the innate 50% stun avoidance from ES ? because according to the answer, I could just drop armor for evasion eventually.
ES technically does not provide chance to avoid a stun, it provides a chance to ignore one that was caused but not avoided.
Chance to avoid stun prevents that damage being stunning damage. ES kicks in later, when the damage is actually being applied, and has a 50% chance to ignore that the damage was determined to be stunning.
These are not doing the same thing, and apply at different times. They are not, and cannot be, additive with each other.
"
"
Zaanus wrote:


Pre patch
Evasion: 5
IR: 9

Now they're both 7s

Great...


Looks like....BALANCE to me.


Except for hardcore characters, you desperately search for 9s and 7s are meh.

So all this really does is start the search for a new 9.
"
Nottan wrote:
CI wasnt hit nearly hard enough. It simply is broken in the current state of the game, want to faceroll PoE (something that was never supossed to happen) Roll a CI Vaal Pact GR character and never worry about anything ever again.


Uh. That isn't exactly "CI". Thats 3 different passives that you give half your points to get to.
Mark can you please explain the thinking behind the particular nerf to dex + Iron Reflexes?

It seems like you wanted to nerf armor with IR overall, but arbitrarily chose to nuke the % increase from dex as a way to reduce armor with IR by your desired amount for balance purposes.

However melee dex builds that relied on IR take a huge hit from this, particularly hardcore characters.

It doesn't seem like the problem with IR being OP or too popular really had anything to do with dex, but more to do with many players running Grace + IR for the armor boost. So why not balance how Grace fits into the final armor calculation with IR instead of removing dexterity's synergy with IR (which seems like a really odd thing to do since it's a keystone in the dex area)?

The change certainly feels misguided. Were dex + IR builds really that OP or too popular? Were you just trying to make IR an "unattractive" option for dex builds to push people to try out evasion (still not really an option in hardcore)?
Last edited by Vaelos on Jul 15, 2013, 9:59:20 PM
Okay, I just started this game but have fair knowledge of what's going on with the builds.. A fully geared character in BiS should be able to dominate, aka what Kripp does, you should not nerf a build because they can clear content, you should buff the other builds so that they are viable. You should not nerf FOTM builds into the dirt so that everything is equally weak, you should buff everything to equally strong.
Last edited by robbie5325 on Jul 15, 2013, 10:03:13 PM
Can't say I support this patch much. Twitch features are a waste of resources. And balancing is much more than just tweaking numbers; you're ignoring the real problems. One of my biggest gripes is ES is far too much like life.
"
Mark can you please explain the thinking behind the particular nerf to dex + Iron Reflexes?

It seems like you wanted to nerf armor with IR overall, but arbitrarily chose to nuke the % increase from dex as a way to reduce armor with IR by your desired amount for balance purposes.

However melee dex builds that relied on IR take a huge hit from this, particularly hardcore characters.

It doesn't seem like the problem with IR being OP or too popular really had anything to do with dex, but more to do with many players running Grace + IR for the armor boost. So why not balance how Grace fits into the final armor calculation with IR instead of removing dexterity's synergy with IR (which seems like a really odd thing to do since it's a keystone in the dex area)?

The change certainly feels misguided. Were dex + IR builds really that OP or too popular?


I suspect two factors are going into this decision.

1) the evasion buffs in the ranger section of the tree, if applied to IR, would probably greatly throw off the balance between armor and evasion. As it currently stands, and since Closed Beta, Armor and Evasion have had to be numerically comparable because of IR. Now that Evasion has been reworked this is a constraint as to what numeric values evasion COULD have and what they COULD mean. By changing IR GGG can now stratify armor and evasion; and as such the meaning of X evasion and X armor do not need to be tied together. This is a bad change for people reliant upon the old paradigm, but it is a good thing overall because it is entailed by a necessary change. Consequentially the ends justify the means.

2) By changing IR they are not nerfing melee, they are forcing a specialization. Dex builds now must be distinguished from strength builds because the best Dex builds no longer imitate the Strength defense strategy. This is good from the meta game perspective because if forces a new class of under represented builds to present themselves. IR still exists, but it is a niche strategy, not the defacto.
Too much of anything is bad, but too much Path of Exile is barely enough.
Last edited by MulDoom on Jul 15, 2013, 10:09:56 PM

Report Forum Post

Report Account:

Report Type

Additional Info