However, we do acknowledge there will be a small number of builds that will be negatively affected by these changes. While at face value these changes will look like nerfs, for the most part they shouldn't be due to the buffs to spells. The intention is that in general, these builds should deal the same damage at high levels as they did previously. ![]() Lower the damage from Totem, Trap, Mine and Trigger effects to balance out the buff to these spells. With these builds otherwise being buffed, there should be more build options available than before. Because it is the single most impactful support for the kind of build that benefits from the aforementioned buffs, it creates limited options for these builds by feeling like the only option. For damage-focused spells, the result of these changes means that their damage has increased on top of the damage multiplier noted above. This includes skills like Freezing Pulse, Frostbolt, Heavy Strike and Cleave. For many such skills, this means granting more damage in exchange for efficient sources of extra projectiles. Improve many skills that rely heavily on unique Threshold Jewels to enhance their damage and remove or change these jewels. Give Flameblast, Lightning Tendrils and Ice Spear some improvements to make them great skills for dealing high damage against a single target. Give Orb of Storms more damage and a mechanical redesign to solidify it as a great supplemental lightning damage skill. These less affected spells are generally those that provide more mobility or supplemental damage through duration mechanics.Īllow casters to obtain more cast speed through the Runic Dagger mod pool, increase some cast speed values and give rings and amulets additional tiers of cast speed modifiers. Some spells have received smaller adjustments or no adjustment. The majority of spells gained around 45% more damage at gem level 20, resulting in up to 60% more damage by gem level 25. ![]() ![]() Most hit-based Spellcasting builds deal too little damage and have too few defensive and mobility options when compared with alternatives like Traps, Totems, Mines, Triggered Skills or Damage over Time.Īdjust the hit damage growth of most spells. Player Balance Hit based Spellcasting Problem: These are handcast spell builds and hit-focused bow builds. In general, we're focusing on two particular archetypes that we feel were the least competitive with other builds during Scourge. The full details of these changes will be available in the patch notes and are still subject to change but this post should outline our perceived problems with current balance and our intentions for their solutions. In Path of Exile: Siege of the Atlas, we're making a number of balance changes and have prepared this information for you to preview ahead of our official announcement livestream at the end of this week.
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