Path of Exile explains its rebalancing philosophy for patch 2.6

    
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When The Fall of Oriath goes live, Path of Exile will undergo quite a bit of balance adjustment. But why wait until then? The upcoming patch 2.6 also features plenty of balance changes aimed at making less-attractive character builds more viable while also addressing certain imbalances found with existing builds. It should be easier for certain builds to covert physical damage to elemental damage, for example, while wholesale conversion of elemental damage to a different element will be made harder for other builds where the elemental properties of skills were almost entirely overwritten.

Unique items have also been rebalanced, along with one-handed weapons across the board; some leeching weapons have changed to life-on-hit for lower levels (where leech was almost useless) and one-handed weapons have generally been boosted in damage and utility. Area-of-effect increases have also been tuned down somewhat to avoid builds feeling as if they needed to have every possible point of area increase in order to be worthwhile. Check out the full list of changes; if you’ve been playing the game with any regularity, they’ll probably have a big impact on what you do while smashing monsters.

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Totakeke

Oh man, I hope this mean CoC is making a come back. I miss making the screen shake.

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Illumina Blade

The ARPG genre is dominated by one button mass murderers and its players have been pretty happy about that part for some time.

There are other hack and slash style games that reward combination attacks.

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Dug From The Earth

id really like to see them tune it so that the end game is viable with more than 1 attack skill.

PoE for the longest time has a skill setup like this for pretty much 99% of the viably successful end game builds:

1 attack
4 buff auras
1 curse
1 movement skill
1 utility skill – such as a totem, skeleton meat shields, a second curse…etc

You build your entire passive skill tree around buffing that ONE attack skill, and your survivability stats.

It makes for a great journey, but a horribly boring time “when you get there”. The game ends up being just a 1 attack spam fest, where you manage your vials (healing, resists, buffs, etc) more than your actual skills during combat.

also very very tired of the the CI meta.

Pepperzine
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Pepperzine

While I agree builds mostly focus around a singular attack skill, you probably are not maximizing your dps, and very unlikely to be viable nor successful in the tougher endgame content if you aren’t adding additional ways to get charges (such as frenzy or endurance) or utilizing vaal skills. I think that’s why a lot of players make new character when they get midway through the maps tiers, because they hit a wall because they just use one skill and buffs. Also, if you are using a build correctly you should have a ton of flask management going on.

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Dug From The Earth

charges/frenzy orbs are included in the “4 buff auras” which include those that many builds use to generate those types of things.

My blade flurry character only has to walk next to enemies and he is generating frenzy charges when he attacks.

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Totakeke

That’s just kind of how you choose to play that character tho.

Honestly though, I think people forget about the micro management on pots, especially when you get to higher levels with a few builds. I don’t think I ran a character that used health or mana pots in forever since most of the time they’re using armor/evasion, a few unique, etc.

But then again, Blade Flurry is pretty broken. But in an awesome manner with The Scourge.

Veldan
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Veldan

1 curse? When did viable endgame builds run 1 curse? Or do you count blasphemy under those “buff auras”?