Path of Exile explains how Scourge is balancing auras, curses, and elemental DOTs

    
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Path of Exile’s 3.16 Scourge expansion inches closer, and we’re expecting the big reveal on October 14th. But in the meantime, Grinding Gear has been pumping out pieces of its design manifesto for the release, including details on balancing flasks and defense and recovery. Its third blog over the weekend addressed balancing auras, curses, and elemental DOTs.

Blessedly, this one’s much shorter than the others; GGG is tweaking sources of aura effects, rebalancing under- and overpowered damage-over-time spells, redesigning burning arrow, and replacing reservation reduction with reservation efficiency. “When stacked, Reservation Efficiency does not allow for infinite Auras,” the studio explains. “This can be given out much more liberally as a result, letting characters run additional Reservation Effects with only a couple of sources of Reservation Efficiency. The average character benefits, but the top end of extreme reservation has been made significantly weaker.

Want all that in video form? YouTuber Ziggy’s done that for ya.

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Greaterdivinity

The Scourge expansion introduces the Sacred Orb, a new currency item that can reroll base defence values on armours. from pathofexile

Ooph, everyone seems to hate this. Supposedly they’ll have more info coming soon, but like…man I hate this too. Either the new mechanic is supposed to make drops off the ground more attractive, or it’s basically item implicits with Blessed Orbs and those don’t matter at all since you can just reroll them.

Waiting for them to share more, but as-is…man, it seemed like they took one step towards trying to fix drops off the ground and are instantly taking that step back in the same patch.

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Bryan Correll

One redditor had this to say:

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Personally it doesn’t seem like a big deal to me unless you’re a true min/maxer.

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Greaterdivinity

Heh. Honestly it was very much a tempest in a teacup, especially knowing those orbs are 3x as rare as exalts and mirrors are the only more rare drop in the game.

I still think this is a bad attempted solution overall – nix the quality crafts on armor, rotate that to a RNG stat that acts purely as a local defense modifier before all the other modifiers, call it a day. For most stuff I don’t think it’ll matt for all but the sweatiest of min-maxers, but it just feels…pointless for the most part. At least within the context of the game pre-defense buffs. We’ll have to see how those shake out, but I’m not thinking that even with an improved focus on defenses (and stronger passive defenses for some like armor wearers) that this largely minor defense to the armor/evasion/ES isn’t gonna matter.

Only builds that might really care are SST/Shield Crush builds where they lost some of that guaranteed quality from armor and will need to have near perfect rolls on the local modifier if they want to maximize their damage.

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Greaterdivinity

Still need to get into some deep dives (seems like ele DoT’s are…situationally buffed? Situationally nerfed? It’s a mixed bag) but overall I’m digging a lot of these changes. Evasion got hit, but armor got a huge buff which is great. A lot of characters should definitely be tankier now, though I still think they’re a bit off on the “Gear drops with a 1-10% buff to its armor or 1-20% buff to its ES!” making picking up gear off the ground attractive. Thankfully lots of garbage mods gone, but floor gear is still gonna be mostly useless outside of a high ilvl base that you can influence and craft on.

I’m cautiously optimistic. Big fan of the mana reservation changes (which hit, but don’t totally kill, aurabots and are a buff for non-aurabots!) even if I know that means my old aurabot summoner guardian is probably dead. Now I’m holding out hope for a few buffs for Juggernaut so that the ascendency is actually playable with some damage outside of accuracy stacking. I still miss the old molten strike days, RIP that skill and the massive nerfbat it got : (