POE 3.9 Metamorph League Preview: Analysis of Balanced Launch

Bows and arrows and other ranged attacks

The main changes are for bows, just like Path of Exile's changes to spells, melee, and summons this year. All in all, the bow launch is smaller than the previous several genres, because the bow has always been a good genre. We just improve the skills that have not been fully utilized and weaken the skills of some excessive bows.

All long-range attack skills have been re-evaluated, and most of them have been adjusted numerically, with the largest being BUFF. The mechanics of some skills have been completely changed. Certain skills have been improved significantly, for example, the skills we find unpopular, and the skills not used by too many people have been objectively improved. We also recast several Unique Bows. We don't think there is a good balance between rare weapons and Unique weapons. The rare weapons with multi-master affixes and some unique weapons are too widely used. We have improved this and will do more sports in the future.

Mirage Archer Support is a very popular auxiliary skill that provides a very high damage bonus, automatically locks the target remotely and deals damage while moving. In order to reduce the distance between it and other assistants, we reduced the distance it locked the enemy. Similarly, the damage caused by the Point Blank talent point is too high, causing a ranged weapon to be used at close range. The 50% more projectile damage provided by this talent point is now reduced to 30%, and 50% less damage from a long distance is 30% less damage.

Path of Exile has adjusted Frost damage per 10 Dexterity for Metamorph affixes and Frost damage on Relic: Hyrri's Ire. The refrigerator damage bonus added by these affixes is too high compared to the investment they need.

Many unpopular bows and arrow bases have also been adjusted. Shadow Bow, Sniper Bow, and Recurve Bow now have Global Critical Damage Affixes. Spine, Ivory, and Bone Bows now have a higher critical chance and attack speed (at the cost of reducing their damage), and the Roaming Bow 's base damage has been slightly reduced. The dark gold bows using these foundations have also been matched, and these launched balance adjustments.

Bows and Staffs now have a stepped attack speed suffix "Enjoy it", which grants 17-19% attack speed. Bows and wands that can be crafted can now attack faster than ever. The long-range attack totem is now renamed the Cannon. The talent tree has also been optimized, for example, the new watchtower talent group. The damage value of the staff has also been improved. The above changes and the new barrage assist are applied to the staff. We won't make many changes to the staff this season, because we want to update the staff genre of staff adjustments.




Non-harm abnormal state

Frozen, electric shock and freezing all give each element its own unique characteristics, but at present, these abnormal states have not achieved this goal. To cause these states to the late BOSS, either need a very high damage attack or guarantee the effect of causing abnormal states such as ice slow/electrical ground or elemental sublimation talent to destroy the light turret. Attack type characters cannot reliably cause these abnormal states. We decided to change that.

We have made a great deal of effort in the calculations that cause the ice slow state and the sensed state. Creating a 5% ice delay now only requires you to cause 0.4% of our health to the enemy (previously 1.67%). A 10% ice slow requires only 1.8% of the monster's life, and a 30% ice slow requires only 28% of the monster's health. That is to say, any reasonable elemental damage can cause ice slow or electric shock damage without weakening powerful enemies at the same time. This also means that the ice easing effect is more useful. A 10% ice easing can easily be used to increase the ice easing effect by 100% to become a 20% ice easing effect instead of causing 460% more damage.

Through these changes, the Frost and Lightning damage attack skills will more easily cause the electric shock and the ice slowing effect of the BOSS, which can also be achieved by investing in better results. Ranger's talent initial point has added a new talent for electroshock and lightning damage, a new talent, and optimized the flash-frozen talent.

Based on these changes, we also changed the threshold for causing abnormal damage. Many monsters' thresholds of abnormal status will be their maximum health, but monsters with high health, such as the shapers, will have abnormal status thresholds that are much lower than the maximum health. This will make it easier to cause electric shock or ice slowing to those who shape the world. Because the threshold of their abnormal state is about 50% of their maximum blood volume.

The minimum effect of ice easing has been increased from 1% to 5%, because the ice easing effect of 1% does not match their corresponding visual effects.

We have reduced some of the director's state effects that ensure the mechanism that causes the ice to mitigate the electric shock. For example, the lowest efficiency of the electric shock ground is now 15%, which will affect the gifts of the Soulmaster and Summoner.

The freeze duration calculation has also been changed and now applies to the abnormal state threshold. Burns shatters, and exhaustion has also been updated to a new calculation method for ice-melt susceptibility values.





Monster resistance, armor, and life

Everyone's average damage has been increasing, and we will increase the defense value of monsters and bosses. This season we will balance monster health, resistance, and armor.

We reviewed the resistance of all monsters. Overall, all monster resistances have been improved, especially the BOSS. The map boss has been increased from 30% element resistance and 15% chaos resistance to 40% and 25%, respectively. Powerful bosses such as the Shapers have been increased from 40% element resistance and 25% chaos resistance to 50% and 30%, respectively.

Penetration value Original damage BOSS damage before adjustment BOSS damage after adjustment Actual damage Reduced
0 100 60 50 16.7%
40 100 100 90 10%
50 100 110 100 9%
80 100 140 130 7.1%

The importance of resistance to penetration has risen dramatically.

The monster's armor seems to have no effect recently and has not reduced much physical damage at all. Therefore, we must make corresponding resistance enhancement changes to the monster's armor value. Armor will significantly affect the output of the Physical Damage Build.

The monster armor increase will affect many BDs. The BD that is most affected can use a new attribute: the enemy has -x% to reduce the total physical damage taken. This attribute cannot be lower than 0%. This attribute can be used with some weapon affixes, large talents, small talents, and new influence affixes. This attribute also affects other sources of physical damage reduction, such as endurance balls and map affixes.

Puncture is a mechanism that is greatly affected by the increase in monster armor. Piercing is not affected by your affix. So the new properties mentioned above will not work on puncture. We will add some talent points and modify the puncture assist to cause the puncture to cause the enemy to "-x% reduce the total physical damage taken." This attribute does not stack, but the value is higher than the attributes on the talent tree.

The health of all legendary monsters increased by about 10%. We also reviewed the blood of the plot boss and increased their health as appropriate. Some BOSS, especially the early BOSS skills, have been optimized or new skills have been added to make them more challenging.

The high-level map BOSS blood volume has also been greatly increased. They will increase the blood volume according to the ladder, instead of suddenly increasing the blood volume as in the past to T16. Significantly increased the lives of BOSS, such as the Sunderer. Special bosses such as the queen's life have also adjusted their lives according to the map boss. Non-BOSS map monsters' blood volume has also increased, that is, the increase is not as large as that of BOSS blood volume.





Upgrade

Some wasteland skills are too powerful, allowing players to quickly upgrade, but homework graduation skills are flawed.

Orb of Storms, Beacon of Lightning, Onslaught Support, Smoke Mine, and Thunderstorm mines have their attributes weakened at a low level, but the late strength is about the same as now.





Affix Adjustment

Because the Shaper and Breaker items are now more difficult to obtain, and many new affixes are ushered in, we have used this opportunity to review the strength of all power affixes, fossil affixes, and fuzzy affixes. The purpose of this review is to reduce the number of affixes that must be used and to reduce the number of affixes that are crushed by other affixes. In order to reduce the strength of the washed-out plastic boundary affixes and then add more master affix weapons. Here are the changes:

The strength of many faction affixes has weakened, such as gaining additional frost damage and elemental damage for every 10 Dexterity as additional Chaos Damage affixes.

Many affixes no longer exist, such as increasing physical damage, skill gems in slots are assisted by X, and will no longer appear on two-handed weapons.
However, multiple master affixes have also been changed to three master affixes. Multiple master affixes were too powerful before. For our affixes, we need to review whether we need to adjust.





Other Changes

We made many balancing changes:
Arc, Spirit Breaker, Magma Orb, Broken Iron Blade, Poisonous Cyclone, etc. have been strengthened.

The distance of the projectiles of ice thorn mines is limited. The projectile range will not be higher than before, but their range can be increased by the projectile speed. The skill range enchantment has been increased, and most skill range enchantments will increase the range of 16% -24%.

Armor and Indomitable BUFF now grant less damage instead of reducing damage, this is to prevent the damage from being reduced by 100%.





Summary

1. By adjusting the monster's health and resistance, the player's ability to cause damage is reduced by about 20%.
2. Through the adjustment of affixes and multi-masters, the cost of increasing the damage of players in the early game is greatly increased.
3. The difficulty of the game increases early, and the progress of the game will be relatively long.

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