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did you miss the part where they are effectively halving respec cost at high levels?
cause it looks like you did. . .
Halving?
So it's only going to cost more than most people make the entire time they've played the game instead of double it?
OH BOY!
No, it's still going to be like 200K to respec at high levels. Why are we even paying to do that in the first place?
I mean 200k at higher levels isn't THAT much for a complete full respec. I get at least 10-15k just in gold per map, not counting the drops.
Diablo 4 is taking away the cost of respeccing entirely and adding mutliple profiles so you can easily switch between builds, lol.
If BLIZ of all people can figure that out...
I mean... GGG has zero excuses.
I cant tell you more on how correct you are.
Its kinda depressing though, or like why not play around with the spirit cost instead of butchering the only viable skeleton for tier 15 play.
I think many issues at the moment come from a perspective and the moment someone else doesnt WANT to understand or are either have the autistic spectrum ♥♥♥♥ wont get done.
I also dont want to think that most of these people watch a video killing a single rare mob outside of a new checkpoint system but whatever.
There are actually alot of moments in the game where the instant minion teleport is fine and then suddenly is not. Its a weird thing to experience in practice.
That's the thing though, the people that actually drafted up the core principle of the build and then made variations of it on Streams and such are typically all looking at the change, doing the rough estimated math and going "Yeah, that's fine. The change makes sense and was kind of needed and it won't stop the build being strong and viable".
The ones screaming that the build is now dead are those that just copy and pasted what they were seeing from others.
When you have the people that formulated the core principles behind the build saying yeah the build will still hold solid and be effective for high end maps and the change was necessary.
And then you have the people just copying the build blindly because they don't want to actually figure out these kinds of things out for themselves are shouting that it's the end of world and that their supposed "Only real viable build" is now dead.
Guess which ones are actually more informed and basing their conclusions on rational thought and the realities of the game. And which ones are just being emotional knee jerk reaction dramallamas that don't understand or even know the numbers involved and just see the bullet point "Maybe up to a xxx% reduction" and then shut off their thought process there and double down on their outrage.
I get it though. the Reddit-crowd is angry, scared and emotional and are fuelling each others validation to be emotional.
But then, when isn't that the case over pretty much anything?
Investing in build is a core aspect of PoE. D4 build are a bit of a joke in comparison
have to look at the screen now, waah
Except it likely will still be perfectly viable for that part of the game, as the spirit increase only kicks in from level 5 of the skill gem. Levels 1-4 still require the exact same spirit as they did before the change.
Now the significant damage reduction % some are expecting is a figure based on a end-game high tier map running state of the build.
The actual impact the change will have is much less significant for most not running at the end game state of the game, as the change is a straight forward n*x change.
Where n is the number of arsonists you ran before the patch multiplied by x, the change in spirit cost.... so to use purely hypothetical numbers for the point of example... if you were running 5 arsonists and after the change your arsonists cost 10 spirit more each, then you're looking at 5*10 higher spirit upkeep.
Which is about the cost of 1 arsonist, so the impact on your build would be you lose a single arsonist. Not the 40% of all your damage, like some would like people to believe is the case that applies for everyone.
The reason the change is needed is because most properly done variants of the build are running a silly number of arsonists by the time they were further into end game maps, which means even a slight spirit cost of say 10 extra spirit would result in a significant upkeep increase because the n*10 increase impact scales with the number of arsonists already presently being used.
This is why some people are throwing around much higher doom prediction figures on the damage loss on such builds. Not because everyone using the build will losing that much damage output.
But because the fringe extreme build cases that were heavily utilising Arsonists to operate two dozen or more of them at time, will have a significantly higher scaling impact from even tiny spirit increases due to the sheer number of Arsonists they were running with.
At most many people will probably see a 5-10% damage reduction compared to what they were doing previously by Act 3 or Act 1 Cruel.
People before that point will likely see next to no change at all to their build performance.
I've put the most direct generic Witch-build impacting changes in bold for those that struggle with long text.
Source: https://www.reddit.com/r/pathofexile/comments/1hgnevz/010e_patch_notes/