I see so much negativity but I am clearly see a lot of it is surrounded by people not quite understanding the changes. I know I’m going to get assaulted for this, but I’m standing my ground.
Characters got a blanket BUFF for damage across the board for almost every category ie: physical, core, fire, cold, imbue, marks, pyro trap, EVERYTHING.
BECAUSE of this blanket buff, vuln had to get a nerf. What they realized is by having a modifier that functions like vuln at such a high %, that as the game progresses and BASE damages get higher, the end calculated damage numbers start to multiply to unmanageable levels they can’t balance any content around. When a multiplier goes too high, this is always the result, so leaning that hard into a single multiplier was never a good idea in the first place. So to make sure vuln still worked, everything needed to be buffed. We still received an overall damage output nerf from this, but it actually was very minimal.
Where you are seeing the ACTUAL difference is the small damage nerf we got as a result, but when combining it with the 30% additional mob health pools, it’s making it feel like it was a huge nerf to your damage. It wasn’t. Your numbers are still pretty good, but now obsessively broken things can be realigned easier.
As a result of how things have changed, our characters are NO LONGER OPTIMIZED to put out the same LEVELS of damage they did before. In order to even SEE the actual damage difference the nerf truly had, we would all have to re-evaluate the math behind other sources of damage, and reapply it to the multiplier to see if we can come out on top from other angles. Since vuln was hit, we may see a taper-off point where vuln no longer makes more sense than stacking something like “+%physical damage” could do. If all of our characters were optimized already around the new formula, you would likely feel almost exactly the same minus only a few %, but mob hp would be increased. Most people were hitting so ungodly hard that they were 1 shotting mobs anyways, so they will (when optimized again based on new math), probably barely even notice much a difference in most cases, except maybe bosses.
I actually see where they’re going with this patch. It’s definitely difficult to see it when you only look at the numbers on the paper, (and even harder when you log onto your main characters and start playing around with the character expecting your damage to be okay not realizing that you’re no longer anywhere close to optimally geared because everyone vuln stacked) until you start trying to figure out how THIS works differently for your characters.
Start re-evaluating how your characters work. Just because you’re not optimized now doesn’t mean the character will suck. I promise this isn’t as bad as most of you are making it out to be. We will have a more balanced future in this game because of this patch.