"Grinding Gear Games" in "Path of Exile: Harvest" explained the
balance of the game in detail, including the modification of two-handed
weapons and slow attacks, wars, branding and so on.
In "Path of Exile: Harvest", we focused most of our balance on the brand,
POE Currency
and two-handed weapons. Since Delirium became the core, we also took
advantage of the opportunity to balance the clustered jewelry and its
value in jewelry They wrote: "We have been working hard to improve the
slow-handed two-handed weapons by comprehensively improving these
investment options. "
Two-handed weapons are regaining their
place on the top of the power meter, while retaining the risks
associated with using them on the path of exile. A slow and heavy blow
will now cause enough damage to stun the most powerful boss, regardless
of the stun mechanism.
The two-handed melee arsenal on the path
of exile has been readjusted to provide ideal base damage for most
players. In addition, most weapon types have implicit mods for specific
manipulators.
The brands of "Path of Exile" are becoming more and
more annoying because they allow a boring but very effective way of
playing, with the dead everywhere.
When an enemy connected to it
is killed, the brand will fall to its original or recalled position. In
addition, "Brand Recall" no longer refreshes the duration of the brand,
it has a longer cooling time and a lower recovery value for each level
of cooling time.
The more powerful Warcries is, the longer it
will be used, the longer the cooling time, and it will no longer be
shared between Warcries. Path of Exile: Harvest adds more Warcry passive
clusters for cooling recovery, faster use time,
POE Trade, etc
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