[Suggestion] Buff Upheaval skill or turn it into a WPS

In a world where literally every single update we’ve ever released has had a vastly higher number of buffs than nerfs, suggesting we are not buffing things that need help is just…

Batman

I mean, that literally goes back to my earlier point, if a few individuals in the community weren’t pushing for changes based on their own meter stick that nobody else is using, would the things that are “shit” even be an issue?

Talk about subverting what I said. :joy:

A rather black and white way to describe it, don’t you think? Buffs and nerfs are both tools to be used judiciously in the pursuit of better balance.

And here is where we’re gonna need clarification, you know, so everybody’s on the same page. So by pursuing balance, we are apparently interested in homogeneity. But at the same time, if there are things in that game that are underpowered and they are not immediately addressed, we are doing a shit job.

But wait! We also shouldn’t nerf things that are overperforming because they are unique. Meanwhile what I said about the elite players pushing for power creep is apparently absurd and subverting what you said.

But do tell, what have we taken that’s unique (which apparently is the equivalent of overpowered in your book), and made it mediocre. Mediocre again being by some metric by which the rest of the world doesn’t function and was never intended to.

Frankly, caving to that mentality was another mistake on our part as endgame geared builds now steamroll the campaign content so hard that it lost all value as a challenging place to farm loot and being a “Cronley farmer” is used as an insult.


You’re right, we should pursue further uniqueness by just giving everything all the same strengths and no downsides.

Massive amounts of RR…all 5 of it. In before Thermite Mines, which were frequently featured in overperforming builds and historically had higher RR because of how difficult they were to use. Emphasis on were.

Yes, I am keenly aware of that specific instance.

Unfortunately we can’t disable a mutator based on a build you are playing and changing Olexra’s functionality would require significant tech changes and rebalancing, which would also throw its identity right out the window, but that is an entirely separate discussion on how we’ve unfortunately allowed damage to get so out of control that killing trash mobs is an afterthought and anything that doesn’t reliably destroy bosses is automatically trash for cutting edge endgame.


A fix that happened only a few months ago and resulted in maybe 30-60 seconds off of top clear times. A bit dramatic to suggest that it resulted in a 60% difference in Crucible times over 3 years considering it happened very recently.

Players will always find grievance with nerfs because it is easy to take such things personally. Some angry people in the community even went as far as suggesting that patches personally targeted their builds. Because that’s what we do, just sit in the builds section looking for things to snipe with changes, along with usernames to expedite the process!

A perfect balance would by definition be homogenous, because any variety means there is a range of results. That is, and never was, our goal.

There is a vast range of build factors that go under consideration and I feel like a broken record going over it when we have this same discussion on the forum every few months.


I’m not sure what is misleading about it. The skill states that crits on basic attacks trigger Upheaval. It would then be ascertained that a WPS proc is not a basic attack as those trigger off of basic attacks.

Is this an advanced mechanic? Yes. Does it require building differently than stacking a 100% WPS pool? Yes. Is that a bad thing? For some, no doubt, otherwise there would not be a thread suggesting a redesign.


Nobody’s denying that there are builds and items in the game that don’t perform as well as other options for cutting edge endgame. Although I would say there are some individuals that will happily cover their ears when something is on the other end of that spectrum.

In a perfect world, everything would be performing within a certain reasonable range based on player skill, gear support and stats. I’m not sure anybody’s ever gonna get there in a lifetime given the complex web that is balancing an ARPG.

But given how increasingly nitpicky complaints about balance have become, I would say we’re not far off from “good enough”.

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