0.1.0c Patch Notes (restartless)
" Are you saying that you would skip bosses that give permanent buffs like the 10% to resists? I don't know how many of them to skip that would take me to maps that fast on a second play through. If you skip them are you then gonna say go back to do them later on when you reach maps? |
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" this is what I came here to find, that explains it not working. thanks. |
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would be nice to have an option in settings to have same logic of weapon swap with a key(another panel of skills basically), so when i press "weapon swap" i can still click LMB for example and hit with a different skill
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Ability on Death (?)
In the old PoE 1, this wasn’t too big of a problem, but with the new graphics and terrain, you don’t see it coming... When we’re playing on such high difficulty and in ruthless mode on maps, this becomes a real issue. I’ve experienced this so much on my melee Monk that I just stopped playing it altogether. I switched to a Ranger to try and avoid the problem, only to discover that the ability sometimes spawns under the player in certain cases—even when the mobs die off-screen. That makes no sense. Combining this with the punishment for losing maps is just heartbreaking, turning it into an unfun experience. |
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" Well surrounds are now officially dead. I've never had the fun i used to since it happened. Breaking out of a surround used to be a thrill. And honestly it's even easier on higher difficulty since you drop enemies so much faster, so i find incredibly frustrating that they gave in 1st week. People didn't even have the chance to learn the game at that point, this would've gotten easier to deal with as time went by. By the time players figure out the game it will be just be another turn your brain off arpg. This was a mistake and they will never be able to bring surrounds back now that they gave in to the whiners club. It still buggs me even now when i mindlessly break out of every surround by pressing dodge roll. When they said to be clear, surrounds will still be possible, it was copium of the highest degree from the devs, and time has proven that. Small monsters had to be nerfed since they still could surround you because they don't leave space for even the new dodge roll to get through and they were a clear outlier (when it comes to surrounds). Once you go down this path it's over. It was clear people complaining would not settle for anything but phase through dodge roll and in the end, that's what we got, just a very janky version of it. I wish i could say the devs have learned their lesson. It didn't bring back anyone and whiners are still whining about difficulty. Silver lining for me, i still have a reason to play grim dawn and try out some of the crazy combinations i hadn't. I was afraid that game will never be able to compare to this again and would feel boring in comparison since this truly felt next gen. The only thing that truly separates this game now is the item scarcity and the boss fights, which, not sure if it's just me getting better or those unnamed balances but they seem to be easier as well. I haven't had to think about what i am doing in a boss fight with one or two exceptions. Guess i'll see when i make second character or hit the actual end game. Wish job didn;t keep me busy and i had the time to play through first week to have a point of reference outside act 1 and early act 2 Last edited by exile13#6211 on Dec 16, 2024, 9:37:49 PM
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