0.10.8c Patch Notes

Not fun, no, but it is still quite different. My softcore is level 85, and hasn't died since level 80 (to desync, weee), but I still play her a lot more aggressively than my 65 hardcore character. Sure death sucks, but it isn't game over. I have zero problem getting drunk and playing softcore, even though I could lose a bunch of experience if I died. I always play hardcore sober.
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dumptruckboss wrote:
did you nerf arctic armour and not include it in the patch notes? i used to be able to use level 1 arctic armour and keep the buff up while running, but now after this patch it seems like it drains my mana at a much higher rate during movement.

I just went and tested this too. My character could sustain level 15 arctic armor while moving indefinitely before patch. Now I run out of mana pretty fast.

What gives? Maybe they made inner force increase the movement mana cost now, or something?
Last edited by magicrectangle#3352 on May 20, 2013, 10:39:52 PM
Adding to the Curse nerf dialogue. Seems incredibly tacked on and not very thought out. Thanks, I'm really glad I adventured up to the top of the tree for what amounts to a bunch of wasted points now. Bosses were the only real reason to bother with perma curses and the second curse isn't necessary for trash mobs, even in maps.

The problem is that they introduce all of these "interesting" items that allow stuff like 5 curses, but then instead of nerfing the items (since that affects the *gasp* economy!) they just nerf the crap out of all curses and make them near useless on bosses... which is also going to kill the value of these +1 curse items anyways.

For those of us using Whispers of Doom, we should really have some sort of workaround. Maybe the three cast speed nodes become 8% Curse Nerf reduction nodes or something? That would essentially halve the reduction for us, which seems reasonable to me.

If the goal is to make all of the boss fights superficially long and incredibly tedious, I hope the experience/loot gained from them gets doubled or something, because I'm about ready to just skip them anymore.
Team Won
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Crossflip wrote:
There's some sword passives that reduce enemy block chance. Of course, you wouldn't have heard of them since they aren't life nodes.


QFT

I agree with the curse nerf but you have to nerf the boss damage too so melee won't get destroyed.
Last edited by Rowsol#3517 on May 20, 2013, 11:23:55 PM
so now u have to get HP or ES and climb all the way up to the top of witch tree to get double curse...great work on build diversity. i never went there tbh and never plan too just because of this forced build mentality... heading down the wrong road ggg. yea thats the only thing that needs to be said.
forced build mentality in this game needs to end now!
[quote="Mark_GGG"]damage modifiers don't can currently can't apply to degen.[/quote]
"Getting all life nods on passive tree should give additional survival, not the mandatory basic survival."
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[img]http://ertaislament.files.wordpress.com/2010/08/pentavus.jpg[/img]
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f0xx wrote:
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Lacceh wrote:
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Qarl wrote:
Act and map bosses now have reduced effect of curses on them.

What was the reasoning behind this change?

I am interested in hearing it as well.

It's not like we didn't have the rank 1 on HC ladder (Kerkrom) die to a Vaal smash. They really want to make that think insta-kill.

Enfeeble + endurance charges + high armor was enabling you to survive that thing, but now Vaal just got a damage boost.

GG GGG...


Heh, kerkrom died because he got complacent. It was a map version of Vaal, not the merciless vaal big difference in dmg GGG doesn't want you facetanking everything thats the point of a one shot? like really don't you get it move the fuck out of the way. And yeah, really all you whiners just lol, bosses take some tatic if you're not doing 10k dps and decked out. Skele totem+enfeeble makes bosses extremely.
Really disliking the curse change. Even if it needed some tweaking,
I am sure you didnt go the right way fixing this. Such a big change
that has great impact on the game and especially on certain builds
should not get deployed in a minor patch imho.

Please think it over
Ign: Paraphronim
Has the flavor text on The Coward's Trial been fixed too?
Everything in this patch was included because it was ready to deploy before the rest of the changes coming in 0.11.0.

I'm sorry, curses were overpowered in boss-fights. Get over it!

If you think that there are only a few select builds that work in HC, you are wrong. There are new builds being brought to level 80+ every day. Myself and the people I play with in the 1-month are proof of that. There are so many working mechanics in this game that you would be hard-pressed to try them all. By that logic, none of you have attempted every possible build, and you cannot honestly say that only this or that build works.
Identifying items on the ground: https://www.pathofexile.com/forum/view-thread/1562689
Talismans as quest rewards: https://www.pathofexile.com/forum/view-thread/1690768
Last edited by Brigs#4164 on May 21, 2013, 2:01:41 AM
The reduced curse effect is a great change.
Enfeeble + temp chains made bosses way too easy to survive.
Last edited by Onehat#3934 on Aug 22, 2018, 4:29:57 AM

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