0.11.0 Patch Notes
Since i am CI melee,when i first heard about melee buffs i was excited.Then i read about the ES nerf and armour(indirect) buff i said OK,i still have my granites(since it is impossible for me to actually have armour).Then i read about granite nerfs i said OK,:lower in the bug fixes i am sure i ll read that they fixed Blood Rage so i can leech more life to counter these disadvantages(not:P)....My defence seems really screwd,but i dont know how much,since we dont know how much damage mobs are going to deal now on(plus my defences sucked anyway).On the other side my offence will be buffed,and i already have a 56K flicker strike, so it might get crazy.(still 56K tooltip doesnt mean ANYTHING since LA rangers with 5-10k tooltip and FP witches seem to demolish mobs 3 times faster and SAFER than me).
Conclusion:Seems like my build will evolve from a glass canon to a paper nuclear missile.It will be fun :D i think that in the end i ll like the patch.Guys dont get upset since 1)is still a beta2)is just a video game.Sorry for my bad english P E A C E ! :D https://www.pathofexile.com/forum/view-thread/417287 - Poutsos Flicker Nuke Shadow Last edited by Poutsos#0458 on Jun 3, 2013, 12:01:28 PM
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I'm pretty excited about this patch. But, oh man, the amount of QQ and whining, without testing things first, is too damn high. Why do people like to moan, and bitch about things, they aren't quite sure how they work yet?
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Somehow I only read nerfs, not buffs but this could be biased. ^^""
I'm not that good in PoE so I need some "help" with "OP skills", at least a little bit to even survive 5 minutes in PoE, I'm not Kripparrian. :D That's why I play a "simple" summoner Witch and so far I am pretty happy with that build. But nerfs are incomming I guess. I see alot of Melee Nerfs but actualy no buffs (5% ele adaptation even down to 2%!?!?!). My Marauder could need +10% max resists and more and would still die within seconds due the ridiculous high Monster dmg in PoE. I'm sure he would die with 100% ele resists just because of the unbalance in Monsters vs. players. Shouldn't melee recieve some buffs instead of more nerfs? Not sure what the Devs have in mind, I hope they know what they are doing. But somehow it feels like PoE get's more and more "hardcore" and average players that only have little time to play the game at all or don't want to spent a fortune in uber-Items have an even harder time with PoE. Especialy if you play alone like me and don't use the trading channel. |
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My thoughts, hate all you want, reply as you see fit (:D):
(PS: I have stopped playing for over a week now because of how boring late game was, might revisit for a few runs every here and there if things go well to just check on how the game's doing so if things have changed too much during this time I may be a bit out of place here): -New leagues seem too uninteresting to me as Desync issues have been hidden behind the hype of 0.11.0. Are we expected to play 4-month Hardcore leagues with increased challenge when nothing has been done for Desync issues so many people suffer? (And I know it technically is the rubberbanding problem, but anyways) = This is a -1 from me on the whole new league idea. The extra time to create these should have been spent elsewhere and they should have been delayed. -Eternal Orb sounds like a very very useful item to me, especially if you want to perfect your gear and avoid very bad rolls whne you run out. If the drop rate isn't too low we may see at least our builds finalized with some effort that doesn't feel futile. Good addition overall! -New microtransactions seem sooo stupid to me, personal taste, not gonna judge anybody who gets them, they just feel random! -Thaumatic Emblem... was it really needed? Ok I get the "thematic" addition, but you could have worked on some other quest that feels less thematic. This one was good the way it was already. Still neutral addition. -Weathered Stones. This I like a lot. Lore fan, gonna replay the areas just to see them. Great job, thanks. -The new loot distribution system is something I expected to be here quite a lot of time ago, I hope it works properly (especially not to have any exploits or bugs), but I trust it has been playtested a lot, so this is not a real concern. Nice change! -Mini life bars: SUPER USEFUL, I literally felt relief when the screenshot was posted. -Orb quality consumption sounds cool in my opinion although I don't understand it quite well. Hopefully it is good and useful. -Shift-orbing HELL YEAH! -/remaining, useful for completion freaks and there are many of us here, especially on higher level maps. -Character sheet estimations will at last feel sensible. Good call there! -That vague statement about art improvement, mind sharing what exaclty has been changed? Thanks! -All the audio changes, can't thank you enough, really appreciate it! Especially the melee sound for ES hits, had a lot of frustration with this one in the past! -Monster damage reduction along with life and ES reduction sounds like a decent change just because we can have better control of the values ourselves. E.g. if i have 1k less life than before and my health potions heal me the same, I am more survivable if I take same percentage of damage. Win situation for everyone, sounds cool plus we may get something better instead of spending full Life nodes all over the place. Looking forward to using this. -Endurance charge nerf is meh, still I see the point and I don't blame anyone, maybe a step in the right direction. -Melee attack range needed the nerf, it felt out of place at times. -Damage reflection, Alchemists, Puncture and Unrighteous fire all seem like useful nerfs to everyone. Except if I am missing something there. -Cruel bandit rewards reflect the melee buff, but they may be a bit extreme I think because the melee has been buffed a bit more than it should in places. Especially if we need a lot less HP nodes these are game-breakers. Plus do the apply to existing characters? -Spawn changes in Crematorium and Marketplace, big thanks! -Granit Flask nerf *drops Granit Flask out of the window*, well so much for "Granite", more like cheap-ass stones or something? If monster damage nerf is really severe though, I get it. -Rustic sash mod change sounds quite a big change, I don't know how to feel about it honestly. -Mana flask recovery change, big thanks! -Magnate change, only comment I have is I HATE LEGACY ITEMS! Just remember that most people do! -Clarity mana recovery increase, thanks a lot! -Ethereal knives progression is something I would never think would be done. Really I rarely see people using this skill. No clue on how to feel on it... -Spark nerf is ok, I feel sad for my witch but I can live with it! -Freezing pulse nerf is horrible. Pick a random skill and nerf it? I mean it is not too high damage in comparison with say the infamous Lightning Arrow for example? Seriously wrong priorities right there. Another bad change. -Minion and totem nerf, can we see values please? Probably reasonable to allow for balance, though! -Molten Shell and Arctic Armor nerf sounds reasonable based on the damage changes. -Multistrike and Melee Splash nerfs sound awesome only because I play melee. I think in this patch the trend is to make melee builds more like glass cannons with low HP but huge armor or something. I like it because it will buff me, but it may also be a bit game breaking... -Notable passive rename is uneccessary, time poorly spent... -Life and ES reduction in passives, give us some values goddamit. I think it feels ok for life, ES has me a bit worried though. -Damage boost in passives, same as above, need values. Sounds weird when you know monstr damage has been downscaled. Are we to think that we shall deal massive damage but have less life to be more on edge and make combat more fast paced? Worries me a bit... -Axe passives boost, at last axes get some love. Thanks! -Melee criticals sound fun. -Acrobatics nerf yay! At long last that part of the tree may be visited! -Elemental adaptation and Diamond Skin/Crystal Skin worries me. I had trouble with 80% resistances at times. It may as well make me die a lot more now. One has to assume monsters have less chance to apply elemental status ailments now, right? -Static blows, no opinion, never used it. -Inner force nerf feels a bit too severe. I like it, but I wonder if the reduction is proper or if it should be a bit stronger than it has been made to be now. Not bad though! -Savant passive in Witch area sounds like a cool change. -Coordination for Shadow is crazy cool startup skill! Appreciate it! -Heart of the Gladiator nerf is fine, felt a bit too good before! -Early marauder Strength boost sounds like a step towards making Marauder a tankier character amongst the melee while limiting others with the lower life right now. Can't complain, not sure if it is as good as it seems! -Duelist changes or lack of them worries me a great deal. The cruel blade change is alright, but I feel like the marauder got a lot stronger than both Duelist and Shadow. Duelist feels like a utility area right now... -Raker passives boost, thanks, allows me to remove the mana leech gem from my build and get one of these passives. Appreciate it! -Arrow Dodging rename sounds thematic! Nice flavor there! -Bugfixes thanks as always. Not gonna say anything here, a job well done! Overall, I have quite mixed feelings because I see my character able to get a lot better, but I also see other suffer a cruel fate because of some nerfs. I guess balance will always be a bit of an issue with monthly rotation of a top build. I hope for the best and I want to try it out to be sure about everything. But still I gotta give credit where credit is due, so good job GGG on spending all this time to do these things. ;) IGN: TheEvilGoat Class: Two Handed Sword Duelist Proffession: Poor Melee with crap items Last edited by Spiritios#4354 on Jun 3, 2013, 12:08:29 PM
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" what about RF build that use life for damage? that build not being nerfed? i dont think that build was popular and its being nerfed MOST than any other build |
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" Ele cleave was nerfed. They rely on aura more than other builds. The hit towards inner force will hit them hard. No point in playing ele cleave now if you got 320+ physical dps weapons, which is rather easy to get. This message was delivered by GGG defence force.
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" This. To be honest i like these patch notes but i tought the melee buffs were meant to be mainly on the survivality, i'm melee and all my resist/max resists nodes are getting nerfed along with my 7 endurance charges. This patch is a nerf to melee survival and a buff to melee's damage, at least its how i see it. ign: MightyBjorg
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" Just a guess, but seeing as granites were reduced by 25% and weren't in any immediate need of nerfing, monster damage has probably been put down from 20-25%, which is basically like a free enfeeble. IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
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axe nodes buff thx :)
Last edited by Sebash6#0223 on Jun 3, 2013, 12:09:10 PM
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