0.11.0 Patch Notes

So if you reduce enemy damage, but also reduce ES/life... And the armor formula is the same.


The game is the exact same except with smaller numbers.


Wow so much difference.
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Tokenss wrote:
I always knew my spark dual totem was OP. No problem IF spark would have been nerfed, BUT instead they just made Rightous Fire un-usable.
I read these people saying STOP CRYING YOU WERE OP, but again I wouldnt have minded a nerf. I just didnt want to have to completely re build my charactor. How do you guys fail to understand that point?


Because you built your character that teetered on the balance of small small changes to the game such as resistance nodes etc. If you complain that now your character is unusable, whos fault is that... like really? Blame yourself, and that goes for all of those who complain about their "well thought out" strategy of making their character. While we all know that the versatile characters are the ones who come out on top.
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Bobo337 wrote:
So if you reduce enemy damage, but also reduce ES/life... And the armor formula is the same.


The game is the exact same except with smaller numbers.


Wow so much difference.


Nope. They reducing monster dmg, so ur armour will be better.
Basically: less dmg of monsters = more dmg u reduce = u will be more tanky now with high arm. So they really had to reduce that hp. Or some ppl would be immortal
Last edited by Sebash6#0223 on Jun 4, 2013, 5:19:23 PM
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Sebash6 wrote:
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Bobo337 wrote:
So if you reduce enemy damage, but also reduce ES/life... And the armor formula is the same.


The game is the exact same except with smaller numbers.


Wow so much difference.


Nope. They reducing monster dmg, so ur armour will be better.
Basically: less dmg of monsters = more dmg u reduce = u will be more tanky now with high arm. So they really had to reduce that hp. Or some ppl would be immortal


also this is a melee patch to make melee more viable in relation to the elemental damage that is already or there. ...
Beta Member Since 0.9.0 | Current Character : ExExCorpse
Creator of Prismatic Rings AND Unique Thief's Torment Prismatic Ring
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The Guide to Loot Filters - Here
I think it's a nice buff to COLD WITCHES with new SAVANT (+20% spell damage), so it can mitigate nerf of Freezing Pulse and make more diversity, since it's little bit annoying to see TANKS (maradeur, templar) runing freezing pulse
IGN: DarkForceImSuckyNoob
ATTENTION DEVS!

PLEASE DON'T FORGET TO NERF DAMAGE ON ROLLING FIRE STONES "Burned Ground"

IM sorry for capsclock, but that's very important, because right now those golems can easily destroy char with 4000 hp / 75% resists and 120 liferegen

IM talking about golems in 70's maps.
IGN: DarkForceImSuckyNoob
Last edited by Ranger21#1777 on Jun 4, 2013, 5:55:22 PM
I am sad to see spark being nerfed. Hopefully they tested this well on various levels and found its still useable. I have heard people talking about it like it is being nerfed to the ground and to the point where it wont get used. who knows if thats true... we'll see.

for me personally Spark was just useable as it was. nothing too great compared to say LA.
Spark being OP should be fine as a reward for having insane gear. who wants so save up for months to get a shavronne's if it just barely on par with other skills.

Aside from that, patch looks good. I am looking forward to the new hardcore league. new economy. new tier of challegne. great.

what I was sort of hoping for with this patch was a fix of some of the remaining skills that arent being used, such as Ice Shot and Arctic Breath. As it is right now if people use one of those I gotto leave asap.

a small thing but, players on your friend list should have a hardcore league flag instead of a standard league flag, if they play hardcore :D

I want it now!!! I wish the leagues would start the same day but I can understand waiting a few days to release it. I rather play it late and stable instead of early and buggy. Thanks again GGG!
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Bobo337 wrote:
So if you reduce enemy damage, but also reduce ES/life... And the armor formula is the same.


The game is the exact same except with smaller numbers.


Wow so much difference.


You are not the only genious to make this comment but I will quote you.

Why would they cut them by the same %.... It will be smaller numbers but not same proportions.
To everyone at GGG:
THANK YOU for creating an enjoyable challenging game.

0.11.0:
Things will be different, for a little while at least, and I'm excited.

"Different Good, Different Bad" I don't know, but time will tell.

The new leagues will probably take up most of my in game time.

The stat reduction to Inner Force and energy shield passives has me a little concerned about my main EB build.
Waiting for the patch to see if it's still viable.

The small change to crafting via. item quality sounds promising, and the new Eternal Orb will be wonderful assuming drop rates allow for the average player to actually make use of it. (Hope not to be let down here)



The Balancing Act:
The balancing of talents and stats in this patch was done to support a wider diversity of builds and abilities.I hope you also consider that a large part of character diversity comes from being able to obtain good stats on items, and use more linked skills.

I love that crafting orbs have value and can be used in trade. But too many of the high end orbs are so rare that they are mainly used as currency, and not used for crafting. Half the fun in ARPG games, for myself and many of the friends I game with, is derived from crafting usable and wonderful items. If item creation can be justified, time+effort=reward.

I realize that rng is rng, and it's more efficient to buy an item with the stats you need( current orb drop rates being what they are), then it is to make something useful to the character you play.

If you do craft something rewarding and use it, what happens when you get an upgrade? Do you stash the old item, or sell it? Can you sell it for what you put into crafting it? Can you even get a return on the item because high end crafting orb drops are rare. Would you put as much effort into crafting a new item? I hope GGG devs ask themselves these questions.

Lately ever piece of good gear has become overpriced for many reasons:
*High end crafting orb drop rates are low.
*The Shavronne's, Kaom's, Thunderfists, Lioneye's, Tayrn's ...I want is selling for (x)number exalts, I have to make them somewhere,or
*(I'm now 85+ and high lvl maps are too rare, so I burn currency orbs on mods to make the few I find worth running).
*Crafting is too hit and miss so if you want these stats pay for it.

***I believe this method hinders game growth and participation***

I may be wrong. If this is what GGG wants, so be it. I will end up playing less through out the summer anyway. Logging in now and then to try out the new leagues and to see if they can bring and keep more players in the game. Hopefully PoE will grow, and with a larger player base items will be easier to buy, sell and create. Resulting in a greater variation of character builds and abilities.

Edit:Wording








The world is full of stories, and from time to time they permit themselves to be told.
Last edited by Woose#2529 on Jun 4, 2013, 6:43:13 PM

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