0.11.4 Patch Notes

I'm willing to bet at least one person in this thread, that is angry about the big fix, is angry because they RMT'd an Alphas. Just speculation, but a reasonable assumption ;)

Regarding all of the QQ: You cannot balance a are in a vacuum. If you're upset about the rate of life builds, then you should be happy every single time a bug is removed, that otherwise improved life. It means returning life to the place it was meant to be, and being able to seek out what changes are necessary to bring it back into balance without having to rely upon exploits.

Also, just going to throw this out there: The reason CI > Life, as some insist, is because Granites are stupid fucking flasks that should not exist. They, with minimal speccing, allow CI to develop a fairly respectable DR with absolutely zero opportunity cost elsewise. CI + DR = Life - Life Flasks. On the other hand, CI != Life + Exploits. Cause. Effect.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
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Gangbangsusi wrote:
Tempest shield can now generate more than one charge per skill use. ???


I also cannot make any sense of that line, since tempest shield never had charges to begin with. Please elaborate.
Chris and GGG bringing me back on my quad core 4gb, meh graphics card, to run this game again, I'm hoping the optimizations, don't make the game run at 1,000,000 plus memory now, I hope to see in maybe a future patch, since all the threads on how to turn down texture, is a way to turn down/off particle effects, or a way to display them simpler, other than that, best developers, best game, best community, it was worth the support back in the closed beta days, and it was worth buying a key for my friend back than too, KEEP UP THE GOOD WORK GGG <3
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BlazinHazen wrote:
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Gangbangsusi wrote:
Tempest shield can now generate more than one charge per skill use. ???


I also cannot make any sense of that line, since tempest shield never had charges to begin with. Please elaborate.


power charges from PCOC gem or voll's protector
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ichbinwerichbi wrote:
I think the mana cost from auras or the % cost from auras is a idea to limit the number of auras players can use. If not this cost of auras make no sense.
As a fact players have found bugs to avoid this mechanic.
So the first right thing is to fix this bug.
The second must be to think about the cost s of auras.

An idea can be to give auras a number.
And you can equip a gem with an maximum number.

so you can have a aura gem with 10 in endgame and hatred has 4 grace 3 so you have 3 left for a third aura. or you use 4 auras with 2 2 2 4.

So you can limit the auras per level of chars.



They didn't change the mechanics, they only fixed a bug involving taking out a aura gem without losing the aura.

Stacking 5+ auras on life and mana isn't the problem imo, this game is about trade-offs. You can use more then 3 auras (some on life, some on mana), but it has its costs: You need to dedicate at least 1 more of your precious 3/4-links to auras and you need to increase the cost of your attack-skills with the bloodmagic-gem and loose a dps-support-gem or invest passives in mana which is costly as you need to invest heavily in HP as a life-based char.

For example, I watched a video describing a 5+ aura-stacking LA ranger. That player achieved about the same amount of dps and survivability as my 3-aura LA ranger. Difference is that he needs a 6-link to use the bloodmagic-gem on his LA where I can suffice utilizing a 5-link for my LA. Also, the extra 4-link his extra auras occupy is used by me to put zombies in, which gives a huge boost to survivability due to aggro-distraction. So in the end, we achieve about the same results using different techniques, one involving 5+ auras, one using "only" 3 auras.
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BlazinHazen wrote:
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Gangbangsusi wrote:
Tempest shield can now generate more than one charge per skill use. ???


I also cannot make any sense of that line, since tempest shield never had charges to begin with. Please elaborate.

This is purely speculation, but... I am assuming it refers to certain means of generating power, endurance, and frenzy charges, where certain methods can only generate one charge per use of the skill. Since you only cast TS once per zone, but it can deliver the killing blow to multiple enemies across that zone, I am guessing that TS can now generate more than one charge through those methods without needing to be recast for each charge.

But as I said, just speculation. I'm not sure which, if any, methods of generating charges can generate only one charge per skill's use (like Frenzy and Power Siphon do for themselves). Most notable among the methods of generating charges from TS are Warlord's Mark, Blood Rage, Voll's Protector / PCoC, Blood Dance, and Voll's Devotion. Did I miss any? Of those, the only one I know for sure is Voll's Protector, and it can generate more than one PC per skill use. The rest I do not know.. But.. That is what I am assuming they are taking about :)
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
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CanHasPants wrote:
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BlazinHazen wrote:
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Gangbangsusi wrote:
Tempest shield can now generate more than one charge per skill use. ???


I also cannot make any sense of that line, since tempest shield never had charges to begin with. Please elaborate.

This is purely speculation, but... I am assuming it refers to certain means of generating power, endurance, and frenzy charges, where certain methods can only generate one charge per use of the skill. Since you only cast TS once per zone, but it can deliver the killing blow to multiple enemies across that zone, I am guessing that TS can now generate more than one charge through those methods without needing to be recast for each charge.

But as I said, just speculation. I'm not sure which, if any, methods of generating charges can generate only one charge per skill's use (like Frenzy and Power Siphon do for themselves). Most notable among the methods of generating charges from TS are Warlord's Mark, Blood Rage, Voll's Protector / PCoC, Blood Dance, and Voll's Devotion. Did I miss any? Of those, the only one I know for sure is Voll's Protector, and it can generate more than one PC per skill use. The rest I do not know.. But.. That is what I am assuming they are taking about :)


Yes, all those methods, and some methods - notably pcoc - were only giving one charge, regardless of how often you critted or how many times you cast tempest shield (well it cast itself technically - ie the reflect lightning damage part of it to enemies on block)
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tikitaki wrote:
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Deize wrote:
This is about game balance, CI >>>>>>>>>>>>>>>>>>>>>>>>>> life. CI beats any life build 100% now. Why would I play like Life based RoA build where I can get around 17-18K DPS, after these changes propably around 13-15k, with 7,5K Life when I can go Shavronnes dual totem spark/EK with 3xDPS same survivability. Or any CI build with 2xDPS same survivability?


It is about game balance. The builds that are hurt the most by this aura change are low life builds.

You should be happy =)


True that. I run 4 auras, 3 of them on life. Now I will have to run run 2 auras on mana, which may make casting substantially harder.

As far as tooltip DPS is concerned;

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Deize wrote:
(...)Why would I play like Life based RoA build where I can get around 17-18K DPS, after these changes propably around 13-15k, with 7,5K Life (...)


First do the math and check exactly how much is's gonna drop.
Then qq.
Then realize, losing 10-20% DPS has basically no effect while playing PoE. This game is not about tooltip numbers. 95% of effectiveness/skill in this game is how fast you can react to sudden damage bursts (run away and wait for life/es to regen), that's all...
IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch
Last edited by entropus#2713 on Aug 16, 2013, 10:02:11 AM
Soul Taker still needs fixed...disappointed in that.

The rest sounds pretty good.
Crafting doesn't exist in POE. Gambling does...and the house always wins.

Velocireptile - I LOL'ed. Which made me fart. I wish the office were empty right now :(

Hardlicker - I had to push the dog out of the way so I could get to the sexy quilt.
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entropus wrote:
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tikitaki wrote:
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Deize wrote:
This is about game balance, CI >>>>>>>>>>>>>>>>>>>>>>>>>> life. CI beats any life build 100% now. Why would I play like Life based RoA build where I can get around 17-18K DPS, after these changes propably around 13-15k, with 7,5K Life when I can go Shavronnes dual totem spark/EK with 3xDPS same survivability. Or any CI build with 2xDPS same survivability?


It is about game balance. The builds that are hurt the most by this aura change are low life builds.

You should be happy =)


True that. I run 4 auras, 3 of them on life. Now I will have to run run 2 auras on mana, which may make casting substantially harder.

As far as tooltip DPS is concerned;

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Deize wrote:
(...)Why would I play like Life based RoA build where I can get around 17-18K DPS, after these changes propably around 13-15k, with 7,5K Life (...)


First do the math and check exactly how much is's gonna drop.
Then qq.
Then realize, losing 10-20% DPS has basically no effect while playing PoE. This game is not about tooltip numbers. 95% of effectiveness/skill in this game is how fast you can react to sudden damage bursts (run away and wait for life/es to regen), that's all...


So yeah I tested running x auras on life with BM and reduced mana. Two with reduced mana and one just with BM because I run out of gem slots otherwise. Old reserved life was 362, after 832. I use kaoms so it's not so big of a deal, but imagine that without kaoms. GG

Or if I drop one dmg aura off its around 1:3 of my DPS or if I drop grace for example my armor goes to shit and I could just make a CI without armor and get more DPS with same survivability.

So my point is this only makes game even more unbalanced and if someone can say that is not a problem in game like this, well I don't what to say then.
IGN = DeizeCoC, DeizeCi, DeizeNUTS

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