0.11.4 Patch Notes

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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?


Because, maybe, and I really mean maybe, someone wants to play a character he himself thought about, planned and did not look up on the forums. Because maybe somebody wants to play a certain skillgem and does not care if its the "best" character possible? I for myself would only want to play one CI character (I am currently not far enough in the game to already have one), bacuase I want difference in look and feel of my characters.

You people need to be satisfied with 90% again, instead of crying that somebody else might have 91%.
I don't care about other characters (and You shouldn't, either), as long as there are a lot of viable options (and there are), I dont care if mine is not the absolute mathematically best one.
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AMC93 wrote:

You're obviously too ignorant to understand that many of those auras are needed to get 100% rarity bonus to wondertraps, I'm already as it is a squishy kill for any mobs. So not being able to get the bonus, will make farming useless. RIP for most builds. Reason why I mention squishy is because that's the negative(it sucks, but im just saying it's not "unfair), it isn't unfair because chaos will rape me with 100 hp:D so it limits what I can do


Read you own post back and see why you have no reason at all to complain.

You will lose rarity you are not even supposed to have.

You decided to build around an exploit, are you surprised that it is fixed?
Last edited by Startkabels#3733 on Aug 16, 2013, 12:14:39 PM
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Startkabels wrote:
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AMC93 wrote:

You're obviously too ignorant to understand that many of those auras are needed to get 100% rarity bonus to wondertraps, I'm already as it is a squishy kill for any mobs. So not being able to get the bonus, will make farming useless. RIP for most builds. Reason why I mention squishy is because that's the negative(it sucks, but im just saying it's not "unfair), it isn't unfair because chaos will rape me with 100 hp:D so it limits what I can do


Read you own post back and see why you have no reason at all to complain.

You will lose rarity you are not even supposed to have.

You decided to build around an exploit, are you surprised that it is fixed?


Not only my farmer, but I'll lose the benefit having discipline or other auras on my FP marauder. Because, putting discipline on my mana(with EB) increases it by maybe 30-40? Yet if I put it on my health, I lose like 110 health, yet gain like 200-250 mana? It is crucial, especially when you're burning mana like a mad dog as it is. And the increased mana on my FPer increases my mana regen.
IGN: UrName(Standard)

IGN: Mr_Freezy(Anarchy) or S_P_O_R_K_E_R (Anarchy, usually on this one now for farming)

or just add AMC93
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t_golgari 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?


Because, maybe, and I really mean maybe, someone wants to play a character he himself thought about, planned and did not look up on the forums. Because maybe somebody wants to play a certain skillgem and does not care if its the "best" character possible? I for myself would only want to play one CI character (I am currently not far enough in the game to already have one), bacuase I want difference in look and feel of my characters.

You people need to be satisfied with 90% again, instead of crying that somebody else might have 91%.
I don't care about other characters (and You shouldn't, either), as long as there are a lot of viable options (and there are), I dont care if mine is not the absolute mathematically best one.


First, most top ladder players did think out their own builds. We did not just copy someone who was less successful than we are and pass them.

Second, end game mapping is very different from any other aspect of this game, and not something 95% of players will engage in or understand. The cost of group for high maps is prohibitive to solo play unless you use real money to better yourself, use a bot to farm for you, or have ungodly amounts of time to farm docks/lunaris + luck in drops, and with this last option you won't really even have the time to invest in doing your high end maps to sustain the pool and gain xp. People group for cost, but also for help. We bring different aspects to the group that help us be successful. Most groups also bring a magic finder to help offset the cost to the group. Because of this group aspect it is in the best interests of everyone if we play optimally, not whatever we feel regardless of the rest of us. Let it be stated then that the reason we made it this far in the game is because of our penchant for min-maxing, since our goals are progression (that is what we find enjoyable about the game). For example, I might build a lunaris farmer that isn't a sporker, because I find it fun and rewarding, as well as effective, but I wouldn't use a lowlife flicker striker for 77 maps in hardcore (although it might make for an entertaining REEP video).

Finally, the point is that these changes will reduce a lot of the viable end game options for hardcore (and even standard since the death penalty can be prohibitive if you die too often). It's not the case of CI being 5% or maybe 10% more effective (if you could quantify that) than hp builds, but that once again, the only way to be successful in hardcore as an HP character will be with Kaoms, unless you have extremely amazing rare loot that hardly anyone can afford/craft/find. It's clear from Onslaught that CI is the metagame at the moment without Kaoms, and this will just further that gap.
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Argdel wrote:
The real issue is not so much losing the Covenant/Malachai's trick, the issue is the uselessness of Blood Magic Gem with Aura's, and % Aura's on life when used in conjunction with a melee build.

Sure ranged can spend 1k-2k life on auras but melee's just cant sacrifice those kind of numbers. And % auras...please. Who would spend 40% life to gain 50% more armor? Melee classes need these auras but are hamstrung the most of any build really.

If the cost of blood magic was reduced significantly it might not be as much of an issue. But the truth of the matter is, for the classes that can spare the life, most auras are a safety net. For melee it is a necessity.

Buff life, or reduce blood magic cost please. Realistically the BM gem should have been reduced when the HP nodes took an across the board. And if the argument is that BM for skills would be made too cheap that I understand, so go ahead and create two mods, one for cost and one for reserve.


I'm in real doubt now... this and ppl complaining about the need for more reduced mana gems do make me doubting the correctness of my previous post :(

Are the mechanics being changed? The explanation from Mark_GGG can be interpreted multiple ways, but I read the post from the perspective of the game mechanics. From that perspective we don't need multiple rm-gems, as the mechanics aren't changed, the OP states that a BUG is being fixed, not that mechanics are changed.

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Mark_GGG wrote:
When you change areas and your auras are put back on your character, they will exist based on the current state of the aura skill - the effect of all the stats in the aura, the amount reserved, and what resources is reserved, will all set to correct values based on the state of the skill at that time.

We're looking into options for how we can make these things also happen at the time the changes are made, if you're not in town, but for now they'll only be when you change areas - don't expect that to last forever.


So I read this explanation as being targeted at the state-change that swapping the Alphas Howl for another piece of headgear would incur, which would effectively destroy the 8% reduction the AH gave which would be correct as the AH is no longer worn. This is inline with the mechanics, after all, the aura-gems were taken out of its slots and so they should need to be re-casted, just as minions need to be re-casted after taking the gem out. End of AH exploit, good.

But... I must admit that the explanation of Mark_GGG can be interpreted as a mechanics change, in which case we do need extra lvl20 rm-gems. But I cant believe that, its this mechanics that gives PoE the diversity that makes it so cool, they wouldn't destroy that I hope.

So, imo there are 3 options:
1) the AH-exploit is fixed, mechanics stay the same, Covenant-swap and RM-gem swap will still work,
2) mechanics are changed temporarily to stop the AH-exploit until a definitive fix is developed (though I think detecting removal of the auras from the slot inside the village and consequently de-activating the auras would be more effective, but I'm no programmer),
3) mechanics are changed permanently, PoE becomes a whole different game as it also affects many other aspects such as the charactaristics of minions.

Can the devs please give us some more insights?
buff life then either nerf kaoms or remove it completely (and give it appropriate vendor value)
Return to this flameless sunder
Where exiles burn and the joyless wander;
Frozen lore beneath chaotic thunder,
Dominus returns to send us under.
To Lauicus. Most people don't swap the gems from an AH to another helm (probably because it wasn't widely known). The normal method is to hold your buffs in your gloves/boots and to put on the AH, cast your buffs, then remove it to put on a helm that doesn't suck. The gems of the buffs are never normally moved.


Based solely on the statements of by Mark that you quote, "When you change areas and your auras are put back on your character, they will exist based on the current state of the aura skill - the effect of all the stats in the aura, the amount reserved, and what resources is reserved, will all set to correct values based on the state of the skill at that time" the solution would be to carry my buff gear with me at all times and cast all of my buffs every time I enter a new map. This would just have the affect of pissing everyone off because we all have to waste time every map. It wouldn't be a solution on their part, it would just be a pathetic bandaid, which ignores the fact that do to game mechanics, more buffs are required that they allow us to use and they need to revisit these costs so we don't have to rely on a terrible helmet to play the game in a manner that is less dangerous.

Then again maybe they this is a way to make more people rip, with the end result being that we'll all just funnel even more tightly into "optimal" builds.
Last edited by Slider13#1798 on Aug 16, 2013, 1:14:43 PM
The statues in the Marketplace chokepoint are now much harder to avoid triggering.

I can hear the glass cannons crying already.
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Deize wrote:
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Nightmare90 wrote:

http://www.pathofexile.com/forum/view-thread/500207/page/1#p4434013

This post by Mark might be interesting for you.

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Mark_GGG wrote:
When you change areas and your auras are put back on your character, they will exist based on the current state of the aura skill - the effect of all the stats in the aura, the amount reserved, and what resources is reserved, will all set to correct values based on the state of the skill at that time.

We're looking into options for how we can make these things also happen at the time the changes are made, if you're not in town, but for now they'll only be when you change areas - don't expect that to last forever.


If this happens in this patch. Bye bye GGG. Another failure company like Blizz.


It will and should happen. You should not be able to cast a bunch of auras and then remove and replace the equipment and gems used to cast them. If you use a reduced mana gem to reduce aura costs, you should be required to keep the reduced mana gem linked to the auras to keep the benefit. The same goes for the armor that allows you to cast auras with blood magic at no increased cost. You should be required to continue wearing the armor.

I'm surprised GGG has left these loop hole gimmicks in the game as long as they have.
Last edited by Galtrovan#5344 on Aug 16, 2013, 1:27:06 PM
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Slider13 wrote:
To Lauicus. Most people don't swap the gems from an AH to another helm (probably because it wasn't widely known). The normal method is to hold your buffs in your gloves/boots and to put on the AH, cast your buffs, then remove it to put on a helm that doesn't suck. The gems of the buffs are never normally moved.


Based solely on the statements of by Mark that you quote, "When you change areas and your auras are put back on your character, they will exist based on the current state of the aura skill - the effect of all the stats in the aura, the amount reserved, and what resources is reserved, will all set to correct values based on the state of the skill at that time" the solution would be to carry my buff gear with me at all times and cast all of my buffs every time I enter a new map. This would just have the affect of pissing everyone off because we all have to waste time every map. It wouldn't be a solution on their part, it would just be a pathetic bandaid, which ignores the fact that do to game mechanics, more buffs are required that they allow us to use and they need to revisit these costs so we don't have to rely on a terrible helmet to play the game in a manner that is less dangerous.

Then again maybe they this is a way to make more people rip, with the end result being that we'll all just funnel even more tightly into "optimal" builds.


Then I don't understand the problem here, as all functions according to the intended mechanics. Are the +2 to level of auras and the 8% mana (=life) reduction really so overpowered that an exception to the game mechanics must be made?

Or is the possibility to run 5+ auras so overpowered that an exception to the mechanics is justified? As I'm not able to play 24/7 (I'm no pro-player) I only have experience with a few builds I tried myself, so I won't pretend to know all about all possible builds in this game (doubt anyone but the devs know, as the possible combinations/builds are so endless). But from the experience I do have, I don't get the feeling that stacking 5+ auras makes you too strong as there is always a drawback:

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Lauicus wrote:
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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