0.11.4 Patch Notes

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Balamengan wrote:

------ Fixed a bug with the Coward's Trial Boss's mass revive skill ------

BUG??? really, that's why this map called "Coward's Trial" // Coward's Complain instead


Do you even know what bug they refer to or did you just post to be able to cry like a big babbie?
Nice, especially excited for the reduced memory and loading times! :)
the degen bear was waaaaaaaaay to powerful

imagine a 6 ppl party and a skill that does % life dmg which constantly adjusts to the number of ppl in party and the monsterlife

i really hope its means they fix the other aura exploit time to rework bloodmagic gems and use them instead of building chars around exploits

btw the purity buff is a joke i was hoping to get the +1max back but it wont happen
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SSF HC Legacy Witch Lvl 53
Last edited by ventiman#1405 on Aug 16, 2013, 4:30:02 AM
Tempest shield can now generate more than one charge per skill use.

I don't really understand how this works
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Ryouko wrote:
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Dellusions wrote:
It was mentioned elsewhere, and I'm too lazy to dig it up (I think by at least mark)

The blood magic items for the auras, along with everything else, will reset every time you rezone. Meaning you would have to carry all the swap items with you, and redo and recast all of them every time you zone for it to work.

It was also stated that this is still a bug, even doing it this way, and that this also will be fixed, it's just a separate fix that they need to implement to get it so even this doesn't work.

And I'm very happy this is what it will be as well, it looks bad for a game to let a major bug run too long.


strange, i read something complety different. mark said something about not fixing it cause u still paying for the benefit of having that aura. you lose life so it's ok.
but maybe the post your talking about was a more recent one.

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.
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Zealflare wrote:
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Chris wrote:

Balance:
Inner force increased from 12% to 15%.

What about the 2x 3% node before inner force? Do they get buffed as well or are they still at 3%?


Good question!

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Redblade wrote:


To be fair it's a nerf all in all as we lose the effect it had on flasks, personally I was hoping for a bigger buff due to that.

Other than that it looks great, keep up the good job.


It's weird but the patch notes dis not include that information we knew..
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"
jsn006 wrote:
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Zealflare wrote:
"
Chris wrote:

Balance:
Inner force increased from 12% to 15%.

What about the 2x 3% node before inner force? Do they get buffed as well or are they still at 3%?


Its in English, isnt it? Its pretty clear. Its 21% total vs 18% from before for the total cluster. Its a minor buff, its better than nothing :)

Well, I asked because the previous change (nerf) to IF included the two smaller nodes in the cluster. Another thing is that you will still not be getting an additional 1% max resist from purity with just 21%, which can be accomplished if the 2 smaller nodes were buffed to 5% each from 3% (5+5+15=25).

As it stands the incentives is still lacking for people to go out of their way to pick it up.
"
Chris wrote:



Balance:

[li]Tempest shield can now generate more than one charge per skill use.[/li]


wow just wow
im already making a build relying on generating critical charges with tempest shield

go figure before i even tested it GGG is like ow wait we gotta fix that


and also the art reduction is gonna be GREAT for me loading times can be through the roof for me might as well make coffee while im at it.
"Fixed an issue where moving out of the path of Whirling Blades would not prevent damage."

what about the golems' roll move?
"
Nightmare90 wrote:
"
Ryouko wrote:
"
Dellusions wrote:
It was mentioned elsewhere, and I'm too lazy to dig it up (I think by at least mark)

The blood magic items for the auras, along with everything else, will reset every time you rezone. Meaning you would have to carry all the swap items with you, and redo and recast all of them every time you zone for it to work.

It was also stated that this is still a bug, even doing it this way, and that this also will be fixed, it's just a separate fix that they need to implement to get it so even this doesn't work.

And I'm very happy this is what it will be as well, it looks bad for a game to let a major bug run too long.


strange, i read something complety different. mark said something about not fixing it cause u still paying for the benefit of having that aura. you lose life so it's ok.
but maybe the post your talking about was a more recent one.

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

This post by Mark might be interesting for you.

"
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.
IGN = DeizeCoC, DeizeCi, DeizeNUTS

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