0.9.12k Patch Notes
I doubt I'll continue to play with the removal of aura swapping...
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So limited resistances was intentional, ok thats not too bad. And my duelist is right next to two of them so thats my next two levels!
S L O W E R
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All of these balance tweaks seemed much needed. Projectile Weakness in conjunction with the life-drain bears in waterfall cave lvl 1 are really brutal, but doesn't seem broken.
" lol IGN @dime Last edited by dime#0720 on Sep 21, 2012, 5:07:54 PM
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" bye bye |
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You guys working pretty hard Chris, no doubt about it, but what you present us can hardly could be called as challenge.
Let me explain why: You announced resistance penalties, all good. But now you take away what you announced ! Boosting survivality options way too much, extravagantly. Tell me now how where is challenge at this point ? You did the same with totems, game became much more safe to travel as if minions were not enough already ! And while you should be boosting monsters' side, what you nerfed again were monsters' themselves again, sadly. So this counts as two in a row ;) All in all, i will give you a feedback when i have the chance of testing it fully. Since i'm a careful player, you know that dealing with me could become troublesome at some points, as i hardly can forget the past patch notes :P Sorry but i had to write these. Thanks. "This is too good for you, very powerful ! You want - You take" Last edited by BrecMadak#3812 on Sep 21, 2012, 5:26:41 PM
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I think it was more of a point to make resistances relevant, rather than make the game more "challenging". It seems to me that most people skipped resistance nodes/quest rewards because they just weren't needed (since they were so easy to max with gear). With the changes, people might actually take resistance nodes instead of skipping them.
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This patch, I like it. Another!
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" If you look closer at the description Elemental Adaptation gives +5 MAXIMUM resists (increases resist cap). Does not give you any resists at all. IGN: Friar
Knight of Guild Medieval http://www.pathofexile.com/forum/view-thread/545783 Game Mechanics http://www.pathofexile.com/forum/view-thread/11707 Recipe Book http://www.pathofexile.com/forum/view-thread/15223 Quest Reward List http://www.pathofexile.com/forum/view-thread/36776 |
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At least for ranger I find the placement of the resist nodes to the north very weird. It a strange area overall with lots of +10 atribute nodes and only situation when you want to go that way that I can imagine is that you want to go straight for acrobatics. Even from the Perfect Aim node it's 4 +10 stat nodes away and it's a very high opportunity cost for 2 +15% resist nodes.
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Why was oversoul's damage lowered, but not the rocks?
The biggest problem with oversoul is the fact that there are falling rocks which are difficult and sometimes virtually impossible to dodge. The issue with the rocks is that they seem to ignore evasion (and block?) and hence could kill a person who has very high defense (even resists, obviously not that it matters), but average-low health. Fresh cakes for all occasions.
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