1.0.0 Release Patch Notes

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Tee_Tah wrote:
I love these patch notes, all of the things look pretty good, its very funny reading through the posts of complaints that people have, it was just the beta, its not like that's what the actual game was going to be like after release. xD Nice work GGG! :D


When does stupid people realise it's only an excuse for fuck ups?
IGN = DeizeCoC, DeizeCi, DeizeNUTS
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Finnien wrote:
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Boruko wrote:
What is with all the whining about the legacy uniques? Oh no, now new players won't be on the same power level of the people who they had no chance of ever competing with anyway. What is the world coming to?


So players see the game on Steam, log in, and can never be competitive. Nobody who starts the game at official release can ever compete. And that's not a problem? Why even bother putting it on Steam then? Why allow new accounts? Why even play, when the best items are always out of reach?


Exactly. This MIGHT be the breaking point for me, and I'm not even a competitive player. I just have too many issues with 7 of the most sought after uniques in the game becoming legacy items, especially in an economy that practically revolves around Shav's and Kaom's.

I reserve judgement on the auras until I see the passive tree, but it's STILL terrible that we're being forced to spend precious skill points on reducing aura costs.
Well deleted the game for now, once if they remove all legacy items to keep their promise to "balance" the game and once they add the upgrade to my 2h weapons i bought recently for a lot of orbs without the need to destroy the perfect rolls again with a devine (what an utter idea btw.) then im going to reinstall the game thats for sure.

I can surely live with changes to auras and passives since we're all affected equally, but i wont and i never will accept that someone devaluates my time or items just for fun, no matter if in a game or in real life.
- Best Signature Ever -
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Finnien wrote:
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Boruko wrote:
What is with all the whining about the legacy uniques? Oh no, now new players won't be on the same power level of the people who they had no chance of ever competing with anyway. What is the world coming to?


So players see the game on Steam, log in, and can never be competitive. Nobody who starts the game at official release can ever compete. And that's not a problem? Why even bother putting it on Steam then? Why allow new accounts? Why even play, when the best items are always out of reach?

You expect a new player getting the game on Steam to be able to look at the passive tree for 5 minutes and immediately come up with a build of their own like they know what they're doing?

You expect a new player to know what currency drops are considered "good" and "rare"?

You expect a new player to know what everyone else wants or are looking for?

Path of Exile is a game that requires studying and planning so you can effectively go from point A to point B without having to piggyback on someone else's build or group to get anywhere. Studying and planning that takes more than a mere 5 minutes to do when you first grab the game.


If you want them to be on the "same level", you might as well make a new temporary league that only newly created accounts can participate in so everyone's just as clueless as the next guy, but that's not going to stop veterans from making a new account just to get in on those leagues to "shame" the other newbies since they know what they're doing, unlike the newbies.
I expect new players to have the same chance old players did when they started. I expect new players to be able to reach the same point that old players reached with time and effort. I expect new players to have a level playing field. The Steam store page for PoE advertises this - 'We're committed to creating a fair playing field for all players.'

Legacy uniques are not a fair playing field.
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thundermonkey wrote:
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Finnien wrote:
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Boruko wrote:
What is with all the whining about the legacy uniques? Oh no, now new players won't be on the same power level of the people who they had no chance of ever competing with anyway. What is the world coming to?


So players see the game on Steam, log in, and can never be competitive. Nobody who starts the game at official release can ever compete. And that's not a problem? Why even bother putting it on Steam then? Why allow new accounts? Why even play, when the best items are always out of reach?


Exactly. This MIGHT be the breaking point for me, and I'm not even a competitive player. I just have too many issues with 7 of the most sought after uniques in the game becoming legacy items, especially in an economy that practically revolves around Shav's and Kaom's.

I reserve judgement on the auras until I see the passive tree, but it's STILL terrible that we're being forced to spend precious skill points on reducing aura costs.


Clearly you missed the part about life passives merging with other passives (like armour or melee damage) then. You will probably have more free passives available.
IGN: Amel, Ameladol, Spock, ILoveUniqueThings, AmelPVP
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petden wrote:
Legacy Uniques will be really OP. Some builds require legacy uniques, they won't work with the nerfed ones. Players with legacy Uniques will be extremely powerful. If you have one of the uniques before the patch, you'll be extremely rich, those uniques will go for hundreds and thousands of exalts. Rich becomes richer. New characters will never be as powerful as ones with legacy uniques. They should just nerf the old uniques too, there's no reason not to do so. I don't care if someone has one of the uniques on one of their characters, and they'll become less powerful; they were too OP in the first place; they nerf the uniques, because they're unbalanced.


Yes, and?

Youve made (at least) 3 posts in this thread saying exactly the same thing. Your whine is noted and you can stop now.

B.
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legacy items existed before this patch, nerfs existed before this patch, this outcry is incredible. =D
Looking forward to tomorrow also hope that the facebreaker nerf is not that bad.
Been pretty much a silent forum lurker for a while, held off on getting my regal supporter pack until I saw the patch notes. Went ahead with it last night, as I felt the majority of changes were good.

However, upon each successive reading of the patch notes, the more of a sinking feeling I get, though I still do not regret my decision in supporting this game.

One thing I would like to raise is the problem of negative multipliers causing DE-motivativation, which I feel a few of these changes have implemented. Referring specifically to 1) auras and 2) the cleave nerf (as an example of a skill).

With Auras becoming all % based (and a high % as well), each additional point one spends on mana (or worse, life with blood magic) has diminishing returns, and it really takes away from that feeling of progress. Each 8% increased mana node has become nearly useless with high % reservation, giving you single-low-double digit mana pool increase each time. If my blood magic character uses any aura (even with the new notable), it will make each 6-whatever% increased life node similarly less effective, one will be spending a passive point for effectively 4% increased (a random ballpark figure for example). This makes investing more into something very unrewarding and demotivational.

Same thing for cleave and/or skills (only commenting on this now as it is one of my main characters, and before you comment fyi its phys cleave not ele cleave) With the new 40% multiplication instead of addition, each physical damage node I add on is also subject to diminishing effectiveness. And while each time I put the point into it I will still see my dps number go up, there will always be the feeling "Darn I could have gotten more out of that node".

This tendency for aspects of the game (especially for the auras) to become % based does not really feel good. I am not saying the old flat-amount based were good or balanced, but flat-amounts do not have this problem, psychologically I am going to have to spend points to counter their drawback, but then after crossing that hurdle I get to have my scaling effectiveness back. There needs to be that direct feedback of one's progress.

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