1.0.1 Patch Notes

Haha good luck with portal and cast on death on high levels. Each death is 10 minutes of your time lost due to xp loss.

And yeah, I need to trade my exalts for orbs of regret.
Last edited by AcheronGloom#7698 on Nov 13, 2013, 1:10:27 AM
"
Jakabov wrote:
You really need to address how absolutely horrible the facilities for manual casting of utility spells are if you want to take away the thing that fixed that problem. CwDT is universally loved not because it's a bit overpowered but because it takes away the unbearable burden it was to constantly cast curses, Enduring Cry, Molten Shell etc., especially on characters without faster cast gear/passives.

People were finally enthusiastic about the long-suffering melee gameplay and then you choose to nerf this in a way that completely negates most of its purpose. It should be possible to nerf it in a way that doesn't feel like you finally got a splint on your broken limb only to promptly have it forcefully ripped off again.

CwDT's ability to automate your curse and Molten Shell does not enable some new, previously unavailable power, it just made it bearable where it previously wasn't. Molten Shell has always been available but most ignored it because it's *too fucking irritating to use manually.* The power to spam it was already there, it was just so annoying that people chose not to.

CwDT does not override cooldowns or make skills more powerful, it just relieved a burden so heavy that it previously made most players opt out. Surely nobody can claim that curses and MS are inherently overpowered and should not be usable often -- they always were. CwDT doesn't allow you to do something you couldn't do before, it just removes a problem so big that people solved it by refraining from using some of their skills.

Wouldn't it have been better to, say, implement an internal cooldown for each individual spell linked to CwDT and applying part of their mana cost when triggered? Surely the problem isn't that level 20 MS is too powerful or that the game is too easy when mobs are consistently affected by your curse of choice. If that were the case, people would be using MS and Hex Master in every build.

If you insist on restoring the excessive chore of manually casting several utility spells, you should acknowledge that it *was* too much of a chore before and alleviate the burden somewhat. Perhaps make it so casting a non-damage spell doesn't take a full second for builds in the bottom half of the skill tree. Maybe make it so a higher-level curse doesn't cost like 70 mana, an amount that many builds don't even have available now that auras reserve so much mana that just two of them will take upwards of 90% of your total even when linked to Reduced Mana.

Enduring Cry, paradoxically the one utility skill that wasn't unreasonably steep and cumbersome to use before CwDT, is the only one largely unaffected since its usefulness isn't completely hosed by having to use a low-level gem because using a high-level CwDT is basically out of the question as it tragicomically remains the one skill gem in the game that gets worse as you level it up. The skill that remains useful with CwDT is the one skill that didn't need automation.

Please find a different way to accomplish what CwDT did. It made the game so much better.


Ditto. There's a huge difference between something being popular because it's overpowered and popular because its fun. Though CwDT did seem overpowered at level 1, it also added a good bit of fun.

If the current spell level restriction must be kept (I assume for symmetry with restricting offensive vs. defensive spells), then please at least make the trigger threshold grow based on character stats/level instead of CwDT level.

While it does make sense to give more incentive for levelling CwDT, players must still limit its progression for reasons other than stat requirements, which is inconsistent with pretty much every other gem.
Last edited by PoofySleeves#3622 on Nov 13, 2013, 2:05:00 AM
P.S
For all the "pro" players 70+, that are crying right now and thinking to quit:

Please donate all your exalts to us, the new players that got the game once it got released in steam, that are 100 times more than all of u! and that don't care at all about this gem that's OP and kill the challenge of the game.
Don't forget to PM me before u quit
RIP
Since release, a whole flock of entitled loud mouthed folk hit the community. Sheesh! Really people? If you actually gave thought to the changes before running your mouths, maybe you'd come to your senses!

Things to keep in mind: THIS GAME IS DIFFICULT. It takes planning and decent theory crafting if you hope on hitting end-game content.
>>To those crying over the "cast on damage taken" skill gem rework, saying their builds are now inefficient, please indulge in telling me how your build worked BEFORE the gem's release. All the beta people pulled through without a sweat before this 'no-brainer' skill gem came about.
>>(People here also complained how they would be killed instantly until their CODT gem leveled up, since they wouldn't be able to cast their defensive spells. Again, what did you do BEFORE the gem came about? Out of ideas? Here's one: Unsocket the CODT gem, drop it in a weapon in your offset, where it can level without hindering play (use x on your keyboard), and use your defensive spells as they were meant to be used -- by clicking manually! Problem solved!)
>>Also, about the aura gem's "nerf": the changes actually IMPROVE survival for those with a THOUGHTFUL way of playing the game.



TL;DR This game is about build variety and the (power) balance between them. If you think things through, GGG does not "nerf" builds, they "bring them in line" with other builds and skills.

That being said, thanks GGG for the much needed changes and fixes! Looking forward to the biweekly updates and all new items and skills! Keep up the good work!
TORMENT IGN: MAD_DONGER
So basically CoDT was more than a simple skill gem.

1. Helped A LOT with the terribble desync problem, especially melee chars. You cant be a melee and have to stop all the time hitting enemies in order to cast spells. With the desync problem its sure death.
3. Allowed the use of more than 8 skills
4. Make use of skills that otherwise was just trash. Many skills revived with the use of CoDT.
5. Helped solo play a lot, but, at least in my guild and friends case, it helped party play too.
6. It was fun!

CoDT wasnt an OP skill but a multi-use one. Adding convenience & fun, but solving a lot of problems too. Is that so bad?

I thought we were getting a passive tree reset...

Really irritating, you make us play this game three times through to finish leveling one character... and then expect us to start that completely over just to 'try' a different build.

Your game is not interesting enough to hold attention doing the same content that many times over, too many other good games out there. You should at least allow a respec in the micro-transactions so we can revise our build without getting burnt out on normal content.

Well, off to play the other games, no more solo for me here... got to save my interest in this game for when my friend plays.
"
Jakabov wrote:
You really need to address how absolutely horrible the facilities for manual casting of utility spells are if you want to take away the thing that fixed that problem. CwDT is universally loved not because it's a bit overpowered but because it takes away the unbearable burden it was to constantly cast curses, Enduring Cry, Molten Shell etc., especially on characters without faster cast gear/passives.

People were finally enthusiastic about the long-suffering melee gameplay and then you choose to nerf this in a way that completely negates most of its purpose. It should be possible to nerf it in a way that doesn't feel like you finally got a splint on your broken limb only to promptly have it forcefully ripped off again.

CwDT's ability to automate your curse and Molten Shell does not enable some new, previously unavailable power, it just made it bearable where it previously wasn't. Molten Shell has always been available but most ignored it because it's *too fucking irritating to use manually.* The power to spam it was already there, it was just so annoying that people chose not to.

CwDT does not override cooldowns or make skills more powerful, it just relieved a burden so heavy that it previously made most players opt out. Surely nobody can claim that curses and MS are inherently overpowered and should not be usable often -- they always were. CwDT doesn't allow you to do something you couldn't do before, it just removes a problem so big that people solved it by refraining from using some of their skills.

Wouldn't it have been better to, say, implement an internal cooldown for each individual spell linked to CwDT and applying part of their mana cost when triggered? Surely the problem isn't that level 20 MS is too powerful or that the game is too easy when mobs are consistently affected by your curse of choice. If that were the case, people would be using MS and Hex Master in every build.

If you insist on restoring the excessive chore of manually casting several utility spells, you should acknowledge that it *was* too much of a chore before and alleviate the burden somewhat. Perhaps make it so casting a non-damage spell doesn't take a full second for builds in the bottom half of the skill tree. Maybe make it so a higher-level curse doesn't cost like 70 mana, an amount that many builds don't even have available now that auras reserve so much mana that just two of them will take upwards of 90% of your total even when linked to Reduced Mana.

Enduring Cry, paradoxically the one utility skill that wasn't unreasonably steep and cumbersome to use before CwDT, is the only one largely unaffected since its usefulness isn't completely hosed by having to use a low-level gem because using a high-level CwDT is basically out of the question as it tragicomically remains the one skill gem in the game that gets worse as you level it up. The skill that remains useful with CwDT is the one skill that didn't need automation.

Please find a different way to accomplish what CwDT did. It made the game so much better.


perfect post, either make cwdt dmg threshold reverse so that lvl 20 to tank 440dmg and lvl 1 to tank 2.5k dmg will be better isnt it?
still no reply from them hmm didnt think they would only when it comes to donating money or buying packs only then are we good enough.. its just a matter of time when every game developing company pulls a blizzard on everyone

cheers
If you put water into a cup it becomes the cup..if you put water into a bowl it becomes the bowl..water can flow...or it can crash..be like water my friend------BOOOYAH!

IGN : OnslaughtCleaveHC
I don't get why you screwed up cast on damage taken. You knew tons of people were using this and then you change it like this?
Awful change. Way to get a lot of people to quit playing the game. GG
Last edited by grubworm#3892 on Nov 13, 2013, 1:22:21 AM
"
Jakabov wrote:
You really need to address how absolutely horrible the facilities for manual casting of utility spells are if you want to take away the thing that fixed that problem. CwDT is universally loved not because it's a bit overpowered but because it takes away the unbearable burden it was to constantly cast curses, Enduring Cry, Molten Shell etc., especially on characters without faster cast gear/passives.

People were finally enthusiastic about the long-suffering melee gameplay and then you choose to nerf this in a way that completely negates most of its purpose. It should be possible to nerf it in a way that doesn't feel like you finally got a splint on your broken limb only to promptly have it forcefully ripped off again.

CwDT's ability to automate your curse and Molten Shell does not enable some new, previously unavailable power, it just made it bearable where it previously wasn't. Molten Shell has always been available but most ignored it because it's *too fucking irritating to use manually.* The power to spam it was already there, it was just so annoying that people chose not to.

CwDT does not override cooldowns or make skills more powerful, it just relieved a burden so heavy that it previously made most players opt out. Surely nobody can claim that curses and MS are inherently overpowered and should not be usable often -- they always were. CwDT doesn't allow you to do something you couldn't do before, it just removes a problem so big that people solved it by refraining from using some of their skills.

Wouldn't it have been better to, say, implement an internal cooldown for each individual spell linked to CwDT and applying part of their mana cost when triggered? Surely the problem isn't that level 20 MS is too powerful or that the game is too easy when mobs are consistently affected by your curse of choice. If that were the case, people would be using MS and Hex Master in every build.

If you insist on restoring the excessive chore of manually casting several utility spells, you should acknowledge that it *was* too much of a chore before and alleviate the burden somewhat. Perhaps make it so casting a non-damage spell doesn't take a full second for builds in the bottom half of the skill tree. Maybe make it so a higher-level curse doesn't cost like 70 mana, an amount that many builds don't even have available now that auras reserve so much mana that just two of them will take upwards of 90% of your total even when linked to Reduced Mana.

Enduring Cry, paradoxically the one utility skill that wasn't unreasonably steep and cumbersome to use before CwDT, is the only one largely unaffected since its usefulness isn't completely hosed by having to use a low-level gem because using a high-level CwDT is basically out of the question as it tragicomically remains the one skill gem in the game that gets worse as you level it up. The skill that remains useful with CwDT is the one skill that didn't need automation.

Please find a different way to accomplish what CwDT did. It made the game so much better.


Like others, I strongly agree with what has been said here.

A lot of temporary "buff" spells are very finicky and cumbersome to use in regular play. I quit playing my melee character half a year ago because of these reasons; the character was great fun until survivability concerns kicked in due to the later difficulty level ramp-up - this forced me to spam endurance cry, molten shell and a defensive curse to keep the character viable. This was doable but it made everything a chore rather than something to be enjoyed.

The CwDT gem introduced in the 1.0.0 patch was marvellous for the pure reason that this irritating micromanagement was removed. I tried the character again and all the joy that I originally had came back - no more overpowered than before, just more fun.

If everyone is using the gem to make the game more fun by removing an irritating mechanic then yes that may be a problem - however, it is not the gem that is the problem: it is the mechanic itself.

I'm not entirely sure why GGG felt this functionality needed to be removed so hastily - fix the underlying problem first and then it will not be used by everyone as a solution.

With all that said, I actually think the nerf is targeted more at decoy totems and skeletons because it is too strong for them to be summoned with high health almost immediately after they were destroyed without interfering with the player's dps. If this was indeed the major problem then maybe it would have been better to have a "xx% less health for anything created via this gem" as part of the gem instead (and this penalty reduced as the gem is leveled up).

I would love a gem that let you cast everything linked to it at the same time, with a cooldown. This would remove a fair bit of how cumbersome it is to use multiple support spells (as well as make some bar space).
Last edited by Aimeryan#0430 on Nov 13, 2013, 1:29:40 AM

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