1.0.1 Patch Notes

"
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.



If you guys at GGG read and care about how player feels about the game, just read the above post. It reflects 99% of players feelings, especially melee chars players.


100% signed

I must admit that I haven't been playing long now. I do not know how it was in beta and I do not know how melee classes suffered before 1.0.0. The only thing I DO know is that this change makes playing melee...inconvinient would probably be the matching word.

The people defending this change are asking for solutions:
1. Retract this change (would probably be most welcome by the majority of playerns. And you, GGG stated that you want to create a game FOR the community WITH the community. So here is your chance to listen to your customers.) There will always be overpowered builds. The skillsystem of POE just brings it with it. Trying to balance a couple of them with ruining tree times as many others=bad idea.
2. Uncouple certain support skills from global cooldown I don't mind if I had to cast spells like Molten Shell, Enduring Cry, Enfeeble or Rejujentation Totem manually. But having to interupt your attacks (at least in my case) can be deadly due to missing lifeleach in this time.
3. Decrease the amount of damage to be taken per level of this gem. Around 1k on lvl 20 sounds much more suitable than the current value. And low armor/high shield caster builds currently "abusing" it wont care abouth those 2500 damage to be taken anyway.
4. Introduce a cooldown on offensive spells while considering proposal No. 1

Maybe it'd help to think of it like this; the prior problems with CwDT were:

1. CwDT was overpowered at low levels
2. There was insufficient incentive to level CwDT up

The recent change solved problem 1 but has not effectively solved 2 since we still need to limit CwDT's level due to the increasing damage threshold.

Right now we may have a gem that's reasonable when you first get it but becomes underpowered at high levels compared to other supports.
Last edited by PoofySleeves#3622 on Nov 13, 2013, 2:19:26 AM
lol, 120 pages, end every post ebour CoDT nerf.
Well, i'm really disappointed with CoDT nerf to, and the way you are balancing things now.
I not mean the nerfs and all, but how you start developing almost randomly and then mega nerf it(BLIZZARD style).
You guys really need to talk to your community more before making changes, as you can see not a lot of people are happy about this.

OMG, finally !I was waiting for these changes, a whole year!
•While playing End-game Maps, you are now more likely to find higher level Maps.

I got moust iportant question, for eny PoE players: Any ETA on combat sync improvements? Desync is annoying !


But, still a good job for the rest of the patch!


P.S. R.EEEEEEEEEEEEEEEE.P. GoDT.
SC legues V
Last edited by zaregu#4605 on Nov 13, 2013, 2:23:40 AM
slightly nerf codt cuz it was op as fuck before. entire player base finds bringer of tears at the same time. (oh its bringer of rain my bad) I was leveling codt before the patch hit and its still enough to trigger enduring cry so you dont lose charges at w/e level needs 1090 dmg. it doesn't affect melee classes too bad imo. I bet people didn't even level it to even try it before the patch as ya boi krippers said leveling it was shit
CwDT was OP. 99% of all players used it not because it was hard to cast all the things manually but because it was OP.

Molten Shell @ 20 gives 2.300 damage and 1k armour. Before this change you had these permanently. A bit too much for just one passive gem. But now add other spells like Enduring Cry and Immortal Call or smth.

And if you complain that much that it's not OP, but just too much of a hassle to cast it manually, okay. Add the unerfed CwDT but dont make the skills cost nothing.

Molten Shell @ 20 = 70 Mana
Enduring Cry @ 20 = 26 Mana
Immortal Call@ 20 = 41 Mana
_______________________________
137 Mana

You procced CwDT every second pre nerf. That's 137 Mana/second you dont have to spend. My Scion is level 61 (not much, but yeah) and was the first of my chars who used CwDT. I have with Eldritch Battery like 600 Mana at most.

So you can bs me all you want, but CwDT was too OP pre nerf. Go sit in a Corner and cry. If this srsly destroyed your build, then gratz, you just proofed my point.
"
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.


Hail to this man: voice of the people!
"
Calsashe wrote:
"
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.



If you guys at GGG read and care about how player feels about the game, just read the above post. It reflects 99% of players feelings, especially melee chars players.


100% signed

I must admit that I haven't been playing long now. I do not know how it was in beta and I do not know how melee classes suffered before 1.0.0. The only thing I DO know is that this change makes playing melee...inconvinient would probably be the matching word.

The people defending this change are asking for solutions:
1. Retract this change (would probably be most welcome by the majority of playerns. And you, GGG stated that you want to create a game FOR the community WITH the community. So here is your chance to listen to your customers.) There will always be overpowered builds. The skillsystem of POE just brings it with it. Trying to balance a couple of them with ruining tree times as many others=bad idea.
2. Uncouple certain support skills from global cooldown I don't mind if I had to cast spells like Molten Shell, Enduring Cry, Enfeeble or Rejujentation Totem manually. But having to interupt your attacks (at least in my case) can be deadly due to missing lifeleach in this time.
3. Decrease the amount of damage to be taken per level of this gem. Around 1k on lvl 20 sounds much more suitable than the current value. And low armor/high shield caster builds currently "abusing" it wont care abouth those 2500 damage to be taken anyway.
4. Introduce a cooldown on offensive spells while considering proposal No. 1



I need a "like" or a "thumbs up" button on this forum.

Well said!
"
da_neo wrote:
CwDT was OP. 99% of all players used it not because it was hard to cast all the things manually but because it was OP.

Molten Shell @ 20 gives 2.300 damage and 1k armour. Before this change you had these permanently. A bit too much for just one passive gem. But now add other spells like Enduring Cry and Immortal Call or smth.

And if you complain that much that it's not OP, but just too much of a hassle to cast it manually, okay. Add the unerfed CwDT but dont make the skills cost nothing.

Molten Shell @ 20 = 70 Mana
Enduring Cry @ 20 = 26 Mana
Immortal Call@ 20 = 41 Mana
_______________________________
137 Mana

You procced CwDT every second pre nerf. That's 137 Mana/second you dont have to spend. My Scion is level 61 (not much, but yeah) and was the first of my chars who used CwDT. I have with Eldritch Battery like 600 Mana at most.

So you can bs me all you want, but CwDT was too OP pre nerf. Go sit in a Corner and cry. If this srsly destroyed your build, then gratz, you just proofed my point.


You just joined the ignorant wagon : Everyone agreed on the fact that it was op, on the other hand everyone also agreed that now it's useless and makes melee gameplay slow and dull
"Zazan":
*Cast On Damage Taken: The level requirement of gems augmented by Cast on Damage Taken may not exceed the level requirement of the Cast on Damage Taken gem.
*Fixed a bug where people logged in to play
The nerf to cast on damage taken is a bit much..

Why not make it a "normal" gem? One that you have to lvl up I mean.

Something like: It needs to block 4k dmg on lvl 1. And then at lvl 20 it needs to block around 800-900 dmg to cast the supported skills

This is just guessing the numbers for me as I havent tested it enough to be belanced, but this way it will function as a normal gem that you have to lvl up and will become very good at lvl 20.

Why? Because its easy to misclick the gem lvl up buttons when your playing fast, and right now it seems that if you lvl it up wrong one time, then ull have to buy another gem or do the trade vendor thing with a gem orb.

Like someone said I can also only think of enduring cry + immortal cry right now as a good combo with the gem yet immortall cry is pretty useless at low levels and enduring cry is one of the few skills easy to cast yourself when fighting large mobs, so.. the gem has become useless now which is sad.

That being said ty for your work on the game!
who on earth will read all these 121 pages?
ALLOCATING SPACE

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