1.0.1 Patch Notes

I welcome all the changes but the "fix" about CWDT is just mishandled. I think the majority agrees that it needs tuning, but the "solution" suggested in patchnotes is just very bad for most melees.

I'm always playing melee more or less and only came back to PoE because there was a ladder reset with release, because that kind reshuffles the cards and is a lot of fun. So when i discovered CWDT it was fundamentally improving melee-gameplay. It was such a pain in the A to try to keep up EC and a totem whilest 10 titty bitches gun you down, I never even bothered with molten shell because by the time you cast it you lost so much HP that it simply made no sense to use it. So with CWDT i was finally able to focus on melee gameplay, evade hardhitting projectiles, focus elites/bad rangers and try to be as tanky as possible so the guys can shoot in from the back. I fear that now the game will feel as clunky and unintuative for a melee, as it did in closed beta. I always kinda disliked how a melee felt in PoE compared to other games but still i stuck with it because the rest of the design made so much sense. Now that its once again a step backwards for melees I'll simply take a break till the next ladder reset when hopefully melees feel better. Just sad to take away that convenience from melees that was so much needed...

IGN: Me_Smash
So sick of making new builds because GGG keep releasing items then change them when people make builds around them that work. so stupid. STOP NERFING ITEMS YOU RELEASE make them work them release them......
BEST GAME EVER
and solo players get scerwed again, youve done nothing but nerf and make things harder since the start of open beta, i think im finally done with the game
WOOT for the map system fix!!!!!!!

thank you, that is most important for me. hope the endgame maps dont begin at 77 for only finding 78er or something. :D you will do it right i think ;)
Last edited by gabbergandalf#0326 on Nov 12, 2013, 10:08:27 AM
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giacomogrande wrote:
I welcome all the changes but the "fix" about CWDT is just mishandled. I think the majority agrees that it needs tuning, but the "solution" suggested in patchnotes is just very bad for most melees.

I'm always playing melee more or less and only came back to PoE because there was a ladder reset with release, because that kind reshuffles the cards and is a lot of fun. So when i discovered CWDT it was fundamentally improving melee-gameplay. It was such a pain in the A to try to keep up EC and a totem whilest 10 titty bitches gun you down, I never even bothered with molten shell because by the time you cast it you lost so much HP that it simply made no sense to use it. So with CWDT i was finally able to focus on melee gameplay, evade hardhitting projectiles, focus elites/bad rangers and try to be as tanky as possible so the guys can shoot in from the back. I fear that now the game will feel as clunky and unintuative for a melee, as it did in closed beta. I always kinda disliked how a melee felt in PoE compared to other games but still i stuck with it because the rest of the design made so much sense. Now that its once again a step backwards for melees I'll simply take a break till the next ladder reset when hopefully melees feel better. Just sad to take away that convenience from melees that was so much needed...



Couldn't have explained it better myself. +1 to you, sir.
IGN Ken__Kaniff
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kharon wrote:
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ShinoRagnar wrote:
I personally use 4xCwdt gems but i still don't feel that the nerfs are such a big deal. There are still many ways to utilize it:

* Get loads of HP or ES and get rid of all armor, evasion and block.
* Link it to an additional skill (CwDT->Spelltotem->The Skill you want to cast)
* Use low level gems (Doesnt matter too much for many curses etc) and/or curse on hit.

The only skill which is a bit hard to cast via CwDT is Molten Shell. Low life can still use "Cast when Stunned" though.


Yup, the best way to make use of CwdT now is to go for hp nodes only while ignoring armor and evasion especially if you need to use high level CwdT for certaing gems like molten shell.


Uhh, even ignoring all those armor/evasion nodes, its still rough to even get more than 5-5.5k ish hps for most people (not godly gear here). Having something that procs based off of 1/2 your lifepool still isn't very viable.
Sad to see another game company fall into what I like to call "Blizzard syndrome."

Once you start playing "balance musical chairs" you never stop. I really hope you find some better testers who have atleast enough critical thought to tell you why you should or should not make such items, abilities x,y,z way and how it either benefits or harms gameplay.

This is becoming a game of never knowing whether or not your build is going to be viable every 2 weeks because of this never ending musical chairs fiasco. I don't know why every company these days have adopted these MMO-esque tendencies.


One of the reasons why I couldn't continue playing World of Warcraft is because of this same "never ending musical chair syndrome". Decide on something, keep it that way. The huge amount of indecisiveness from the dev's lately is very troubling to say the least.


I'm beginning to feel like you've given me a great product full of features but little by little, you start watering them down to the point where you can't make these features part of your salespitch anymore.

Last edited by GolbezFF4#6569 on Nov 12, 2013, 10:15:44 AM
I used 3x codt with 8 skills FUUUUUUUUUUUUUU!!
ign Krynix / if offline try GlupiChuj / if offline try FappingStrike
im usually on 5PM-11PM GMT+1
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kharon wrote:
To make the CwdT nerf slightly more bearable I guess I can just get rid of all the armor/evasion nodes I have and spent them on hp nodes instead. When I get to like 6.4k hp(more with kaom's if I ever get it)the 2.5k damage taken requirement won't be such a big deal and it will still allow me to make use of molten shell.


That's one my issues with the CwDT gem. The damage taken requirement for the higher levels of the gem are more life than my characters have. I'm not a twitch streamer, group player, trader, with a 100 people on my friends list, with equipment in every slot that has 100 life, dual/tri resist, and armor/energy shield affixes that allow me to have 6K+ life, 12K+ armor, etc. I'm a solo, self-found, no trading player that is lucky to be able to cap resists without Purity, have 3K life, and enough armor to give 50% damage reduction before endurance charges and molten shell. I have yet to make a character that has done all 3 of these simultaneously.
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Rowsol wrote:
Someone explain the life bonus please.

As far as I can tell from reading it and from what I remember from before, normal is a 50% increase per player, cruel is 75 and merc is 100.

So now it's 50, 70, 90?

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