1.0.1 Patch Notes

HAHAHAHAHAHAHHAHAHAHAHAHAHHAHAHAHAHAHA

Excellent ! Now everybody should keep Molten shell at lvl 8 // Enduring Cry at lvl 5 and Temporal Chains (for example) at lvl 2 which have no radius.

Top lel can't stop laughing at this :D
"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
"
Perz wrote:
wow the codt gem on my evasion shadow will be useless now...


If your character bacame useless because of it, then your skills just sucking sweaty camel balls. L2P issue
THey're butthurt about D3 Reaper of Souls and wanna ruin their game so they can go and play D3 RoS at Launch :D
This is probably the worst patch balance wise up to date. While CoDT was a very powerful gem, almost every build could benefit from it. It made relatively weaker builds (meele) viable, greatly improving the variety of possible ways to play HC PoE. I'm just not able to see how nerfing the shit out of it would improve this game at all. Back to Path of Dual Totem I guess.

I also don't understand why are the game breaking balance changes are so frequent, forcing people to start leveling new characters when they were not able to reach the end game with their old ones.

I know this sounds like bitching, but I'm really thinking about leaving for a while.

/sadface
Hardcore, Hungary
Last edited by MajorMajorMajorMajor#7545 on Nov 12, 2013, 10:40:03 AM
So Chris when is the balancing to melee characters survivability gonna be released?

CoDT was a big help for as an example my cyclone build, which cannot cast enduring cry or immortal call while spinning..

Melee Characters with CoDT were still weak. But atleast it helped..

When will this be adressed, now u have nerfed the gem to the point of no use, i wont waste a potential 4 linked item on CoDT 1 and an enduring cry. What else is worth while to put in there?

Im merely asking.

And the nerf to purity ALSO! hurt melee characters insanely! so now we cannot get + max resist anymore? because instead of getting a chunk of resists and +4 max resists or whatever we now get neither.. Before we had to invest 40% of our mana/hp to get it now we have to use 160%

How is this in anyway good for build diversity.. There was a slight influx of cyclone characters dual strikers, this will die out again now. Back to playing dual totem bow ranger we all go..

Yaaay..

I must say after having been a big fan of GGGs decision making ever since closed beta, this is a HUGE! step in the wrong direction.. Less build diversity, worse survivability for melee characters..

The fact that this game has always made ranged characters piss easy, isnt new, the fact that they without breaking a sweat can get the same survivability as melee is laughable, now they get more. by the fact that they have time to use enduring cry, immortal call, at their leasure, while the melee´s gets jumped instantly..

Nice work. CoDT was a fun mechanic, and i mourn the loss of it.. I mourn the fact that u have ruined another skill in purity, lets add it to the pile of all the movement abilities which are useless due to your shoddy game structure. And then u added 3 new aura´s which is horribly poor quality per mana reserved..

Nice work! how about u start testing your new idea´s on the live servers instead.. so u might get an idea how it is to use the new stuff u add under the current lag, desync hell game the rest of us are playing with.. Then u might have to scrap 50% of your ideas. Yeah lets nerf surviability, 90% of deaths isnt already unavoidable desync and server lag issues, lets make it even harder.

On the other hand lets make 5 new whirling blade abilities while we are at it..

Nice work GGG.. Step back
Last edited by Ivpiv#4252 on Nov 12, 2013, 10:32:08 AM
"
Wooser69 wrote:
"
defil3d wrote:
I'm sad to see CoDT being nerfed so hard, I agree it was a really overpowered gem and BIS for any hardcore player, but I was expecting the values of total damage to be swapped instead. That way it would get better as we leveled it and it wouldn't be much of a complaint.

This is your call GGG, but I feel solo players are being screwed over pretty hard.

Thanks for the awesome patch notes though, I was excited to see the map boss reward buff!


I dont think there will ever be a decent progression to the gem until its figures are based off your maximum life and energy shield rather than flat amounts per level.

Maybe even leave the amount required alone by that point. Just a flat % for all levels.


+1,000,000 for this guy.

It should be based off of a % of your life and can even scale from 10-30% though the levels. The Issue with the gem seems to be that the damage taken requirement is too high to warrant using it at a higher level.

You guys could always break it into 2 gems. One that deals 0 damage but has a high proc rate for defensive spells and curses. Second for actual damage on damage taken which could work exactly how your trying to set it up now but with a damage increase at higher levels.
"
VMP wrote:
What if I was to swap my bandit reward for the passive skill point option? It has not been implemented in the patch!!


This is my question as well. I have a char that was originally a life based summoner, that I took CI Freeze Pulse at 1.0, and would love to get the skill point for the life, from Norm.
Guys reroll caster NAO !

Make summoners / trappers and shit ! GGG doesn't like melee =)
"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
Map changes-

Good, I think that they really just need to accept that groups will be able to chain 75+ when they're able to already blow 2 exalts per map, but they need to give a way for solo players to be able to get decently high maps without investing a crap ton of currency into getting them. I agree you should be forced to use currency to roll your maps, but when you get very high up where every map requires maze just to run it, you can sometimes blow 10-15-20 chaos on one map.

Map bosses-

Good, piety/dominus runs were OP.

CODT-

I think this nerf was a bit much, the gem itself was pretty overpowered, I think a better nerf would of been you can only link one skill gem to it at a time (instead of being able to link 3 gems to it at once). This was originally how I thought the gem would work, and when I found out you could literally just link 3 gems to it and they all go off at same time then I was like wtf this thing is completely broken.

Vitality-

Pretty good change, I wondered why this aura never got buffed and was still at 60%. 60% aura that was worth about 1 decent regen passive on the skill tree? yea dont think anybody used this. And maybe they still won't, it will probably be much better to just use purity still or another one of the 40% res auras.
IGN- FrOArrow
some change force us to make a team ,so pls solve the big,large ,huge problem on lag when join team!!!
you can always find that on noticeboard:no summoner ,no dischager to the team , you know the reason ,right ?

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