1.2.0 Patch Notes - Forsaken Masters

Its nice that actually being leveled-up is now more meaningful: choosing str/dex/int should be definitive of course, but you should still be somewhat tough even if naked (to a baddie many levels below you).

But it quite sucks that curses no longer last forever - was this really a necessary change? Does it make that much of a change, tactically?
It was SUCH a blast to run around cursing EVERYONE with temporal chains... and enfeeble... and elemental weakness/ whatever... I will miss thee, oh my Mistress Of "Bite Me!"
Sigh.
Perhaps reconsider this in the future, pretty please? Sucking the glorious joy out of things in the name of [insert whatever] just sucks, ya know? Where once you could gleefully screw over all who would oppose you... now you are on a timer... TT
Maybe make it so that Hex Master keystone lowers (some) curse effects for other players? Or that all curses cast by you cease when you leave the map/ die? Or would that require too much recoding?
Meh, meh, meh.
IGN: AngelicWitchy - CET+2
Can we powerlevel our masters? Or are we thwarted to the single quest a day?
I am sending you this message to let you know that I have removed your signature as it is designed to mislead others. Please refrain from using similar signatures in the future. - Rob_GGG
"
Sori3n wrote:
GGG,

I know you guys probably feel you don't want to or don't need to explain some of the nerfs/buffs to us. I'm of the opinion that we all need to play the game before we freak out. However I do think it would go a long way towards soothing the player base if we understood some of the thinking behind certain design decisions.


For instance the idea behind the life node changes made sense. However it seems to somewhat have had an opposite effect as now when I'm planning builds I find myself going further out of the way to grab nodes and continuing to follow the exact same path for different builds because as a person who prefers life I now have no choice but to go that way.

I also was assuming that maybe some other changes (aside from the base hp increase) would be implemented to make HP more viable again. Maybe you guys have different stats than I do, admittedly my sample size is small but in the 1 month race everyone I knew was going caster/es. Most of my friends abandoned pure hp/melee after the leech nerf. I think a lot of people like myself are having a hard time understanding why ES got a considerable buff when HP is looking about the same if not slightly weaker.

My main concern though is the removal of +max ele resist nodes. When I saw this like others I assumed that maybe top end monster ele dmg was being nerfed a little. I guess this change to me just seems like another that was geared towards balancing group play which is a bit of a bummer to me.

Also class build diversity seems to have taken a bit of a dump in this patch. If for no reason other than witches are almost forced into CI now. We're also forced to travel along the side/bottem of the tree if we want any access to HP nodes. I guess you guys really didn't want marauders/duelists to ever use static blows again.


Anyways, my thoughts aren't really worth shit. A lot of people who post here know a lot more about the game than me and I believe a few of em have valid questions. I'm just hoping that you guys will share some of the numbers and thoughts behind your choices. But who knows maybe all of this whining will be pointless because everything will work out just fine and dandy ( i hope ). (disclaimer this is all coming from a HC point of view)


ZiggyD did a good job of explaining the HP changes, I think: https://www.youtube.com/watch?v=j65CYuiMrLo&list=UU4mLMb49hqk4y9lVFtfanlg

Essentially, I think the aim of GGG was to give us more base life so we didn't need to spend half our passive points on life just to play the game. I am also hoping this encourages some build diversity.
"
CoronaBunny wrote:
Its nice that actually being leveled-up is now more meaningful: choosing str/dex/int should be definitive of course, but you should still be somewhat tough even if naked (to a baddie many levels below you).

But it quite sucks that curses no longer last forever - was this really a necessary change? Does it make that much of a change, tactically?
It was SUCH a blast to run around cursing EVERYONE with temporal chains... and enfeeble... and elemental weakness/ whatever... I will miss thee, oh my Mistress Of "Bite Me!"
Sigh.
Perhaps reconsider this in the future, pretty please? Sucking the glorious joy out of things in the name of [insert whatever] just sucks, ya know? Where once you could gleefully screw over all who would oppose you... now you are on a timer... TT
Maybe make it so that Hex Master keystone lowers (some) curse effects for other players? Or that all curses cast by you cease when you leave the map/ die? Or would that require too much recoding?
Meh, meh, meh.


One thing to consider is DPS ... If you're doing a lot of damage per second and killing mobs efficiently, you don't need a curse to last that long because the monsters are already dead. I take my time playing -- I'm not racer -- but still, if I have to hit a regular monster more than three times, there is a problem with my damage. I imagine, too, there will be more curse on hit builds now that there is 100% chance to curse. Which again.. if you're hitting/cursing frequently, it doesn't matter so much how long the curse lasts. i can see, though, how for magic and rare packs, it could be a pain to keep casting. i was always afraid my curses would expires anyhow, so i'd end up just spamming my curse button regardless. :)
What a job. Well done!

Pay less attention to these nei-sayers. Nothing is what it seems.

I never had the time to play Ambush/Invasion so I'm really excited about the things that were included into the core game and the new leagues. Other than that it's good to see all the hard work put into improving the skill tree and rebalancing skills. The redesign of the witch/shadow starting areas look amazing! Also the improved bows and bow skill clusters look powerful. My guess is there will be more updates to the other half of the tree in the future. As usual you'd wish for more skill points, and more new unique items in the Beyond league.

So until next league:
To infinity, and Beyond! :)
https://www.youtube.com/watch?v=ejwrxGs_Y_I
BRING BACK LAB ENCHANTS TO POE1 <3
Remove Wildwood bull**** green homing orbs!
Remove Settlers ASAP! AFK-farming sucks @ss!
RUTHLESS LOGIN <3
Awesomeness!!!
Overall im very excited about this expansion! Thanks for great game GGG!
Shame about life nerf, could have been a small buff instead. Now CI seems the best way to go. Average player will have how much life now? 3000 ? Not viable for endgame maps unless your EB MoM AA and playing very cautiously.
Path of Exile - RNG based hoarding simulator
Hi!

Could GGG make a change where stash tabs are named the same as in standard/hardcore league in new leagues?

The reason for this is that I'm very likely to change the names of the stash tabs to the same names, and when you have over 140 tabs, then this becomes a VERY tedious task starting in a new league.

Kind regards
NoNamium
It would be nice with the introduction or Rampage that the /remaining command told us how many monsters were actually remaining and not just "more than 20".
Ascension tied to Lab is the worst thing GGG has done...apart from GGG's philosophy on Trading. Oh and Gambling Loot boxes. And selling out to tencent.

I used to love GGG. I supported to ensure GGG remained independent, now I just wish I could get my money back. -_-
no atziri's acuity nerf?
if it has the drop rate the axe used to have, is not a big deal i guess
Last edited by dlollolb#4000 on Aug 20, 2014, 5:16:13 AM

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