1.3.0 Patch Notes

I hate to say it but....

Reeeeeeeeeeeeeep melee, we had a good run in these two - three years.

Im all supportive for the block reduction etc but when i see tha op ranged bow builds get away unscathed while melee gets no buffs at all...
Why would anyone play two handers?
Anw, gg wp. First time im making a caster, cause no brain cast spam is op. Thsts how sad i am.
"
KorgothBG wrote:
After all ... unlike many players even when i'm not happy with some ( or even many ) of the changes i'll still play PoE again and again and i'll have good time and i'll continue to support GGG ... it's just that PoE is the best aRPG that i've ever played , and i've played all that there is to play in this specific genre.


Do you have multiple stacks of your positive attitude I could buy off you to redistribute in trade chat? =D
Jul 27, 2011 - Sept 30, 2018.
I'm more and more convinced that (among other reasons) the continuous forced meta changes we see are used as a smoke screen for just how absolutely terrible GGG are at balance.
Casually casual.

Nice try explaining it in the announcement Chris - but many people just don't get it.

Nerfing the top performing builds is the same as buffing all other builds and monsters, just without the numbers on everything getting bigger and bigger.

Completely unrelated:
I will now end all of my posts in the spirit of "Carthage must be destoyed" with:

"When the lifecycle of PoE will draw to an end many years from now, there needs to be a final patch making it available offline"

That would be so great! Mods, desync-free play garanteed, cheat if you want to!
Online delenda est:
When the lifecycle of PoE will draw to an end many years from now,
there needs to be a final patch making it available offline.
No nerf for tornado shot or arc?

Makes me wonder though..
"
Chris wrote:
  • Auras and aura-like effects can now affect totems.
  • Summoned totems are only affected by auras that affect defensive properties.
  • Summoned totems still use their summoner's skills. In order for an offensive aura to have an effect, it must affect the summoner, not the totem.

I'm confused about the last point. Doesn't that mean any offensive aura will work with totems since auras affect the summoner anyway? Yet it also says totems are only affected by defensive auras... What?
Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616
I might have been half as mad if this patch didn't cost me a year of collecting currency. A year. It's just a game, but it's not just a year of people's time. This is big.

PoE used to be unique for enabling OP builds if you invested the time into it. Now it's losing its taste.
All decisions in this patch are fine by me some i stand by and agree with BUT one thing just pisses me off


"
Cyclone now attacks slightly slower and has an equivalent increase to damage. It now deals damage immediately when it is used, in addition to periodic damage. Cyclone no longer targets enemies, only locations.


unless you have changed how the skill works this is very stupid , making cyclone bloodmagic soultaker or fuck off skill (the worst part is with a melee build you would need insane leech to even survive using this skill on a boss with all support gems this costs around 120ish mana per cast without bloodmagic gem , add bloodmagic gem and u use 240 life , now take a rare mob you have to circle around cause u cant target it and volla you just spent 2400 life just to stay near a fucking boss (if this was intended for coc cyclone discharge you only ruined the skill for melee cause coc cyclone has insane damage and vaal pact)

few suggestions increase its manacost even further and make it per secound with no recasts if you hold mouse close to your character

lower its mana cost to small amounts like 14 at lvl 20 and make it cost per each attack per secound

Bottom line fix the recast shit befor you change this otherwise RIP cyclone as a melee skill and its not even that good to use with soultaker frenzy melee splash beats it :(
IGN WitchesOPnow
HYPER HYPER SUPER PATCHNOTES!!!!!!!!!!! YEAHH! THANK YOU GGG!!!



"
So, every idea I've got on new builds - gets nerfed. Well:
1. dont create SRS builds
2. dont create evasion-acrobatic builds (30% less to block chance from shield mean you lost 1/3 of your possible def: 1st roll evasion(~80%), 2nd roll dodge (40%), 3rd roll block from shield (30%) - you lost the last one)
3. dont create Witch at all, Scion is back to the game!
4. dont create CoC - you cant spam it like crazy, so you dont need it
5. dont create critical-based characters
6. dont create totem builds (totems have almost no HP and def, so ground effects like burn or chaos applied to them = totem insta dead)
7. dont create builds with Arctic Armor - its too hard now to have so much mana regeneration due to witch start area nerf and its not viable due to its lower statistics 160 dmg reduction for 220 mana drained per second sounds more like joke when you have to also use your skills
8. dont create block-based builds
9. dont create duelist at all due to weak as hell passive tree
10. dont create melee characters at all due to critical nerf (non-critical melee builds have really no support from passive tree and dont have even a gem buffs in this patch)
<the new Ten Path of Nerf Commandments)


lol not even close dude, what you talking haha

OPI OP SKILLTREE!!!
=Licht ist Leben=
Last edited by Hruthgard#5466 on Dec 12, 2014, 6:41:27 AM
Hmmmm GGG said will improve mele builds too hype to read then WTF block chance reduced from tree shields nerf to tons of items nerf to evrything where the fuck is the buff i don't get it? I fucking hate this new tree.Btw geting 75% block you will be 75% block 0 dmg 0 Hp .....but well you have to spend 110 points to get 75% block chance well done nice buff i guess now all monsters atacks will reduce your block chance by 25% to be fair and buff mele buils nice work now probably evryone will play casters .

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