Final 0.9.3 Patch Notes

Nerfing Witch though, makes me sad that I can't cruise-control any more.
IRON MAN
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Chris wrote:

[li]Added new skill prototype - Lightning Warp: Casts a delayed teleport to a target destination. When the teleport occurs, ---->lighting <--- damage is dealt to the area around both where the player was and where they teleported to.[/li]

Ok i know its being a bit pedantic but you missed the N in Lightning in case no one else picked it up lol
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DarPhoenix wrote:

This is a huge disappointment for me. Its cheap way out of uber-skill problem. Instead I would prefer if you'd take the long way and balance uber-skills with high mana cost, so that uber-skills builds are still possible, but require careful planning and items with specific mods.
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Chris wrote:
We did balance the skills around mana usage but found in internal testing that players would max out the mana costs and then complain there wasn't enough mana. By restricting supports to only affect skills in the same item we solved many major problems with the game (such as the inability to actually cast a fireball if it was linked into an uberskill that included say Trapify or Totemify supports). You can still put up to five supports on one skill - that's quite a lot!


How about this support gem idea?
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DarPhoenix wrote:
Lets call it SKILL LINK gem. It would be a non attribute support gem (e.g. town portal gem) and you would need at least two of them. Basically two gems placed in different items would link those items slots so that copied active skill's support gems effects are stacked.

This would be a high lvl gem as the benefits would kick in just when you got two 4 slot-all-linked items. Out of those 8 slots 2 would be taken by SKILL LINK gems, another 2 by copied active skill and that would leave 4 slots for support gems (instead of 3 if using just 1 item), which would all be applied to the same copied active skill.

That way more than 5 support gems linking would still be possible, but very difficult and costly to achieve.

Small mana reduction % could be a secondary effect for the gem, that would improve while leveling.


This would still leave the current 0.9.3 system intact, just add a possibility for players to go for skills with more supports, if they really wish to.

Also as this system would be available and viable just for high lvl characters and players would have to actively seek to implement it, it would eliminate the problem of most players attaching all supports they can and then complaining about low mana.
There a lot of things i love that are in the change, especially with Shock Nova and the skill//support gem's causing increased mana usage to increase as it increased to not be an issue, which for me being a witch user absolutely love .... bring on the 14th
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Yes, and the drop rate will be lower. More will be patched in with each minor patch every few days hopefully!



The drop rate will be lower ? I've never seen a single unique item drop and noone sold the only one useful (the ranger amulet), even when I was giving mirror + 30 gqu for it ...

Lowering the drop rate seems a bit rude to me ^^
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Chris wrote:

Yes, and the drop rate will be lower. More will be patched in with each minor patch every few days hopefully!


Is it still possible to craft uniques? As fas as I know in .9.2 you have a very little chance to get a unique when using Orb of Change on the appropriate base item.

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You can even find two linked sockets in the very first starting area!


But support gems only start to drop at act 2?
Last edited by siis on Nov 8, 2011, 10:51:42 AM
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Chris wrote:
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parianen wrote:
No dual weilding? D:


What do you mean?


well i thought dual weilding wouldve been impemented this patch!! XD *dream on* lol
For anyone that is interested, here are some graphs of the new armour formula, showing firstly the effect of varying amounts of armour on set amounts of damage:
Effect of x armour on damage

And secondly varying amounts of damage on a set amount of armour:
Effect of 1000 armour on x damage

Looks like a great list and I'm looking forward to the patch, even if I will hold a private little wake for double strike on bows. But one comment regarding attributes:

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Chris wrote:

Attributes (Strength/Dexterity/Intelligence) now affect the player. Strength provides a physical damage increase and additional Life. Dexterity provides Evasion and Accuracy. Intelligence provides Energy Shield and Mana. This makes it more appealing to specialise in your character's core attribute (as it synergises with the rest of your build), while still providing incentive to splash in other attributes to get the aforementioned benefits.


Maybe it's just me --- my immediate reaction is that the effects of Str sound great (who wouldn't want more damage and life?) but Dex and Int (especially Dex) seem much less appealing.
Nice to see that the game is becoming more awesome after each patch and the devs seem to be making good choices. Now only if I'd get to actually play it... :(

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