Final 0.9.3 Patch Notes

"Shield crabs now throw their shells off a lot faster."

By far and away the single best change in this patch. Oh how I hate you shield crabs.

Everything else looks good but impossible to tell with such broad changes until I get my hands on it.
"
znowstorm wrote:
"Shield crabs now throw their shells off a lot faster."

By far and away the single best change in this patch. Oh how I hate you shield crabs.

Everything else looks good but impossible to tell with such broad changes until I get my hands on it.


Every time I tried to agree with this post, the Reply button would run away from my mouse.
IRON MAN
chris ,there is no info for pvp and cut-thoarth league yet ?
Double Strike not usable on bows anymore is a bummer. Not because I do not believe there will be other interesting skills, but because I get the feeling that now I will attack slower than a double strike using character that has no passive points in attack speed, while myself I have put all available points in it.
Disregard witches, aquire currency.
Last edited by dust7 on Nov 7, 2011, 2:45:30 AM
That all sounds great, can't wait to play again.
Quit after the information that the path will reset all.

I hope to see that the characters are more diffrent, had the feeling that all is the same.
"
On the new passive skill tree, non-attribute nodes do not grant attributes any more! You must get your attributes by allocating the nodes as you need them. This allows us to create passives stat and attribute gains that are meaningful, while also allowing easy travel around the passive skill tree on attribute highways.


Are the numbers of the attributes raised still influenced by the class?
Looking forward to this. I might even be able to start posting useful information after this patch - I didn't bother in the past week since the patch was going to change so much.
Yup.
Nice set of changes.
"
Britannicus wrote:
I dunno if this has been mentioned, but what are your thoughts on consolidating the 4 minion support gems into two, 1 which does Damage / Run Speed (say, minion leadership) and a 1 which does Life / Duration (minion master)?

I just say this because Run Speed and Duration seem to be more associated with convenience than effectiveness.
There are only three minion support gems - Life, Damage and Movement speed. Increased Duration applies to any skill with a duration (currently the only minion skill with a duration is Dominating Blow).

Of the other three, we don't want to combine them, because that reduces player choice and build diversity. We want people to chose which gem or combination of gems they specifically want to use on each type of minion, and by keeping things separate, we create more meaningful choices.
so will we see witches with 2-handed staffs this patch or is dual still the way to go? Personally I always thought staff was the main item that enhances any casting skills. So how will it be now?
Last edited by ighnaz on Nov 7, 2011, 4:51:02 AM

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