Final 0.9.3 Patch Notes

Great list, though can't say a hard line before testing 0.9.3, but also can't deny that got fear about these that they sound already be overpowered;

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Chris wrote:
- Players now have a default critical strike damage multiplier of +50%. Monsters are now set to +30%.
This just WAY too rewarding. Will it be reduced on each difficulty ? Hope it will be...
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Chris wrote:
- Increased default mana regeneration of characters.
The default mana regeneration was already too fast, when added with mods, now there will no longer in need of mana potions i fear.

About Art;

Is not grotesquery added on the general feel of the realm yet, other than Brutus ? Many player would really like to be added so.

And what about the looting system, and death penalties current status ? Hope you won't listen to "every" cryers for the sake they would be happy :)

thanks devs, much appreciated.
"This is too good for you, very powerful ! You want - You take"
Last edited by BrecMadak on Nov 7, 2011, 11:00:43 AM
inb4 Lightning Warp cookie cuter builds all around the server. :P
Last edited by KurzedMetal on Nov 7, 2011, 10:59:01 AM
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This just WAY too rewarding. Will it be reduced on each difficulty ? Hope it will be...

What? This is a massive nerf to innate crits. The current multiplier is double damage, now it's going to be 1.5x

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inb4 Lightning Warp cookie cuter builds all around the server. :P

Chris already mentioned that the delay is tuned so that it is equivalent to running to the destination.

Though I do hope that this skill has utility for hopping fences and Ice Walls.
Last edited by konfeta on Nov 7, 2011, 11:23:18 AM
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konfeta wrote:
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inb4 Lightning Warp cookie cuter builds all around the server. :P

Chris already mentioned that the delay is tuned so that it is equivalent to running to the destination.

Though I do hope that this skill has utility for hopping fences and Ice Walls.


The thing is that when you walk/run you don't actually do damage, with this spell, you'll do both at the same time.

I don't know, we will have to way and see how powerful this skill is, anyways, you can bet every witch (or hybrid variants) player will try a build with this skill as main.
What if I just teleport on top of myself? I know that;s what I will be doing. Unless it has a fixed distance.
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The thing is that when you walk/run you don't actually do damage, with this spell, you'll do both at the same time.

Sounds like a very inefficient use of mana.
I'm going to try to answer a few questions here, so bear with me...

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ighnaz wrote:
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?
Staves are still int/str weapons. They're meant to be the hybrid between maces and wands, best suited for the templar. You can use a staff as a witch, but you'd be able to get better pure witch bonuses from 2 wands or a wand and a focus.

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Noctalia wrote:
...only no life player (with their farming) will be able to have more than one skill full suported ...
The definition of a "fully supported" skill is changing in this patch. Before, having 6-10 supports on 1 skill was common. GGG has stated they want players to actually choose which supports to use, instead of just piling on the obvious choices that everyone else is using. The effects of supports have been boosted to make up for this change. I.E. a support that adds an elemental damage will give more damage than before. Playing through the game, I haven't had a shortage of skill or support gems. Granted, I haven't found all the ones I want, but that's what trading is for. You won't be starved for skill/support choices.

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DrTenma wrote:
I couldn't quite understand what was said here, does this mean that Ice Spear is getting an increased critical chance when it switches to the armed state?
Yes.

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KurzedMetal wrote:
The thing is that when you walk/run you don't actually do damage, with this spell, you'll do both at the same time.
As konfeta pointed out, this would be a waste of mana. Also, once you've cast this skill, you've committed to allocating the amount of time it would take to move your character the corresponding distance. You don't have the option of changing your mind and stopping or attacking as if you were normally moving.

It doesn't do Cast->StartingDamage->Walk->EndingDamage.
It does Cast->DamageAtBothPoints->HolyCrapNowYou'reOverThere.

Also, it's not like the skill is a 1-shot nuke. Its damage is comparable to other skills, so you'd be warping back and forth numerous times if it were your primary attack skill.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Last edited by WhiteBoy on Nov 7, 2011, 1:19:22 PM
All the changes are going to need to be played to know if they are right or not so ill leave that till then however could you explain how making us have less support gems per skill and also reducing the effect of levelling gems gives us more options and to I lesser extent what mechanics are going to compensate AOE casters for the large loss of damage and support options(I don't mean this to sound like im complaining i just don't understand).

Thanks for all the good work.
"Blue warrior shot the food"
I'm so glad they changed the socket graphic. I have the hardest time with color-based games because of my deficiency. To make matters worse, my monitor has halos that change red into yellow and blue into purple!
would be more excited about this if I could actually play.....but nope, still no Beta key :(

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