Final 0.9.3 Patch Notes
Awesome updates! Thanks for the replies too!
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" 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. Another way to balance is to make multiple skills work together, increase synergy between them, so that players are encouraged to use multiple skills, instead of one uber-skill with multiple supports. Make it hard to achieve, but don't take away multiple supports. These builds will be very viable and fun in high lvl team vs team PVP matches, where different focused builds will work together as a team. By doing this you severely limit character differentiation especially in high lvls. |
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"I don't do UI, that's handeled by someone else. I do make supports. Should I avoid doing so until our overworked UI guy has gotten round to implementing stuff for minions? No, of course not. AI is a very, very hard thing to get right. Some small adjustments to monster/minion AI have been made. Big sweeping changes aren't the kind of things we can expect to make and still have things work well. AI is a huge task, and very hard to get right. Whereas two of those gems took a total of 20 minutes work, and the third took only about hour. and I was implementing some other supports at the same time. | |
Nicee patch =)) its feel like Christmas =)
Poe veteran! Have been here sense November 2010.
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"I disagree. First off, support gems HAVE been costed to make uberskills less attractive, and rebalanced to match so each individual support has more effect. What this change gives us, at the cost of limiting to a max of 5 supports per skill, which is skill a lot, is a huge increase, not decrease, in build diversity. It lets a player use two copies of a skill and support them differently into different skills - If I really like Poison Arrow, I can now have a faster attacks / multiple projectiles / pierce version for killing lots of weak monsters, a knockback / increased damage version for bosses, and a version with elemental damage to get around highly physically resistant monsters. Or any combination thereof, while keeping them different skills. It's potentially possible to build a character around only one skill, and have access to several practically different skills by supporting it differently, if a player wants. Or you can still combine different sets of skills like before, and the only thing you've lost out on is the abilty to link more than 5 supports to a single skill gem, which under the new balance would be prohibitively expensive anyway. | |
That sounds like a great change, i would be concerned if you could actually go through this game spamming 1 superskill, that to me is lame.
Making skills this dynamic is just awesome and shows alot of depth. In adition wouldnt you get bored killing everything with the same skill? | |
Haha, that wasn't just talk when Chris said this patch would be huge. It's gargantuan. It's hard to even react to it there's so much going on. It will be sad to lose Double Strike on my Ranger, but honestly, it was probably the right move. Can't wait to see the new skills in action. This is just alot to absorb, don't even know what to say.
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nice cant wait :D
BlackKeysus - 73 Witch ( Legacy )
BlackHammer - 56 Marauder ( Legacy ) CtrlAltDelete - 15 ( HC) R.I.P xD Greetings from Switzerland | |
Speechless , I haven't finished reading the full patch notes yet but from what I saw .. omg this game is still in beta - can't believe rofl :D
KEEP UP THE AWESOME WORK GGG !!!11111 |
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WOW is all I can say. Great job to all at GGG and cant wait till next Monday.
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