Final 0.9.3 Patch Notes

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Mark_GGG wrote:

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.


Will minion run speed be all that useful though? Would it be possible to pair something with it? Maybe Attack Speed/Run Speed, or Evasion/Run Speed. Overall, however, I would rather just see minions moving at a fixed speed which is practical for gameplay purposes.
Last edited by Britannicus#3214 on Nov 7, 2011, 6:08:18 PM
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Mark_GGG wrote:
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DarPhoenix wrote:
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Changed the gem-support system so that only Support Gems in the same physical group as a Skill Gem connect to it. If you have two groups with the same skill, you get two bindable skills. This is done so that supports can be made more impactful and so that players can have multiple variations of the same skill in their build.


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.
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.


While I agree that having same skill copies for different situations is a good addition for the game. Still disabling supports through multiple copies is taking away options from players. I just though of a support gem that might solve the problem.

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.
I see that GGG has been busy making an already great game even more awesome and still in closed beta! I really like the socket crafting changes never could get all linked right-colored ones before with just jeweler's orbs.
I haven't been so exited over patch notes in an RPG since DiabloII's patch 1.10(synergy passives anyone!?) GRATS GGG!
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DarPhoenix wrote:
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Mark_GGG wrote:
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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.

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.
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.


While I agree that having same skill copies for different situations is a good addition for the game. Still disabling supports through multiple copies is taking away options from players. I just though of a support gem that might solve the problem.

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.


I originally liked DarPhoenix's suggestion of just making an 'uber skill' cost much more mana to prevent abuse.

However, after reading both sides.. I think I like GGG's solution best. If you can make an 'uber skill' by using 3 slots on 2 different items for support gems, that really takes away from the value of finding a rare 6 slot item with 5 links of the proper type.

This method makes 'uber skills' uber difficult to obtain.. but still possible.

And the idea of having 2 versions of a skill that accomplish different things offers way more options than one skill that does it all.
" ... to let them know the game isn’t going to be very fair from here on out."
- Qarl
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Tanet wrote:
what about unique items? will they be widely available in 0.9.3? can we expect some proper uniques? if so, will they drop in a similar rate compared to 0.9.2?


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

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Torin wrote:

I wish you worked on minion AI, UI and instance transfer before making and "wasting" time on minion support gems. You need to get the basics working 100% before making extra stuff. Personally these supports will not get me to play a minions based characters, I will try one of those only once you fix/implement minion basics :)

Also, is 0.9.3 bringing us any minion skills gems that summon minions instead of raising them (or converting them)?


0.9.3 doesn't add any summon-minion skills, but there are some planned for subsequent patches.
I understand your frustration at some of the minion issues not being fixed yet, but we are very careful with our planning of what issues we fix. Adding those support gems was fast and helps us balance minions more in the absense of improved minion AI and the (extremely technically challenging) minion instance transfers.

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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 in 0.9.3 have built-in weapon block, so they're pretty attractive!

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Bulkathos wrote:
chris ,there is no info for pvp and cut-thoarth league yet ?

We'll hopefully be running some cut-throat events in 0.9.3 now that the PvP balance is a lot better. Also, there are some partial PvP events in the Act Two quests.

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znowstorm wrote:
What if I just teleport on top of myself? I know that;s what I will be doing. Unless it has a fixed distance.


There's a minimum distance.

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BrecMadak wrote:
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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...


This value is a lot lower than it was in 0.9.2!

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Poobah wrote:
Is Act 3 coming in with this patch or is that to follow later?

Later.

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Noctalia wrote:
I had read correct the first time, so one of the things that made the strengh of this game is gone... We 'll need to find (craft too) items with good sockets and links and find as many support gem as skill : before, one support for 3 skill in one item, 1 other support for same skills in an other item, the skills had the benefits of the 2 supports, now, for having the same result, 2 support with a skill in one item, the same 2 support with an other skill in a second item and the same process within a third item...

It's a lot easier to find items with 3 linked sockets now. They're quite common. You can even find two linked sockets in the very first starting area!


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DarPhoenix wrote:
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Changed the gem-support system so that only Support Gems in the same physical group as a Skill Gem connect to it. If you have two groups with the same skill, you get two bindable skills. This is done so that supports can be made more impactful and so that players can have multiple variations of the same skill in their build.


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.

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!
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Regarding Hillock: since there's no waypoint in Normal-difficulty Twilight Strand, could you just make Hillock not drop boss-level loot?
IRON MAN
I've updated the initial post with a minor modification to the patch notes (which is mentioned at the bottom of the post).
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Chris wrote:
I've updated the initial post with a minor modification to the patch notes (which is mentioned at the bottom of the post).


Eeeeenteresting...

You folks aren't slacking at all, are you?

Thanks, GGG.

Nice! Looking forward to it!
This patch sounds pretty outstanding and further improves on everything I love about the game.

Of particular note is what will hopefully be a more useful evasion stat, a more interesting and varied passive skill tree, and what sounds like a vastly improved support gem system.

New textures, quests, and areas are always good, too. I just wish they would throw in a desert somewhere... love me some deserts.

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