Preliminary 0.9.4 Patch Notes

Keystones are a great idea. Diversity = win!

Thanks for all the hard work!
<comment moved to the beta thread>
Last edited by KrapnoV#2538 on Dec 2, 2011, 2:53:37 PM
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Chris wrote:
I've posted this here to get feedback from the general public. Beta testers: there's a thread in the Beta Status forum here if you want to discuss your concerns with any of the changes.
Beta members, please keep the beta-related feedback in the beta forum. Just a suggestion...
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
oops my bad, I thought this was a beta thread.
Thanks for working so hard on the beta guys. I've been playing since like 2nd day beta.
I have to say the amount of good changes I've seen is outstanding.
Iron Reflexes: Converts all evasion rating to armour.

Pretty interesting for duelist maybe....
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Peppers wrote:
Just a couple of questions. You recently tonned down the corpse explosion like effects a bit, so I guess you felt they were too powerful, and now you introduce a passive dealing 200% damage? Don't get me wrong, I really like it and think could help single target toons greatly, just seems a bit overpowered in theory.
Regarding Armour Master, could you explain what kind of penalties come with armour? Sorry if this doesn't belong here I'll understand.


The Detonate Dead/Infernal Blow explosions were scaled by many of your character's stats. The exploding minions are not :)

With regard to the armour penalties, it's just that heavier body armours and shields make you a little slower. Currently we haven't published the numbers. The default run speed was increased.
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herflik wrote:
*facepalm*
This change totally remove the whole point of adding +stats on the items by you GGG.
You were supposed to get stats on off-stats gear ,like ranger dex equipment to get STR stat from it in order to wear some gems/gear.

Tell me what for STR/DEX/INT gear character need more STR/DEX/INT respectively ,its mostly useless for them.
This change is just fail.


If this change causes problems then we can easily change it back. So far in testing, it has been fine.
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Runeclaw wrote:
Keystones looks very interesting and fun.
Will any more be added later? I do think I saw some post about adding the keystone to dual wield two-handed weapons.


I agree. This could be a a great move! Looking forward to this next beta patch.
Any chance we can see an image of the locations of all the keystone passives are in relation to the rest of the passive skill tree? Maybe with an identification of each one? The video was nice but it only showed about 5 or 6 of them and I have all day tomorrow to plan :D

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