Preliminary 0.9.4 Patch Notes

"
enshin wrote:
"There's now a limit of one curse per enemy. The most recently cast one overwrites any existing ones. This is necessary because curses are very powerful and their abuse was making most high level play too easy. There will be ways soon to increase this per-monster limit."

^ This
This is the worst possible thing, that is going to hurt the marauder class, more than any other. seriously guys

Am currently level 75, and for the whole time playing, have been reliant on FOUR curses, just to survive, and be able to continue playing at current or higher difficulties.

-Temporal chains, without it you get freaking swarmed, and are dead, without having chance to fight, or move away from the massive mobs. Use of only this curse, means sure i can survive, but will be able to SLOWLY kill enemy, if at all.

-Vulnerability, Without its use, melee damage hardly hurts these monsters in merciless, and chaos level, and without being in pair with above temp chains, is useless, as i would be swarmed and dead.

-WARLORDS MARK, this is staple , is necessary for use to keep mana/HP up, Flasks do not do the job, and do not fill up fast enough on their own.

-Crit weakness, for non crit based build, this curse is very heavily depended upon, to be able to do any significant damage versus blue / yellow boss.

I really hope this ' one curse' at a time thing ,is rethought. This is bad. The one real good thing that many classes had going for them in positive way, was the ability to stack curses. I am not sure who said that they need to be nerfed / toned down, but it is terrible decision that been made.



remember they will change the mob's hp and weapon dmg so it wont be as hard.
Seems great, keep up the good work Guys... ! :)
Last edited by blackdave#6781 on Dec 4, 2011, 3:07:30 PM
heh, man i love this game. Love the blood magic, love it all!!!!!!!!!!!!! excellent changes, ahhhh cant wait for the first taste of release! :D
man I cant wait till i get a beta key...
same can't wait either.

Everything looks so well done from Lumin's vidoes and it really shows these guys care about their creation.
I'm very impressed with skill tree, its huge, not like in mostly rpg games.But its just great, if they will still work on it I guess it will look more stunning.
Graphics are awsome aswell.
One Piece
I've just read the keystone passives.

WHAT THE HELL !!!

This game is better and better every update. Thumbs up !
I'm gonna have to start playing again. This is what I was waiting for.
Love the new skill tree! The highways are great, I can try out new passives much faster now.
Only problem I see with the new keystones is that the ranger has no way to the acrobatics one without spending points on int. That seems a pity.
May your maps be bountiful, exile
Hello,

I have a question in regards to the "Blood Magic" keystone.

I'm not in beta yet, so I don't know how the game's specifics work, but I was wondering what the benefit of choosing it were? Other than the concept of using blood magic itself, that is.
Is that simply the reason for it? The concept. Or, like other keystones (such as, Eldritch Battery or Chaos Inoculation), is there some kind of positive bonus to choosing to give up your mana in exchange for using your health instead?

It seemed to me that, similar to Chaos Inoculation, you were putting your character in a great deal more danger, only without the bonuses Inoculation has.
No you won't stand at 1 hp, but presumably you're character will spend a great deal of their time at fairly low health. At the very least, you'll have a highly unstable health percentage most of the time. Which would make the Chaos damage a much higher risk to a blood mage as well. Only, as I mentioned, with no benefits to counter that risk (other than the "rush" of being on the brink of your character's death at any given point).

If that's the reason, that's fine. I just wanted to ask if it was intended, or if you had plans to alter it in the future.

Thanks,
Gwawr

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