Wish these patch notes meant more to me... Still waiting on a beta key. Hoping to get some good play in this weekend though.
3times1minus1-HSR Roster Manager PoE Chapter
Join our Path of Exile guild (HSR) and Action RPG community at www.HackSlashRepeat.com
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Posted by3times1minus1#1439on Mar 29, 2012, 8:53:11 PM
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Progammer wrote:
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flucser wrote:
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ptt_frmr wrote:
What is up with the new item level list going up to level 70?
http://www.pathofexile.com/item-data/weapon
WOW cool but i think can't dropp atm with lvl 60 monsters.
That was mentioned on the patch notes. Weapons beyond lvl 60 are just a different tier, they're not strictly better than lvl 60, some with higher attack speed and low dmg, some with higher maximum dmg and lower minium dmg etc...
I realize, but normally items of a certain level can only be dropped by monsters of at least that level. So will the level 70 items not be droppable at all, with the highest level area being level 60? Or am I misunderstanding the mechanics here?
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Posted byptt_frmr#5341on Mar 30, 2012, 7:41:26 AM
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why they keep nerfing things that need to be buffed
and buffing things that need to be nerfed
and if its fun remove it from the game or make it unusable
please keep changing the game based on this mentality because players obviously want a game thats not fun has no reward makes you rage every 5 seconds and gets worse with every patch
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slinkypuppy29837489237489 wrote:
why they keep nerfing things that need to be buffed
and buffing things that need to be nerfed
and if its fun remove it from the game or make it unusable
please keep changing the game based on this mentality because players obviously want a game thats not fun has no reward makes you rage every 5 seconds and gets worse with every patch
I don't know about you.. but I play this game called Path of Exile. You seem to be playing an entirely different game.
Sure, GGG makes changes that are questionable from time to time. But overall, this game just keeps getting better.
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Posted byFaceLicker#6894on Mar 30, 2012, 7:59:28 AM
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ptt_frmr wrote:
I realize, but normally items of a certain level can only be dropped by monsters of at least that level. So will the level 70 items not be droppable at all, with the highest level area being level 60? Or am I misunderstanding the mechanics here?
Read this part again:
All weapons have been revamped into new sequences that have better level progression and balance. These weapons are spread over three tiers that correspond to the three difficulty levels that will be available when the third act is released. Weapons in the third tier are balanced to not be strictly better than each other.
They are already starting to balance the item progression for 3 acts x 3 difficulties (even though currently we have 2 acts x 4 difficulties). Obviously since we have less content then this system needs, we might not see some items drop
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Posted byLXj#0621on Mar 30, 2012, 2:31:35 PM
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mrshoon wrote:
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unsane wrote:
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Chris wrote:
The philosophy is that side areas are hard :)
Heh, as a hardcore player, i'd prefer the reverse, or equal difficulty. If optional areas are more difficult, it's hard to justify going through them. I'd rather the areas you're forced to go through be harder, if anything.
I say bring on the challenge. Side areas generally contain powerful rewards such as additional skill points. If you're capable of running a more difficult main area why would you bother with the easier side area? If there was a reward in it and the area was easier than the parent area it'd feel even more off.
There are no rewards for side areas currently. I very well might agree with you if there were.
Character archive: view-thread/963707
HC: 96 RIP
SC: 95 97 96 100 95 96 97 98 95 97
Necro Settlers: WIP
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Posted byunsane#5479on Mar 31, 2012, 12:10:33 PM
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Any news about "the secret one" ?
Build of the week #2 : http://tinyurl.com/ce75gf4
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Posted byzriL#4590on Apr 2, 2012, 8:53:39 AM
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Chris wrote:
Version 0.9.8Notes:- Empty game instances now close earlier if they have no side areas that would cause you to return to them. The values are roughly 8 minutes for areas that don't have side areas and 15 minutes for areas that do.
Does "no side areas" mean any area with 2 exits or less - or only dead ends, eg areas with only one exit?
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Posted byMalice#2426on Apr 12, 2012, 9:42:33 AMAlpha Member
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Chris wrote:
Version 0.9.8
Notes:
- Your passive skill points have not been reset by this patch.
- The legacy migration has not occured at the same time as this patch. We expect to perform it sometime before the weekend. When this occurs, it will move all current Default and Hardcore characters to the Legacy and HC Legacy leagues respectively. Any stashed items will be added as extra “Remove only” tabs in your legacy stashes. Items cannot be placed in these new stash tabs.
Features:
- We've added a Friends List to the Social panel. When you add someone to your friends list, it also sends them an invitation offering to add you to theirs.
- You can now set your Account Status at the top of the Social panel. This status is broadcast to people who have you on their friends list.
- Added a new player aura - Clarity: An aura that grants mana regeneration to you and your allies.
- Added a new support gem - Culling Strike: Skills supported by this gem kill enemies reduced to 10% or less life.
- Added a new support gem - Point Blank: Ranged attack skills supported by this gem deal more damage to very close targets and less damage to farther away targets.
- Added a new support gem - Iron Grip: Ranged attack skills supported by this gem have the strength melee damage bonus applied to them.
- Added a new support gem - Iron Will: Spells supported by this gem have the strength melee damage bonus applied to them.
- Added a new support gem - Melee Damage on Full Life: While you're on full life, melee skills supported by this gem deal increased physical damage.
- Added support for queues at the login server if there are too many players online.
- Empty game instances now close earlier if they have no side areas that would cause you to return to them. The values are roughly 8 minutes for areas that don't have side areas and 15 minutes for areas that do.
- Your starting weapon now spawns again in the first area if you're disconnected before picking it up.
- Continued to incrementally improve the art, effects, environments and sound.
Balance:
- All weapons have been revamped into new sequences that have better level progression and balance. These weapons are spread over three tiers that correspond to the three difficulty levels that will be available when the third act is released. Weapons in the third tier are balanced to not be strictly better than each other.
- Rebalanced many item mods. Some will have changed levels, rendering certain items unusable if you don't meet the new level requirements.
- Returned the defensive properties off armour pieces (that add Armour, Evasion or Energy Shield) to 0.9.6 values. We consider the 0.9.7 armour changes a failed experiment. Monster damage has been rebalanced slightly to accomodate this.
- Most Unique weapons have had new levels and base types assigned to them. Mods have been rebalanced on many of them to take into account their new levels. Existing Unique items will not have had their stats or base types changed.
- The default critical strike changes on weapons have less variance now. The high end ones are slightly lower than they were before.
- The vendor recipe that used to yield 10 Jeweler's Orbs now only yields 7.
- Items for sale in the vendors can now go up to one level above the player's level.
- Reduced monster density in the Submerged Passage levels.
- Increased the damage of Hailrake's Ice Spears on higher difficulties.
- Reduced values of Item Quantity and Item Rarity mods and support gems.
- Reduced the mana cost of Explosive Arrow.
Bug Fixes:
- Fixed a bug where Goatmen using Leap Slam would slide at the end of their jump.
- Fixed a bug where hovers of items were displaced if the game had been resized.
- Fixed a bug where the melee damage bonus from strength didn't affect certain physical damage mods properly.
- The Faster Casting support gem doesn't speed up the Haste aura any more.
- Hidden monsters can no longer be targeted, attacked or damaged until they un-hide.
- Fixed character creation errors so that they're not hard to read any more.
- Fixed a problem where screenshots taken with the F8 key would look wrong.
- Fixed a bug that could cause area transitions to fail rarely.
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Posted byHexus07#6999on Mar 13, 2015, 12:41:31 AM
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