Upcoming Patches

The best patch notes for a long time.
The secret awsomness is hopefully more models for the armor. Everyone looks pretty much the same but thats not what people want. They want to have character that is looks unique. Really hope that this is the secret, but who knows ^^.
You have to remember to chase and catch your dreams, because if you don't, your imagination will live in empty spaces, and that's nowhere land.
I love you GGG :)
Just FYI, I have a Radeon 5770 and have no problems playing PoE.
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More party loot allocation options

After that is life, i will come back and play...:-) NICE!!!
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gh0un wrote:
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Chris wrote:


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fatmechanic wrote:
I used to feel that the loot system was the thing that bugged me the most about this game, but right about now its the map system. Its nearly impossible to progress up to the higher maps. Something really needs to be done quikly. But yeah, seems very good this coming .11 patch


I am very happy with the Map system (especially the difficulty to get and stay at high Maps), but I certainly feel that we need to find a solution for high-level experience gain. Maps are intended to be about high-level item acquisition instead. This is something we're working on, but changes to it may not be done in time for the first 0.11.0 release.



If your intention for higher level maps is indeed to only be useful for high-end item aquisition (and not for high end exp gain aswell), then i will point out one big flaw in that logic.
Getting to a lvl 77 map once is already costly enough in terms of currency, maintaining it for several map runs, much more so.
The best course of action therefore, is to get there ONCE (invest the currencies to get up to level 77 ONCE) and then take all of the white items that are high-end, out of that map and stash it.
Proceed to never enter a high level map again, because the amount of currencies that you would have to invest to get up there, is better spent on the white items you took from your first run, in order to craft the items.

Once you have the raw item type, you dont have to ever enter a high level map again to get that raw base type, thus there is absolutely no point to spend more currencies on trying to get up there, since even doing that map for 100 times in a row would probably not grant a rare that is any good.
In order to be able to run a 77 map 100 times, you will have to spend about 1000-2000 chaos orbs, probaby closer to 5000, but whatever.
I will argue that you can create great items with 1000-2000 chaos orbs by using them on the raw types.

Basically what im saying is that your whole argument is flawed, and you need to rethink your intentions with the map system.
No one does maps for highlvl item aquisition right now.
They are doing high lvl maps to get experience.
If you uncouple the experience gain from the map system by introducing an alternative, everyone will go there, and the glaring issues i just talked about will surface.
No one will ever do high lvl maps again, because they are pointless when it comes to item/wealth aquisition, stating the opposite is ridiculous and just shows that you guys at GGG dont actually play your own game.


Dude I think its a pointless battle, Chris is letting his hubris get to him with his map system. Its broken, we all know it, but they refuse to admit it.
S L O W E R
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More party loot allocation options
Direct melee buffs
Rebalance of monster damage
Improved resync code. The scope of this patch doesn't include the more complex changes to the action prediction system, but will hopefully prevent deaths by resyncing more aggressively when needed.
Some secret awesomeness that I'm not able to reveal just yet. It's bigger than the other changes in the patch.

Please don't nerf monsters to the ground like diablo 3
Last edited by mad4thrash#6230 on May 13, 2013, 12:12:15 PM
Chris are the melee changes going to be in the form of new support/active skill gems, passive trees, weapons, or just fundamental changes to the way that melee works? What exactly do you have planned? I am a melee enthusiast, and I am super excited for any sort of melee change.

Also, do you have any plans to balance physical damage builds relative to elemental damage builds? Currently, elemental cleave builds are insanely overpowered relative to other melee builds (still not OP compared to something like LA, but very strong). Are you planning any sort of physical damage effects on crit?
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Some secret awesomeness that I'm not able to reveal just yet. It's bigger than the other changes in the patch.


I have spread my dreams under your feet;
Tread softly because you tread on my dreams.
Code. Frag. | gplus.to/mystrdat | twitch.tv/mystrdat
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Chris wrote:
More party loot allocation options


And this alone makes me glad I'm continuing to play the game. Kudos! If the secret awesomeness is even greater than this, I can't imagine what it could be. This is enough to warrant an entire patch by itself.

Props upon props to the team!
I'm VERY happy with the game, and I congrat the GGG team because you are doing a hard work to make people happy. Every patch is way better than the last, so I think this is incredible.

But I agree with people in 2 things:

-The XP problem, I'm lvl 81 and it's being kinda a pain in the ass to lvl up, thanks god that I have a good build and I don't die often.

-Loot chances are way too low and rewards from crafting are too low also, it's nearly impossible to make a 6L or get a drop of it, and after lvling 3 chars to lvl 75, I only got 2 exalted drops, and like 5 GCP. I just can't imagine why people sell stuff for 25 exalted, if after 1 month I only got 2. Time must be more rewarding.

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