Timing of the 0.11.0 Patch and its New Leagues

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Kinne wrote:
Seeing how trash mobs die instantly and leaves you with the one rare monster of which you can already see the hp bar in the top I have personally never understood the need of HP bars in a ARPG, it will just clutter the screen even more and I will certanly keep it off. However it's really nice to be able to see your summons life, hope it is separate for allies and enemies.


And I think they're essential to the game play. How wonderful GGG is making us both happy!
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ampdecay wrote:
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Kinne wrote:
Seeing how trash mobs die instantly and leaves you with the one rare monster of which you can already see the hp bar in the top I have personally never understood the need of HP bars in a ARPG, it will just clutter the screen even more and I will certanly keep it off. However it's really nice to be able to see your summons life, hope it is separate for allies and enemies.



As long as its separate it would actually be useful. I would take seeing my zombies health over my enemies health anyday, they die so fast most of the time anyway.


This
As a summoner...HAAALLELUJAH!!!!!
Domination IGN: The_Bloody_Fist and Aurora_Temptus
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Excited every new patch that comes out. Love the game GGG!
hope a few new gems are in that patch as well, would also make sense why it would take so long with balance testing. lots of new content too i bet, cant wait.
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084

State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078

State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062
It's optional, but really is amusing people wanting features just for the sake of your little coddled and warm and happy filled w/ rainbow world. Static bars are not needed optional or not if you can't mouseover that mobs hp to see it dieing [/facepalm] or you can't see the fucking rhoa smacking you in the face well shit......................
Last edited by Lifendeath#3204 on May 29, 2013, 9:04:38 AM
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Lifendeath wrote:
It's optional, but really is amusing people wanting features just for the sake of your little coddled and warm and happy filled w/ rainbow world. Static bars are not needed optional or not if you can't mouseover that mobs hp to see it dieing [/facepalm] or you can't see the fucking rhoa smacking you in the face well shit......................


And you completely missed the point where this is most usefull?
Summoners rejoice this is a really nice addition.
You've never been in a party where the effects cover 100% of the screen and you cant see jack ****? You've never been in a situation where the screen is covered with items and you cant see jack **** (and having highlight off is not THE solution here, sure they could work in some options in how items are displayed, as in there could be multiple bindings: Show all items, show NEW(set interval) items since last highlight).

Another scenario where you cannot mouseover the targets while also doing maximal damage to the target/s in question.. FP for one..

There are surely many more scenarios where this is a nice addition.

If you dont like it then dont use it, its that simple.. really.
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Lifendeath wrote:
It's optional, but really is amusing people wanting features just for the sake of your little coddled and warm and happy filled w/ rainbow world. Static bars are not needed optional or not if you can't mouseover that mobs hp to see it dieing [/facepalm] or you can't see the fucking rhoa smacking you in the face well shit......................


There is much you need to learn.

Here's an example.

A GMP Freeze pulser facetanking a boss.
The spread of the pulses is controlled by the cursor position.
Close to the character = wide spread.
Far from the character = tight spread.
Mousing over the boss while casting will not show a health bar.
Mousing over the boss while not casting will show a health bar.
Starting to cast while mousing over the boss will lock it as a target and keep the health bar.

BUT.. the spread of the GMP no longer are controlled by the cursor, they default to the locked target, i.e. close = wide spread.


So, we have a situation where, one can either have a tight spread and not see the health or damage being done, or where one can see this but shoot pulses that mostly miss the boss.

With the added health bars, without targeting, one can now facetank with tight pulses that all hit and still see the boss health and damage being done.

There are more examples than this, but here's just one where certain game, skill and user mechanics clashed. They are solved with health bars and hey, you can just turn them off.


Edit @xDariuZx, spooky, dude. Spooky ;)
Casually casual.

Last edited by TheAnuhart#4741 on May 29, 2013, 9:25:25 AM
I haven'r played PoE properly in quite a while, got a little punch drunk. Surprisingly though an addition like health bars i know will add a whole new approach to how i play so i will definitely be visiting Wraeclast once again:)

keep up the good work GGG.
Yussss - Thank you !

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