Path of Exile 0.11.0
" Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!!!! Player since closed beta 2012. Full system specs: https://pastebin.com/c4rvbvSR
'Tongueslurp the Unspeakable' - skeleton archer in Fellshrine Merciless |
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GG WP, GGG. Nothing left to say :)
keep going like this! by far one of the best games I ever played! IGN: mxsy
Rhoa Whisperer by choice. | |
Kaom will bring less advantage than before for sure. I am pretty sure price will drop.
IGN TylordRampage
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" So did you make a new kiwi just to give to the rogue exile and not be used anywhere else nor be obtainable? Or is there something more to it? |
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reductions to player Life and Energy Shield passive skills. Physical damage nodes (both general and weapon-specific) have been substantially increased.
So you are going to give me more damage (physical) but less ES... since im CI and my armour is zero how the fuck i am going to play reflect maps now :D |
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Crap, time to buy another Aegis Aurora, sold mine last week to buy a 5L Voll's... >_<
Sword/Aegis Duelist with Phase Acrobatics and IR, fullest YOLO! IGN: Golem_Antsy, Harvest
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" Math only goes so far when you have base mechanics that put more of a monkey wrench into the equation. The problem here is that your math works IF the current mechanics regarding armor/evasion (seems elemental resists are not being touched in how they work unless someone else wants to chime in) are not improved and the damage reduction they provide is not increased. However, even with the fact that monsters are going to do less damage there's also the fact that we won't have as much life to play with either going by what the devs have said. This could very well end up 'balancing out' and once again the major factor ends up being the faulty mechanics of how armor/evasion work. There are two things that need to happen for this change to be worthwhile and to make life nodes less of a concern and thus allowing players more free points to choose other passives: 1. The damage reduction must be greater than (doesn't have to be by A LOT just greater than) the reduction of overall life from the reduced percentages of the nodes. 2. The base mechanics of armor/evasion must provide more benefit than they do now. The biggest issues brought up with armor is that it is very lackluster against larger blows that occur at higher levels. Essentially enemies are getting 'crushing blows' that bypass the armor and strike almost entirely at the life pool, which is why huge life pools were needed in the first place. Aside from life, the only other real way to counter this was to carry a big armor% granite flask to make up for armor's deficiencies. The 'entropy system' for evasion (which I absolutely detest) was used to attempt to make it more stable and less RNG dependent actually ended up hurting more than helping...IMHO. These factors along with some other small ones meant that armor/evasion didn't do what they should be doing and thus life being king was the workaround. Now, if these are not being touched or changed to be more meaningful, then the math won't help out at all and life nodes will still be king. This is where I am a bit skeptical and wish GGG would clarify a bit more especially considering how big a deal defensive choices are in terms of keystones and gear choices period. |
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" You have a full respec to lower your dps output to something sustainable and increasing your defense. IGN TylordRampage
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" The concept of "no pay to win" includes the nonexistence of disadvantage to the non paying player vs the paying one. If u say theres is not in the actual stash-tab-microtransaction-system, then u v never tried to craft something good with just 24 player slots and 4 tabs. It takes a lot more than a few seconds. Even with 24 player slots u are in (great) disadvantage.... so no, its not "no pay to win". |
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what if the rogue exiles are just ggg running around killing us ;_;
:3
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