0.9.12 - Arrows will now be real projectiles
This is a great change, I love how the visual representation of the arrow now represents what actually happens. No more pincushion monsters that have barely received damage.
Level Designer/Dungeoneer
Always post a screenshot with /debug command entered into the chat window. First stop for Common Technical Problems | |
"You're correct in general. The actual skill being used is the shockwave of the ground fire explosion. (Shockwave is not actually affected by increased spell damage. Like bear trap and detonate dead, it's technically a spell skill because it has a cast time and doesn't use a weapon, but the damage it deals is not spell damage. The fire trap explosion is a spell and deals spell damage). "There's absolutely no difference to the game. Some skills have the stats that the totem/trap support gems would give them build into the skill gem, and some don't, but can get them by being linked to the skill gem. Either way, they have the 'using this skill summons a totem with this skill' flag. | |
Is there a functionality change with bows/arrows?
Ie. Will "projectiles" that were previously able to pass through terrain features no longer be able to do so now that they are real projectiles? TehHammer is not a crime!
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About when can we expect 9.12?
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" GGG, I love you. Edit: Having thought it through however, perhaps you should disable bow skills for totems and introduce Sentry, a stationary mechanical bolt thrower compatible with bow skills. It would make more sense and would probably be easier to balance bow skills and spells separately. Plus it could have a +1 sentry node somewhere between shadow and ranger which would make sense thematically. Sentry would be thrown or placed like traps and mines, and would work for dagger builds. Wand skills still make sense with totems, but I wish they used cast speed instead of attack speed. Is there any chance of that ever happening? Last edited by BlastMonkey#5208 on Aug 28, 2012, 9:46:17 AM
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This is the best news I have read in a while. Right now I have a shadow that can handle anything easily, but archers. Bears, rockmen, mages, snakes and act II bosses... all no problem, but archers.. those SoB's will shoot arrows out of their butts at me and I swear they never miss.
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Now I see why game has so much desynchronization everywhere: Every time server predictions don't come true, we get desync, for example invisible mobs hitting player. Looks like game's net code just pile of sh*t. Working to make less lags by predicting player's actions? Get more lags and some desync. Enjoy online-drm.
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" Sorry what? |
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" I know he's being a tool, but what he says is pretty accurate. He's probably butt-hurt that he can haxor his account and make his guy level 100 because of the online DRM, but the game does desync because predictions on the server don't come true. Overall the netcode is the worst I've seen in an online game, it really needs addressed. I'm not sure the devs have acknowledged how bad it is, which is a bit concerning. How Fusings Work: http://www.pathofexile.com/forum/view-thread/38585/page/3#p1451934
IGN: TheHammer |
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Certainly I've had my share of death by desync, but I've also found the game mechanics to be compelling enough that I'm past 400 hours and still enjoying it. Only a few games have ever seen half that much time from me, and none of the others were given away by a studio with a commitment to funding the game through aesthetic, optional transactions.
The fact is that the team behind this game have worked very hard to produce a high quality product. Every step of the way they have engaged the community, read mountains of feedback, responded to so much more than teams many times their size, and done everything that could be reasonably expected of them to provide the best possible end user experience they can. So it bugs me to hear whining about DRM, especially when the very nature of the game requires a client to server architecture in order to make it work. Last edited by BlastMonkey#5208 on Aug 29, 2012, 2:20:01 PM
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