0.9.12 - Arrows will now be real projectiles
Don't get me wrong, GGG is doing a great job with this game, I just fear they aren't taking the desync QQ seriously enough. I can't swing my 2 swords 10 times without 2 swings being useless due to desync, add the other 20% that I miss due to my accuracy and the game becomes quite frustrating.
Yesterday I had a very large pack of mobs and I probably took 15 swings without killing one of them. I moved around, tried from different angles, nothing did anything until the game regained sync. It is quite frustrating when you can one-hit kill 70% of the mobs and it takes you 30 seconds and 2 life flasks just to stay alive strictly because of a lack of sync. Of course it is also at its worst in a crowd, and more specifically around fast moving mobs (such as the spiders in Weaver's Chamber). Basically at the least opportune time. (Side note: Anyone else completely dread Weaver's Chamber because you know about half of the Flicker Strike spiders won't even do the pre-flicker animation?) I wouldn't have a problem with it if GGG would just come out and say, "yes, our netcode is crap currently, but we are going to fix it before open beta". My fear is they don't see this internally so they don't think it actually exists. And I definitely don't think their perception is that it exists to the extent at which I see it (and I carry a pretty constant 50-60 ping). How Fusings Work: http://www.pathofexile.com/forum/view-thread/38585/page/3#p1451934
IGN: TheHammer |
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I think they take desync seriously, Chris said in a stream that in order to tackle the desync problem they would need to put the whole team on the problem for several weeks. They would need to devote themselves to fixing it and a fix may not even come quickly if they do devote their time for several weeks to it.
It's an issue they'd rather shelve until the core CB is dealt with, I think. It's something they'll have to keep improving for a long time. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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TBH, I just don't think this will do Rangers or any Bow n Arrow builds any favor by adding another factor that will potentially cause their arrows to miss.
If arrow speed becomes that much more important to prevent the chances of missing, then I hope to see the existing passives updated with an additional arrow speed mod. For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224 |
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" Of course it's a bow nerf, nobody said the opposite. Ranged was too powerful overall, especially in PvP, so I think it's a deserved nerf. Build of the week #2 : http://tinyurl.com/ce75gf4
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Well, I can't comment on pvp as I have never participated in any of the events (don't really have the time), but in a sense it's being compensated by being able to put arrow skills on totems.
How that will play out will be another story. For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224 |
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Don't forget that this means enemy archers are no longer aimbot assholes. Archers may lose some dps to whiffed shots, but now they just might survive circlestrafing a pack of skeleton archers instead of becoming pincushioned within seconds.
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" Don't forget that it is also a big buff for the survivability especially for ranged characters (you can dogde enemy arrows as well - and big enemy archer groups are at least for me my biggest concern right now). And as you said you get arrow totems, and you shouldn't forget that when an enemy succeed with his evasion roll the arrow won't be stopped as it is now, but get a chance to hit an other enemy. Proud 5th duelist in the Jul 1 2012 Ladder Race and in the Nov 3 2012 Solo Turbo Race :D
And even prouder 4th Templar in the Nov 10 Four-hour Party Hardcore Race :P Current OB success: top 20 Ranger in 105 Minute Turbo Solo (S4E9) |
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will passive tree reset?
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" Miss. Try one more time. " That's it. |
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"Yes " The change is only an issue for monsters, and PvP (anything that attacks players). In PvE, monsters virtually always run directly towards or directly away from the player. I guess the one situation where it would be more of an issue is in very large spread out groups in wide open maps, and even then I'd say that it wouldn't be that big of an issue. Aside from that, even in PvP, considering that everyone uses multiple projectiles, it should be pretty hard to miss when an additional arrow is shot to each side of the target as well. Many people are really over-estimating the effect this will have on players. Overall it's a nerf to archer monsters, but not really much of a nerf to archer players except in PvP (which was really needed). Fresh cakes for all occasions. Delivery in 30 eons or less Call 1-800-DOMINUS Remember - 'Dominus Delivers' Last edited by Xapti#6455 on Aug 31, 2012, 4:23:56 AM
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