Preliminary 0.11.5 Patch Notes

Thx for making fake link with empower and skin transfer... Good Troll GGG
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
I definitely believe the shared cooldown for Enduring Cry was needed but I don't think that traps should have to have shared cooldowns as well. Personally tho I dont believe in any skill that has both a cooldown and a mana cost. It should be one or the other. Enduring Cry should be a cooldown (think about shouting). Traps on the other hand... you can only have a max number out at any time... cooldowns just make them more difficult and to time consuming to use appropriately. Traps should just be mana and max number out.

I did try a bear trap build once.. got it upto level 17... found it to be unusable due to low damage and hard to get it to even trigger on mobs. Can't imagine why its damage has been nerfed at high levels... oh well.. just ensures that gem gets vendored when I get enough for a GCP.

GGG.. please do not start balancing around PvP. This game is meant for PvE.. The only PvP that should go on in this game is ladders. Once you start around the slippery slope of PvP balancing you can completely screw ever mechanic in this game up. Examples... Resolute Technique vs Evasion... Spells vs Evasion... Armor vs Evasion... Life vs ES... wait a minute.. you might fix some of the most complained about problems... GGG PVP BALANCE THIS GAME!!! PLEASE!
IGN: DeathIsMyBestFriend, Illirianah
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Sexcalibure wrote:
Thx for making fake link with empower and skin transfer... Good Troll GGG


.. you mean underlining?
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Shadows are now faster to render and we've fixed the light bleeding and halos that could be seen around shadows in some areas.


And what about the other classes? :P
IGN: Maelifica
I have to agree that this change to multiple gem cooldowns was unnecessary. I always knew the reduced mana gem swapping was unintended and so I didn't complain when it was fixed, I took my lumps and adapted. Using multiple gems for different cooldowns was something I never considered might be unintended, seriously. I saw it as one of POE's strengths, that the devs don't impose too many unnecessary limits on the game systems so the player feels he has "freedom" in how he sets up his character.

It's not as though getting two cooldowns was free. You're still taking up a gem slot. I recognize that this change was likely meant to encourage build diversity (lots of characters use 2-3 bear traps for single target) but I have a feeling it will have the opposite effect. I hope GGG recognizes that players enjoy mechanics like these and see changes like this as restricting their choices.

There are many reasons POE has such a devoted following, but the freedom we have in building our characters and making creative use of the game's systems is surely one of the bigger ones. So many games I've enjoyed for similar reasons have had all the fun taken out of them in the name of "balance" and I really hope the same doesn't happen here. I'm not saying the sky is falling, I just hope the devs remember that freedom (or at least the illusion of it) is more important than balance (to a point). Not all unintended mechanics are a bad thing, sometimes innovations happen by accident.
IGN: Jihokinetic
Liking the Fire Trap nerf, I use it on a lot of builds and I agree it was a tad too strong, worried about burning damage now, it might be beyond broken if you built for it, especially for Equilibirum users.

Bear trap was a good call too, shared cooldowns also, you shouldn't be able to spam traps or enduring, what's the cooldown for in that case? To me it was an exploit, being able to use more than one of the same skillgems serves only one purpose, to be able to use two differently modded versions, not to bypass a basic mechanic.

Don't tell me Hillock actually could lose the sword stuck in his back? :)
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Sep 3, 2013, 2:24:19 AM
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Bishop120 wrote:
I definitely believe the shared cooldown for Enduring Cry was needed but I don't think that traps should have to have shared cooldowns as well. Personally tho I dont believe in any skill that has both a cooldown and a mana cost. It should be one or the other. Enduring Cry should be a cooldown (think about shouting). Traps on the other hand... you can only have a max number out at any time... cooldowns just make them more difficult and to time consuming to use appropriately. Traps should just be mana and max number out.

I did try a bear trap build once.. got it upto level 17... found it to be unusable due to low damage and hard to get it to even trigger on mobs. Can't imagine why its damage has been nerfed at high levels... oh well.. just ensures that gem gets vendored when I get enough for a GCP.

GGG.. please do not start balancing around PvP. This game is meant for PvE.. The only PvP that should go on in this game is ladders. Once you start around the slippery slope of PvP balancing you can completely screw ever mechanic in this game up. Examples... Resolute Technique vs Evasion... Spells vs Evasion... Armor vs Evasion... Life vs ES... wait a minute.. you might fix some of the most complained about problems... GGG PVP BALANCE THIS GAME!!! PLEASE!



My current build ist entirely focusing on fire trap. I'm using 6 fire traps and even with that i can only cast a trap every 8 secs / 6 = 1.3 secs, which is viable but not really ridiculous fast. You also have to consider that getting to link 6 fire taps (at least as 3 links each, 4 link is better of course) is not an easy task to achieve. This restricts my build gearwise. But more importantly i can't use/link a lot of other skills which is also a huge downside.

I thought of my build as a nice niche build which plays differently (traps work a bit differently than normal projectiles), also you always have to cycle through your entire skillbar). And Playing it was a lot more fun then the usual builds i came up with in the past.

Although I can understand that they want to balance pvp, i don't think removing trap-based build from the game is the right solution. This just narrows down the build diversity.
I have 4 characters in the isBoxer. All used as a basic skill Fire Trap. This patch just breaks my build on these characters. Changed the balance - throw off the passive tree. Otherwise, nothing to do but throw the game - do not want to start to swing all the characters. Please understand me GGG.
@ElezraLucker
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Chris wrote:
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KoTao wrote:
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Chris wrote:
It works on uniques, and I believe it goes both ways. (This means that in PvP we may have to have a way to disable microtransactions so you aren't confused by what you see). You can transfer skins of Demigod items, but the glowy effects/footprints don't go with them. I believe any item from one base type can be transferred to another of that type (helmet, sword, etc).

Thanks. The loss of demigod special effects was expected, of course.

Will HC items destroyed by skin transfer still be restored to HC if the character wearing the reskinned item dies?


If a HC char wearing a skinned item dies, then the restored item will be restored in Standard. You should be careful wearing skinned items if you value the skin.


Okay, but what's the reasoning behind this? It's not like you get any actual gameplay benefits for your character from using the item's appearance? Pretty much killed my newfound excitement of racing for the Cloak of Flame alternate art along with the new heatshiver.
screw pvp :/

seriously tho couldnt u guys apply these new "balance" changes only to pvp ? they are only "pvp balance" changes , i dont see anything un balanced with the cooldowns now in PVE , all this means its i will have to unlink my second bear trap from the added fire , unlink my second enduring cry from faster casting ect ect (at least i hope unlinking will help edit: no it doest read it again , me sad panda :( )Fire trap didnt really get nerfed since the burning ground got a huge buff but why bear trap :/ ? Its all for the sake of pvp because bear trap at level 20 with hatred and added fire does only something more than 20k , many people who can have lvl 20 gems can do that damage in aoe and it only served to specific builds that didnt shine with their main aoe skill.

I am still unclear how the damage from bear trap will go on from lvl 15 , will a lvl 20 bear trap have the same damage as befoe so please if not can u make it clear?

Other than the "pvp balance" everything seems really good tho :D
Last edited by MadBro_#7856 on Sep 3, 2013, 2:40:06 AM

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