Pre-Release Alpha Changes - A Krippendium

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TeeloBrown wrote:


-Whirling Blades now 80% damage effectiveness (up from 60%).



That seems like an awful lot considering what the skill does. If that's anything to go by, I'd pretty much expect melee buffs all around.
I dunno, I think it's kinda reasonable considering WB's poor AoE compared to groundslam and sweep. Plus, it only works with one 1h.
Last edited by TeeloBrown#7796 on Jan 12, 2013, 12:01:09 AM
If CI don't make you chaos immune, what is it doing actually? Boost chaos resistenace or something like that? Is its name the same, "CI"?
IGN: Gonorreitor
Woah, never really followed this guy, I've been hearing he's good but to be allowed to stream alpha is something else. Might need to check his channel out.
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TeeloBrown wrote:
-New curse called Punishment. Details unknown.

I have this skill on legacy.
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It now provides you a way to focus solely on energy shield should you desire to do so. Don't count CI out. It will still be strong especially with the regen keystone. Just seems weak now because before it was ridiculously op.
Bah. The change is fine.

All that happened was we lost some levels.

The ONLY that bugs me, and I hope is changed. Is the chaos dmg map.mod. other than that, I'm fine with it.
Loved that new freaky crawling mob in Act 3, too bad I can't watch any more, it's like 5 in the morning.
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SL4Y3R wrote:
Bah. The change is fine.

All that happened was we lost some levels.

The ONLY that bugs me, and I hope is changed. Is the chaos dmg map.mod. other than that, I'm fine with it.

Why does it need to be changed? Certain map mods breaking certain builds, especially those that use keystones is intended.

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Valmar wrote:
If CI don't make you chaos immune, what is it doing actually? Boost chaos resistenace or something like that? Is its name the same, "CI"?

Instead of Chaos damage ignoring energy shield. It now damages your energy shield.
Last edited by Lionguild#4990 on Jan 12, 2013, 12:24:01 AM
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-Clarity mana regeneration nerfed by ~20%.

Really another loss of 4 mana? Do the devs wanna Force us to play blood magic?
If you nerf clarity then at last reduce the costs on a Discipline level.
I don't wanna play an RPG where you can't permanently cast you skills, without evading to 2 special skills.



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-Puncture buffed (?)

Puncture isn't really the problem. The main problems were->Not possible to get high Physical damage with bow.
Chance to Flee/Blind didn't seem to work correctly.

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Phase Run removed.

Known. Imo they could have left it in and remove the movement speed.
Phaserun+phys skill is a quiet nice combination on bosses.


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-*new* Quicksilver Flask, increases movespeed for a short time. Move speed duration 6 seconds (?), move speed increase % unknown.

40%


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-Spark projectiles less effective in tight corridors. Projectiles that have bounced off walls can't hit the same target for a short period (?)

Shock on Sporkbuilds was the main issue that won't do anything.


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-Shock Nova mana cost reduced.

After Shield quality doesn't increase Block chance anymore this skill is quiet dead to me.
On totem you use Ice Nova ofc.


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-Additional Totem node is now a Keystone, taking it prevents you from doing any character damage. Minions, traps, and curses still work.

Won't affect most builds.
Other builds will add the Trapgem to the spell or use meatshield skeletons.


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-Chaos Inoculation no longer makes you immune to chaos damage. The old "+50% more ES" bonus has been split into 5 nodes which add up to slightly less ES overall. You must get CI to access these nodes.

Should be 3 nodes then it would nullify the Banditreward.


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-New Keystone (name?). Regeneration effects now affect your energy shield instead of your life. (near Elemental Equilibrium on passive tree)

On one hand I like the idea on the other hand I still hate it that Clarity is too expensive and gets less effective over the time. Having level 20 Clarity has the same effect as level 12 Clarity before it was patched.
Why do the devs hate mana that much? I use totems because even with less damage they do far more casts then I would do.

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-Whirling Blades now 80% damage effectiveness (up from 60%).

Main issues left. Skill causes massive resynchs with the server(same with shield charge)
It doesn't seem to hit as often as it should.

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-Spell Totem nerf (?)

50% less damage. I still bet some players will cry about it being too powerful-->350%multiplier(everbody goes blood magic)








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The ONLY that bugs me, and I hope is changed. Is the chaos dmg map.mod. other than that, I'm fine with it.

Regen ES instead of Life.
Actually I hated chaos damage the most because I couldn't regen my ES and had to take extra caution on maps.


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