What happens when Closed Beta starts tomorrow?

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bvanharjr wrote:
RIP most every single class in the game.


People like this are my favorite. The horrors of the idea we may have to break out of our old builds and creat new interesting builds. The dismay at the thought that *possibly* my incin won't be as good (though for all we know it could be better). I look forward to all and any changes. I'm adaptable. This is like getting to play a whole new PoE.

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Please test these changes on the Closed Beta realm before providing feedback. It's important to play the game with all of the new changes rather than speculate on the impact of a single change without having played under the new rules.


Many seemed to miss this part so I'll just put it here for you.

As for those asking questions, reasonable, but lets just wait for the patch notes to answer some of those for us. I'll join those who've made, what is in my mind the most appropriate statement:

HYYYYYYYYPE!
I cant wait to playy please gimmie the key! :D
so...im not going to the other posts. I was strictly wondering if these mechanic changes apply on the player themselves as well so if buffs or buff modifiers are affecting a player as they normally would have the monster pve element of ignite applies with the changes of what a player themselves can do, or the originally implemented ignite mechanic...or if it solely applies to prolif. I ask also because im curious for dueling pvp purposes as well
damn all of the beta changes will for sure make the live version!
looking forward to seeing desync method changed/removed :)... thats about it n.n... since no progress is carried over (wipes) i dnt have a real reason to play the test version. lol gl everyone who gets in
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robmafia wrote:
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Iteration on existing item mods and the addition of some higher level mods.


...meh. really not forward to having higher tiers. between figuring i was done with gearing on standard to the obvious power creep of this, looks like my PoE days are numbered.



I think you've misinterpreted. They aren't adding higher tiers of mods, but mods that will exist within the current tier ranges.
Jul 27, 2011 - Sept 30, 2018.
Last edited by Serleth#4392 on Apr 20, 2015, 1:17:58 AM
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KhelThuzad wrote:



Correct me if I'm wrong but arrows used to shotgun until Tornado shot was released. For people wondering, A monster cannot be hit by more than one projectile originating from a given attack. But it will be affected by the resultant AoE generated afterwards. What this means is that Tornado shot etc will remain the same while Ethereal Knives, Multi-projectile spells will have their damage output greatly mitigated.

Yes ondar's guile allowed my ranger to evade every projectile attacks from later difficulties. Now it's a little more complicated. Unless they change how phase acrobatics works, dodging spells will stay the same.




mostly right, a few little errors. Attacks have never been able to shotgun since I started playing at the beginning of open beta, that includes arrows. Ethereal Knives is an odd spell, its never been able to shotgun. The thing with EK, its not getting all those projectiles from a GMP support, thats just how it fires naturally, so while it looks like a multiproj spell, and it sort of it, its not ever actually been treated like a multiproj spell in the way using GMP with single projectile spells turn them into something that can shotgun.
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Serleth wrote:
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robmafia wrote:
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Iteration on existing item mods and the addition of some higher level mods.


...meh. really not forward to having higher tiers. between figuring i was done with gearing on standard to the obvious power creep of this, looks like my PoE days are numbered.



I think you've misinterpreted. They aren't adding higher tiers of mods, but mods that will exist within the current tier ranges.


i guess we'll find out. that sounds more favorable, obviously.
[Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
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Serleth wrote:
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robmafia wrote:
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Iteration on existing item mods and the addition of some higher level mods.


...meh. really not forward to having higher tiers. between figuring i was done with gearing on standard to the obvious power creep of this, looks like my PoE days are numbered.



I think you've misinterpreted. They aren't adding higher tiers of mods, but mods that will exist within the current tier ranges.


Well, it does say addition of higher level mods. Open to interpretation, GGG need to clarify.
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Last edited by toyotatundra#0800 on Apr 20, 2015, 1:22:32 AM
Im seriously getting less and less excited for Act 4.

There doesn't seem to many new skills to balance out the nerfs. The track record here of breaking something and never fixing it (blood magic) have been constant.

I guess Im really curious to see how much collateral damage is going to happen when GGG "fixes" something.

Im not going to write a massive post here, but seriously, with these nerfs, all characters seem to be diverging to the same point when it comes to things like defense. Characters defense wise now are so much more similar than when I picked this game up years ago.

Im excited for the melee guys it seems to be getting better for them, casters and ranged, not so much.

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