What happens when Closed Beta starts tomorrow?

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Anathema420 wrote:
I'm having a heated debate at the moment about this: does tornado shot shotgun in the way described in this post? And is this change going to effect tornado what's damage??



I'm assuming yes thats right im assuming that seeing chris said that they behave the same as arrows. Tornado shot being arrows means that tornado shot wont be altered too much. Im thinking that people think tornado shotguns because of the likelihood of the arrows hitting close range enemies.
Nice!
Can't wait to see the changes in action from some streamers.

It's just hilarious how some people whine about a few streamers getting hand picked for the CB testing in stead of "skilled" individuals. They are skilled individuals and their whole audience can help spotting broken stuff.

Gl GGG with the CB testing phase, keep up the good work :)
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hlobo350 wrote:

I could be wrong but i think it was moved "north" of the passive tree, can't recall where i heard/read that though.


It would make sense for it to be located more in the Witch side since it's energy shield and such.


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Serleth wrote:
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Jackinthegreen wrote:


Has Ghost Reaver entirely disappeared from the tree or merely been relocated? If it has been taken out fully then I'd expect some sort of way to get it through other means or some form of compensation. But it might also be a change to the way ES works. We'll just have to see when the data becomes available I guess.


My guess would be either a) It's been relocated or b) There's a jewel mod that provides the same effect, but the socket allows for greater diversity in how you can manage the surrounding nodes.


Yeah, my first thought is relocation.

A jewel that provides it seems risky. Maybe if it's like that curse jewel where you need 70 Int invested around it to activate it. If it doesn't have some sort of cost associated with it then having it as a jewel that can go anywhere seems a bit too strong. Keystone abilities need some sort of investment to get their benefit.
Really disappointing such a miniscule number of invites are being sent.
Prejudice is a burden that confuses the past, threatens the future, and renders the present inaccessible.
oh well, looks like i won't be playing freeze pulse then

back in the garbage bin
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Serleth wrote:
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Grimlocke_ wrote:
These changes look interesting, many new things that will keep both old and new players occupied.

Only thing that saddens me is that for already two large content patches, there has been NO adjustments/improvements to both spell and ranged attack totems. With the change to shotgunning mechanics, flame totem builds will slowly die out the same way dual spell totem builds did.

PoE was always #1 about build diversity, possibilities and so on. Removing a handful of once viable options by neglect sends the wrong message.


The adjustment to how projectiles work is going to open up a lot of doors I don't think many people are recognizing just yet, depending what happens with the changes as a whole. One of those doors I believe (total speculation) will be the freedom to finally lift the rather oppressive penalty on ST & RAT introduced in 1.1.0 (where the penalties became multiplicative). That would certainly allow for the return of diversity with totem play.

Also, there's this bolded text below which appears to have been overlooked by many. I've provided the preceding lines for context:

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Multiple projectiles emitted at exactly the same time can no longer hit the same target. Their area of effect damage can still overlap, dealing damage to the same target multiple times. Many skills have received balance changes as a result.


I am hopeful, however I am also worried considering there was no mention of totem gems whatsoever.

So might as well ask then.. Is there anything being done to make spell totem/ranged attack totem viable in this upcoming meta?

Looking forward to see new features. It looks like completely different game. :) Maybe you should increase drop rate of the rarest uniques and lower 6L price because you are adding new content faster than I am farming it. :)
Really before I complete my build you change everything several times.
Last edited by Langhun#7314 on Apr 20, 2015, 5:45:22 AM
Wish I hadn't missed being an alpha tester by only a couple weeks :(
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Wraeklops wrote:
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FRANKENSTEINxDR wrote:
Incinerate is crap without shotgun then you can just use any spell with the same result.


This is probably the best possible comment.
Remove OP-mechanics and just use any skill you like (with similar effectiveness)? Yeah, why not?


To all who complain about killed characters: We don't know shit about the new balance, we get new skills and a full passive respec!
Safe your tears for real-world-problems.


Indeed. I also want to point out: people who are complaining about their pre-existing chars should wake up and smell the roses: the essence of PoE is in the new 3/4-month leagues that occur, NOT in the recycle-bin that is Standard.

There is nothing in the game being designed around Standard, it is the end-result, final destination of everything there ever was in PoE (you might consider it, the Afterlife of Everything). It's where everything goes to die/dwell once its time comes. For people who can only hold on to their aged and expired things, there isn't much newness/inspiration/hope regarding upcoming patches/releases, because those things will always cater to the future and what is *to come*, NOT *what has already passed*.

Look forward, not backwards. Maybe then there is some peace to be found when change needs to be embraced. There is joy to be had in making new things, struggling to find pieces to fit together, like putting together a puzzle before you know what all the big picture looks like. Take time to savor the moment when the tidal wave hits and everything you thought you knew is no more :)


/end_philosophy_lesson
For POE Devs: https://www.youtube.com/watch?v=ea6UuRTjkKs
Died like this in HC before: https://www.youtube.com/watch?v=nVsgFUiD-Y8

u_u

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