Content Update 2.5.0 Patch Notes

I came in a conclusion..
GGG feels confident after the Diablo failure on Blizzcon,now and they started f4cking around.


P.S.Truth hurts
i play from beta
TY for kill my build with Cospri's, 1-2 years ago you kill my flicker strike and i stop play, now you kill my second build that cost me so much Ex and time.
FUCK you for my lost time
I hope your online falls to the minimum limit
well. IMO!

nerf ancestral warchief by 10-15%.
weapon range changes might require reducing the aoe a bit,
but well done w the tweaks.
clarity please! is the +10 weapon range it now has flat?
or is it the base, which YOUR weapon range is then added to?
the totem does after all wield 'your weapon.'

on a similar note, it may have been overlooked,
but please double check trigger gems vengeance, riposte, reckoning
use the new melee weapon range properly.
i assume they will, since cyclone.
is cleave being touched/buffed?
i think it had 20 base range, in comparison maybe bump it to 24/25?
for nostalgia, people might play it with a bit of QoL.
literally if u made the visual sweep left to right and then right to left,
it might look cooler and might be used.
bit of concern about already well-used cyclone gonna be overused w new range,
vs underused skills like sweep and ice crash gonna be ignored.
not that i have a solution.

im not clear on whether Delirium 10s duration is modifiable,
might want to consider making it 10s unmodifiable.
you...may have overbuffed totems with ele res on the passive tree being doubled.

viridian grand spectrum nerf. i cant say ive used any,
(as theyre seem awfully rare and ive no interest)
but it seems like 6->5% would be more appropriate.
IF double dipping is ever fixed, they'll need to be rebuffed probably.

the MORE on per blade vortex stack concerns me.
but im so glad you finally touched it. finally.

change Mjolnir and Cospris Malice to 200ms cd, not 250.
this matches up with the 200ms cd on power charges anyway.
Malice is better than Mjolnir in EVERY way and will still be good either way.
but it has higher crit, higher attack speed, free global multi and bonus crit,
,decent base dmg, lower requirements.
obv its ok for malice to be better, but Mjolnir has WED. which is useless.
the chain+1 is from old days, when arc has what, 3 bounces max? vs like 6-7now
maybe make it chain+2 and global lightning dmg+20% instead or something.

well done with golem buffs, opens interesting possibilites.
The AI on chaos golem is the worst of them. maybe tweak it.
Nuro buff, on defensiveness is well themed and a good choice.
Ranged Attack Totem. it took far too long. but thank you.

blade flurry mainhand/offhand aspd fix, good.
slight aspd/range nerfs. good.
not sure how weapon range affects it. could be a problem w buffs.

Ascendancies.
im so glad you buffed raider. may be overbuff, we will see.
and nerf pathfinder charge mechanics. thank god, finally.
but i expect to see people LAWL K ILL WEAR ONE VINKTARS.

"The minor Ascendancy skills leading up to Avatar of the Chase
now grant 20% increased Onslaught duration, instead of 5% attack speed."
clarity, please. from all sources is implied.
my 8 second onslaught flask now gets 20%x2 and lasts ~12seconds?\
maybe "onslaught gained as on=kill effects"?

i do wish you'd touch some of the numbers on Scion Ascendancy at least.
the 3%movespeed nodes leading the scion start make me sad.
didnt they used to be an actually SOMETIMES useful, %acc?
Versatile Combatant. the duelist spell block.
and inquisitor eleres ignore.
they make me mad. they imbalance the game. i wish you'd tone them down.
if pathfinder wasn't such a predominant issue, the QQ would be about them.

TLDR: I have lots of opinions.
New Uniques, new builds, new enemies.
Breach looks good, im excited.
"
The "of Stasis" mod that previously prevented player life and mana regeneration will now also prevent energy shield regeneration. Existing versions of the mod will continue to prevent only life and mana regeneration.

Uhhm, how are non-leeching CI characters supposed to even play this? There are no potions to start or restore energy shield! This is just another blood magic. I mostly play non-leeching CI as summoner.

"
Reduced the maximum number of Summoned Raging Spirits to 20, but we have also increased damage as the gem levels up to compensate. It's intended to be a similar damage output but with less casting needed and less effective area of effect.

Why? Doesn't this defeat the purpose of the spirits, them being summoned in great numbers? Twenty spirits seeems very very low.
Why change their area of effect when there are alot less?
Did you guys at GGG also factor in the spirits moving from one target to another, because when spirits move from target to target, they do not do any dps? With less spirits, this effect is probably alot more noticable.
With less spirits, how will it work with target selection? All 20 spirits going after the same target, and/or all of them moving from the same target after a kill seems to lower dps and won't allow spirits to attack all enemies at once. Will spirits still spread out among targets, something they did natually due to their high amount?
This seems like a major unneeded nerf.


"
Melee Skeletons from the Summon Skeletons skill now deal 25% more damage. Summon Skeletons and Vaal Summon Skeletons skills now have a cast time of 0.8 seconds, down from 1 second.

Nice!

No major buffs to zombie hp? Was hoping for this!
Last edited by sarannah101#2551 on Nov 30, 2016, 12:40:26 AM
Great...have no clue what build to play first now for hc breach.
🐢
ITT:

Balance masters that believe that they can steer POE in a better direction than the devs :D
"
Freshour wrote:


Pathfinder needed nerf... not the entire mechanism of crit'n to get flasks?

I hope it is fun... Life is still shit compared to ES despite what the dev team thinks, Mathil is the only streamer that really uses it.. so I'm not sure where you get your data from. But anyway...


There were other builds that could max crit and pretty much keep flasks up all the time. I had only 50% crit on some of my builds and that was enough to keep most of my flasks up. Will I miss that? Oh hell yea! It was so helpful but did make me lazy with my playing.

I only really delved into ES recently. Mosly cause I was tired of struggling for life node since I usually played witch or assassin. But I remember a time when life was king and you were given loads of shit for going ES. Not to say it doesn't need fixing. And while I really don't like the impact the all mighty Mathil has on this game and it's community and economy, his consistant use of life in his builds does show it works. Its just not as easy as ES. I think that's a lot of the problem. People want the easy way. I mean look at PT and his usually doing SSF. Yea it's fun but in the long run the easier things get the sooner the game dies. This can be seen with just about any game.
"
sarannah101 wrote:
"
The "of Stasis" mod that previously prevented player life and mana regeneration will now also prevent energy shield regeneration. Existing versions of the mod will continue to prevent only life and mana regeneration.

Uhhm, how are non-leeching CI characters supposed to even play this? There are no potions to start or restore energy shield! This is just another blood magic. I mostly play non-leeching CI as summoner.

"
Reduced the maximum number of Summoned Raging Spirits to 20, but we have also increased damage as the gem levels up to compensate. It's intended to be a similar damage output but with less casting needed and less effective area of effect.

Why? Doesn't this defeat the purpose of the spirits, them being summoned in great numbers? Twenty spirits seeems very very low.
Also, why change their area of effect when there are alot less?
This seems like a major unneeded nerf.

"
Raise Spectre now grants +30% elemental resistances to its minions.

"
Totems and all other minions now have 40% elemental resistance and 20% chaos resistance. This also includes minions that didn't have resistances previously, like wolves.

Could you please add a way to see our minions their resistances?
Does the +30% ele res from spectres also apply to non-spectre minions?
How does this factor in with the necromancer ascendancy resists?
Overall, I like this change!


"
Melee Skeletons from the Summon Skeletons skill now deal 25% more damage. Summon Skeletons and Vaal Summon Skeletons skills now have a cast time of 0.8 seconds, down from 1 second.

Nice!

No major buffs to zombie hp?



For Srs this might be a huge buff btw , and in area of effect they probably meant that less Srs hits in less area ( altough having 20 with a LOT more dmg is a LOT better for bossfights ) :)
No hp and es overhaul? GG im out. Gonna load my money somewhere else. Bye.
2d14h22m cant w8 -_-

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