0.10.7 Patch Notes

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Shaddw wrote:
Do I still have the same chance to chance a Kaom's Heart as I did before?


As speculated only if one of the new uniques is not a "glorious plate", than it should become much more harder. Means your chances would half anyway, by just having a extra unique that can be rolled, if u than alter this chance further .... do the math :p
Last edited by AndyPandy22#1315 on Apr 18, 2013, 9:58:52 AM
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mevsc2 wrote:


Increased the drop rate of Unique items. This mean more shities :(


Wait til after the Patch :D
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
Does light radius increase aggro radius?

I imagine if monsters see my light, they go after it -- is this right?

That would make 2 reasons that inc. light radius is cool:
1) huge light radius means you could pull from well beyond screen range
2) light radius is nice for the low-life builds.

I also don't mind the lower requirements mod. This aides twinking new characters as well as enabling the use of a dex item on a pure str build if needed.

I feel sorry for the people who think that it will be too hard to get good items. You have some entitlement issues to work out...
Ebony and Ivory? Gonna give me dual pistols to match that next patch? XD
My duelist continues to reel in agony every time I see a Lightning Thorns caster.
i too fas fo youuuuuuu
Love the patch!

New Flask mods are awesome!

But I think some more utility flasks would make things more interesting as well

Increase Crit
Increase Accuracy
There's an Armour flask why not evasion or dodge chance flasks?

Just a thought thanks again!
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Wavestrike wrote:
Thanks for this patch. Thanks a LOT for waiting until people hit 80+ in hardcore to nerf their entire multistrike builds, GGG. You finally made melee/physical damage SOMEWHAT viable, and now it's not even worth using the new gems. Why the fuck isn't freezing pulse hitting the same target 5x with GMP nerfed yet, or rain of arrows with point blank? Fix things that need fixed, or leave them be. If anything multistrike made new options, but now it's pointless because of the massive 40% damage loss, so enemy armor is more effective against it..

Now my level 82 hardcore duelist is completely fucking useless. Won't even be able to sustain living because of doing less damage = less life leech. Bad enough that end-game progression is absurdly based on RNG. And that physical builds completely suck compared to elemental.

I was about to buy the demon king horns too, glad I didn't. Why would I feed a company that does this to it's players any more money? Glad to see you're taking the route of D3 and giving in to complainers about unique drop chance and chance to unique %. What next? Making bosses easier? Give me a break.

You're killing this game. You guys have been a great company up until recently. It's a shame; this game really had potential.



BETA, deal with it. Changes are gonna happen. If you can't deal with it then you are free to leave and come back when beta is finished.
I used to play Diablo 3, then I realized it doesn't have a Shabby Jerkin.
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TehHammer wrote:
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glockenrock wrote:
Patch looks good to me. I do think the new support should be 'minion elemental damage'. They are minions!

Glad to see more unique artwork as well. It's the little things.
First off, it's elemental resists, not damage. Second, it's summons, it applies to minions and totems (which are not minions), both are summoned, so that word makes sense.
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fzlheroes wrote:
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An Orb of Chance is now much more likely to create common Unique items and less likely to generate uncommon or rare Unique items.

So what's this meaning?
It means that all unique-able items had an equal chance to roll unique with chance orbs, and now they'll be weighted so that uncommon uniques are less likely to be crafted. Crafting a Kaom's is about to get harder.


thanks a lot.
if so, why the orb of chance is getting more expensive than before? once it is 1 chaos=8 chance, now, it can barely 1 chaos=4 chance.
IGN: namehard
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The Multistrike support gem's damage penalty is now "Less Attack Damage" rather than "Less Melee Damage". This affects Lightning Strike's projectiles which were not intended to have no penalty with this support gem.



That's strange because you said here...

http://www.youtube.com/watch?feature=player_detailpage&v=W_UWOlGVL5M#t=60s
Berek's Grip Ice Spear
http://www.pathofexile.com/forum/view-thread/780707
Budget Magicfind and/or Hardcore Flame Totem
http://www.pathofexile.com/forum/view-thread/1211543
Last edited by Necrogue#4186 on Apr 18, 2013, 10:39:41 AM
I'm not familiar with the prefix/suffix names of the map mods, so I'll translate for you guys that don't remember em too:

- Physical Res - quantity bonus increased from 6% to 8%.

- Goatmen - quantity bonus increased from 8% to 14%.

- Lightning Res - quantity bonus increased from 6% to 8%.

- Fire Res - quantity bonus increased from 6% to 8%.

- Elemental Reflect - quantity bonus increased from 12% to 18%.

- Cold Res - quantity bonus increased from 6% to 8%.

- Physical Reflect - quantity bonus increased from 12% to 18%.

- Additional Proj - quantity bonus increased from 12% to 18%.

- Cannot be stunned - quantity bonus increased from 6% to 12%.

- -% max res - quantity bonus increased from 15% to 30%.

- 50% regen - quantity bonus reduced from 30% to 20%. (Dont agree with this one. Like me and a lot of players, we rely on life leech to survive. Not only does it regen 50% slower, it actually reduces total healing by 50%. It could be a pretty tough suffix if we rely on healing overtime to sustain. I certainly prefer the 0% regen suffix to this one.)

- Vulnerability - quantity bonus increased from 18% to 25%.

Overall good changes imo, don't have to spend as much currency to get higher quality now.
ign: littleleaper

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