0.10.7 Patch Notes

Oh man that new cursor is such a life saver, I can't even begin to mention how many items I've lost because I couldn't find my cursor when the entire screen was filled with loot.
PoE used to disconnect every 15-45 minutes before this patch. I've now been playing for MANY HOURS with no disconnects! GREATEST PATCH EVER! Goodbye Torchlight 2, hello PoE again!
"
Drahken wrote:

why would they not reduce it for LS projectiles.. but reduce it for everything else?

LS is probably one of the most viable 'melee' builds long before MS came around.


The problem is not that LS is a viable melee build. It is. The problem is that it is no longer viable with the new changes to Multistrike. Do the math. The mana cost for it with multistrike is 5.4 times as expensive to do relatively the same amount of damage per second (180% mana cost multiplier, 3 more attacks, 30% less projectile damage, 40% reduced damage of those reduced projectiles.)

Yeah, Mark, I'd say it's still "brutally powerful". Try taking a level 59 character to Fellshire Ruins in Merc and tell me how long it takes to kill monsters there with MS+LS. Even with mana leech I can barely support the skill. If I add on a bunch of supports to make the skill even viable, the mana cost becomes ungodly, and mana leech can't keep up. On top of that, life leech on % physical damage for claws has been rendered useless. Yet another nerf to claw users.

Here's my real problem. Melee Splash and Multistrike were supposed to be "game changing" melee supports. They're not. They are so underpowered that it still leaves Melee builds at a severe disadvantage. Gather all the data you want. I'm telling you.

Take for instance a shadow using either Lightning Arrow or Dual Strike. I do relatively the same amount of damage per second with the two skills on two different characters at about the same level. However, with Lightning Arrow I can hit 6+ targets from a great distance. With Dual Strike I can hit one target, while likely taking damage from dozens of monsters.

Oh, wait, but now I can add melee splash. Oh, but I am going to deal 20% less damage to my main target and 50% less damage to the scant few that are actually surrounding me. Never mind the others out of range that are shooting me with projectiles. Or the fact that the mana cost multiplier is 160%. Wow. That is game changing.

Multistrike appeared to look cool. Sure I could throw it on say Flicker Strike and add Melee Splash to it and whip around the screen and make myself dizzy. The damage on it was pretty horrible, and so was the insane amount of mana it cost. But hey I could really die extra fast with it. Or I could throw on dominating blow and melee splash. Sure it took five minutes to kill anything. But eventually, if I survived, look at all those minions.

Lightning Strike was the only redeemable skill that could be added to the new "game changing" supports. I could actually resurrect my utterly useless, weak, and pathetic claw shadow that could barely get out of act 1 Merc on his own.

The whole point of the new supports was to buff Melee and give Melee characters more options for AoE damage. But all it did was dramatically reduce our damage. MS solved that with LS. It's nice to be able to wipe out the hordes of whites and then go toe-to-toe with the blues and yellows. Was it overpowered? Not really. It was on par with the good EK, LA, and FP builds. I don't want nerfs to these builds, I want buffs to melee. I shouldn't be grinding so hard, so early.

The melee supports need to be fixed already. Either the penalties need to be reduced or melee skills need to have their damage increased. If I have to fight one enemy at a time, I should be able to do way more damage than a ranged character can do, seeing as they can hit many monsters, and safely from a distance.

In the manifesto, Mark says one of the problems is that "Players do not usually pick the passive skills that affect melee damage or are melee-weapon-specific." What a surprise. If you take all the damage nodes and not tons of armor, life, and regen nodes, you simply can't survive. And besides, the only damage nodes worth taking are the few 12%+ ones. Here's a start. Fix that. Give us more damage and more armor.

Whew. Okay, I'm done ranting now.
IGN: DrunkBarbarian / SupernalScion
Last edited by DeathTouch on Apr 21, 2013, 11:58:45 AM
"
DeathTouch wrote:

why would they not reduce it for LS projectiles.. but reduce it for everything else?

...................................................................

Whew. Okay, I'm done ranting now.


Ok, Not gonna quote the entire post, but this makes 100% sense, I was finally gonna make a melee build because of MS+LS, that got 100% ruined because of the 'Nerf'. I'm for some reason in a staged in this game where its like "Do one of the 6 builds, or become underpowered". And I hate this! I don't want to do a Dual Totem, LA, RoA, RF builds. Sure, I could do melee, but where in the world would I get for farming?! Sure, I could do melee, and deal no damage and fall down every minute or so, but where is the fun in that?? It is about time that we either A) Got some viable supports to make Melee compare to Ranged(Starting with un'Nerf'ing MS), B) Give us some new melee skills in general that would be viable. Im starting to get turned away from this game because of limited build possibilities, the same 6 or so builds over and over again is starting to get really damn old. Think its time for me to take a break until something gets added, fixed, or just stop overall.
"Just because you can't see the path through the forest doesn't mean using a bulldozer is the most efficient way through." -Rhys
Great patch!

Keep up the good work GGG
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DeathTouch wrote:
The whole point of the new supports was to give Melee characters more options for ranged damage.
Where did you get that idea? Multistrike has nothing at all to do with ranged attacks and Melee Splash is just a small AoE. Neither of them was meant to turn melee damage into ranged damage.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Don't have time to read a 47 pages thread, sorry.


So what's the final verdict on the meaning of:

"An Orb of Chance is now much more likely to create common Unique items and less likely to generate uncommon or rare Unique items."


1) Some people say it only affect items types that have more than 1 unique (the probability of getting each of the uniques within 1 item type is not the same)

or

2) it affect all uniques (even if 2 item types have both only 1 unique, the probability of getting them from chancing a white item is not the same)


Was there an official statement on that?
dont have the time to read all 47 pages, maybe my question is already answered.

It seems that the "make private party button" is bugged. i click it but nothing happens.
Is it only me with this problem or did they bug the private party button with this patch?
I am melee. I do loads of AoE damage. I have loads of IIQ/IIR. Check my pages for my gear/gems/passive.

Stop complaining about melee sucking and just build a good melee.

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WhiteBoy wrote:
"
DeathTouch wrote:
The whole point of the new supports was to give Melee characters more options for ranged damage.
Where did you get that idea? Multistrike has nothing at all to do with ranged attacks and Melee Splash is just a small AoE. Neither of them was meant to turn melee damage into ranged damage.


I was considering ranged damage equivalent to AoE damage. So I'll rephrase.
IGN: DrunkBarbarian / SupernalScion

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