0.1.0e Patch Notes
" well, if they change it as a bugfix, clearly this was not an intended mechanic ¯\_(ツ)_/¯ |
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Holy moly! Thank you guys!
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" Lol what you don't have 2mill gold already? |
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first time posting something here, i get the nerfs to summoners, however, you guys need to think about this for a second, summoners have like way less summoning options than they did in poe1 (at least for now) and now you nerf the build, i get the whole "we nerf builds who make you feel like you need to play only this . . . ." however we are in early access, how about nerfing something while giving more options.
Example, nerf the summoner when you release more summoning choices or you actually improve the other summons, with this all you did is kinda kill the class since the other bunch of summons are really weak / useless |
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" Wild Shards also interrupts the fireball cast itself now. Causing it to ONLY cast the "additional 8 projectiles" and not amplifying the existing cast. A double unleashed fireball cast now only sends 8 proj instead of 20+ So the Wild Shards bug is severely impacting several builds |
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Added Temple of Chaos travel button in an earlier patch, added Guild Hideout travel button in this patch...Next patch will have a Trial of Sekhema travel button???
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yeah i feel exactly the same way. i tried a trial and was doing no damage to even white mobs and was able to blast through t5 maps pretty easily yesterday
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Huhuhu envenom. T.T
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good stuff. you guys work fast. hope console visuals and performance is being worked on as well.
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still no standalone client install happening here :(
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