0.10.8 Patch Notes

Looking forward to this. Hopefully they patch comes out closer to or earlier than noon NZ time. Although I almost expect it to hit mid gaming session.

Will be curious to see the puncture changes and will enjoy the mana and life leech change as well as nearly all else. May have to pay piety a visit.
Pacific (GMT -8) Time
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Nagarashi wrote:


Almost feeling sorry for you, poor baby.

At least I, as a non-developer, can help you with one thing: "xp death penalty". This one has such a simple but rather mindblowing solution.

Aww come on, I'll give a hint. The solution requires your hp to stay above 0! WHAT? NO! IMPOSSIBLE!


^scrub
Last edited by Drahken#7486 on May 9, 2013, 4:37:42 PM
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PhreEkGarden wrote:
I didn't see it in a response from a developer, and I'm assuming it's been asked but I can't search through the entire thread.

With passives like this being changed around, is there going to possibly be a respec allowed for people in the Witch / Shadow area? I will definitely be changing my build around to accommodate some of these changes.


uh my duelist had a node changed in the duelist tree remodel, and that involved way more nodes then this simple change and didnt get a respec. I hope to god none of you get one.
Last edited by Drahken#7486 on May 9, 2013, 4:39:14 PM
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Undead_Fred wrote:
A lot of the complaints about the map drop rate are pretty moronic, considering you can now farm ilvl 67 and 68 areas indefinitely, and they both have DEDICATED map drops.

Now instead of running tons of 66 67 maps, you can consistently farm a higher ilvl area and save all of those maps for combination...



really? to get a map even worth playing.. which is level 70+ you would have to farm at minimium 81 level 66 maps.. and thats assuming they all paired perfectly and allowed you to step them up in the vendor.

[Removed]
Last edited by Bex_GGG#0000 on May 15, 2013, 4:47:52 PM
am on the fence with this patch ime all for upping xp in act 3 to make it a bit easier to level but i do see a weird thing going on that most will grind it out till 78/80 ish.. but with only lvl 66 maps dropping the xp when you roll them at that level will suck ime just wondering if ggg know this and have changed the recipee for maps... now theres one to catch us all out they did say some new ones added and surely they can see this might be a problem... well thats my theory lol

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Drahken wrote:
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Undead_Fred wrote:
A lot of the complaints about the map drop rate are pretty moronic, considering you can now farm ilvl 67 and 68 areas indefinitely, and they both have DEDICATED map drops.

Now instead of running tons of 66 67 maps, you can consistently farm a higher ilvl area and save all of those maps for combination...



really? to get a map even worth playing.. which is level 70+ you would have to farm at minimium 81 level 66 maps.. and thats assuming they all paired perfectly and allowed you to step them up in the vendor.
[Removed]


trading
Last edited by Bex_GGG#0000 on May 15, 2013, 4:48:19 PM
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Kwonryu wrote:
Consecrated Ground is a ground effect that provides life regeneration to allies.

Desecrated ground is a ground effect that does chaos damage to enemies.

Sweet item-effects! :D


hopefully they'll be fun!
Massive buff to deep thoughts! Huge freeze mine buff! Improved levels pre-maps! Best patch since the beginning of open beta!!
IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
I like the changed level area's the seem to reflect the difficulty much better. It also sounds like maps have been made a part of the game rather then just something you found randomly(even though it is such a big part of the game)

Still waiting for armor to be better though.
Lucky/Unlucky would be an item modifier.

For example if you have a weapon that says "lucky," and it also says deals 10-30 fire damage, the game will roll that number when you hit. Let's say the game rolls that it's 15 damage, the lucky modifier would then roll it a second time, and take the greater of the 2 rolls as what fire damage you would deal.

It's not some base thing changing everything in the game. We would need to see what items have the stat, and with what mods it is coupled with in order to understand what it does. Asking what it does without the item it's tied to is like asking how much damage added fire damage would add to your character, without knowing what your base DPS is.

The "ground" effects are not new areas, or places on the map. They would be effects you would apply to an area on the ground, with an item or weapon on effect. Think ground ice, or burning patches.

So many questions about these modifiers were so off base, had to at least post a basic idea of what they meant.
IGN = Dellusions_Duelist
Last edited by Dellusions#6488 on May 9, 2013, 6:26:06 PM

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