Path of Exile 0.11.0

Wanted to start new char this weekend, now i have to wait until next patch^^

Nontheless, GREAT work GGG!!!!!!!
ANARCHY in Wraeclast!!!!

hmmm...someone should write a song :)

Sounds very nice!
Crafting doesn't exist in POE. Gambling does...and the house always wins.

Velocireptile - I LOL'ed. Which made me fart. I wish the office were empty right now :(

Hardlicker - I had to push the dog out of the way so I could get to the sexy quilt.
I don't know what to think about this announcement. I only play default and because of that I'm not that interested in those new leagues. I thought the secret awsomeness would be something different then those leagues. The nerf of life notes and monster damage aswell as the player damage buff sounds good though.

I really hope there are some features that they don't have announced yet, like some good changes for crafting. Because it's still better to horde those currency then to use it for crafting.

Also I hoped they would adress the item issue, been running for two weeks farming with my mf char and 99% of all the items I find are just crap and only good to be vendored for shards.
And what about the changes about the trading system? Are they not to come with this patch?
Would have also hoped that the secret awsomeness would have something to do with the endgame soloplayer issues.

Btw, what about reducing the screen clutter.

I hope and wait for the full patch notes to come, maybe some of these issues will be adressed and are just not announced in this news.

So all in all not that hyped with the patch anymore, but I'll still play the game. After all we are still in beta.
Holy shit! I love you guys, i can't wait for this patch ^_^
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Supp0rtguy wrote:
Wanted to start new char this weekend, now i have to wait until next patch^^

Nontheless, GREAT work GGG!!!!!!!
Yes, the emotional stress of watching too many romance shows and then THIS, is just overwhelming...

If I was a weaker individual, I would harbor thoughts of suicide right about now.. >_<
IGN: Golem_Antsy, Harvest
Chris you are the best !!! (also your fellow developers)

Eternal orb is such a good idea to increase the best possible crafting there is.
I was waiting for such an orb.
Now i can try to exalt my leather belt.

Thank you so much :)
Keep up the good work best game there is at the moment
The way to get a 6 l is through pain . If you dont you'll lose
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Kryptonic wrote:
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Chris wrote:
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purestevil wrote:
Did I read correctly that Standard League is the parent league for Anarchy League?


Death in Hardcore goes to Standard.
Death in Onslaught goes to Standard.
At the end of Anarchy, chars move to Standard.
At the end of Onslaught, chars move to Hardcore.

So Anarchy is a new non-hardcore league. Onslaught is a new hardcore league. It's important that dead Onslaught chars don't appear in Anarchy (reasons are in the article).


First let me say, this patch looks FANTASTIC!

however, what is the reasoning behind

At the end of Anarchy, chars move to Standard.
At the end of Onslaught, chars move to Hardcore.

I am very interested in the Anarchy league concept but have no interest in it if the character is moved to standard at the end of the league. If both Anarchy and Onslaught moved to HC, the standard players could then send their players to the standard league and HC players could partake in the awesome idea that is the Anarchy league.

What is the reasoning behind this? Are the anarchy exclusive items OP for HC?


I get that the whole point of the change is to give players other viable defensive options other than stacking life. But ES is such an option and get's nerfed along with life, while armor, another such option, gets buffed. Armor is clearly the winner here.
Well I'm excited maybe the new currency will help the economy a bit.
it would be interesting if they made anarchy league permanent. that way players can enjoy the chaos of it. im sure more than a few players would love to have more enemies that they can kill for a nice loot drop.

i also wonder if one of the super secret things they havent announced is finally the return of phase run? the old phase run was good for assassination type chars (imagine combining a melee skill, with melee splash or multistrike, then using phase run too give it a nice damage boost) so it brings big questions as to what they are doing with the skill exactly. they did say they were going to reforge it anew, so you can only imagine for now.
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084

State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078

State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062
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Tanakeah wrote:

Math only goes so far when you have base mechanics that put more of a monkey wrench into the equation. The problem here is that your math works IF the current mechanics regarding armor/evasion (seems elemental resists are not being touched in how they work unless someone else wants to chime in) are not improved and the damage reduction they provide is not increased. However, even with the fact that monsters are going to do less damage there's also the fact that we won't have as much life to play with either going by what the devs have said. This could very well end up 'balancing out' and once again the major factor ends up being the faulty mechanics of how armor/evasion work.

There are two things that need to happen for this change to be worthwhile and to make life nodes less of a concern and thus allowing players more free points to choose other passives:

1. The damage reduction must be greater than (doesn't have to be by A LOT just greater than) the reduction of overall life from the reduced percentages of the nodes.

2. The base mechanics of armor/evasion must provide more benefit than they do now.

The biggest issues brought up with armor is that it is very lackluster against larger blows that occur at higher levels. Essentially enemies are getting 'crushing blows' that bypass the armor and strike almost entirely at the life pool, which is why huge life pools were needed in the first place. Aside from life, the only other real way to counter this was to carry a big armor% granite flask to make up for armor's deficiencies. The 'entropy system' for evasion (which I absolutely detest) was used to attempt to make it more stable and less RNG dependent actually ended up hurting more than helping...IMHO. These factors along with some other small ones meant that armor/evasion didn't do what they should be doing and thus life being king was the workaround.

Now, if these are not being touched or changed to be more meaningful, then the math won't help out at all and life nodes will still be king. This is where I am a bit skeptical and wish GGG would clarify a bit more especially considering how big a deal defensive choices are in terms of keystones and gear choices period.


I don't understand these types of responses. Did you even read the post:

"Defensive options such as armour are substantially stronger now, more than offsetting the lower life totals."

Armor will now have more influence on effective health than before. How can they state it any more clearly?

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