0.11.0 Patch Notes

No mention in the patch notes of the nerfs to weapon elemental damage nodes.
Talisman softcore IGN:disappointment
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Rusery wrote:
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aristolholy wrote:
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bredin wrote:
I wonder if its occurred to any of the RF guys that RF was never intended to be an always-on skill?

B.

Spoiler

i think high life RF build need a buff, not a big nerf that can make it useless, why?
because this build was already unpopular build compared to LA ranger, FP, low life RF, ROA, ground slam marauder, dual totem spark, dual totem ice spear, ele cleave, EB templar, LS CI/templar, and other build that we know are very popluar, and why is high life RF unpopular?

1.u need rise of the phoenix shield, all regen node + elemntal adaptation, and lv 20 purity + vitality to sustain RF without losing life, and achieving lv 20 purity is not easy, u must be lv 80+ to make it lv 20

2.high life RF build have a high risk like all other melee build, because RF ring of fire without inc.aoe support gem is really tiny, so u must always face to face with monster in order to kill them

3.high life RF user can killed instantly when enemy cast curse like flammibility or elemntal weakness

4.RF gem cant be linked with other support gem EXCEPT inc. area of effect, just that one support gem only, this make it less powerfull compared to other skill gem, especially when u want to farm rarity, because IIR and IIQ gem also not work with RF

5.inc burning damage from gem or passive node do increase ur RF damage, but it will also increase the damage U TAKE per second

6.early game before u can maintain RF, u must popping ruby flask all the time in order to survive

7.late game when u have rise of the phoenix, all regen node and EA, and lv20 purity+vitality, finally u can sustain RF, even when all of that is done, high life RF DPS is LOW compared to other build, because its do damage based on 50% of ur max LIFE, so example u have 5k life at lv 80, so u just do 2.5k damage MAX, because u must also calculate enemy fire resist, so if enemy have 50% fire resist, u just do 1.25k DPS, that is REALLY LOW compared to other build at that level

8.thats why its really needed RF to be always-on skill, because if its not (like before rise of phoenix is introduced), high life RF build must struggle when PARTY because they NEED to kill in order to sustain the "popping ruby flask ritual", but that was not an easy task because RF DPS is LOW compared to other build, its become worsen with upcoming new patch that nerfing life node and EA, if that nerf was really happen, high life RF build is officially dead because they must do that popping ruby flask ritual again, this time its harder because lower life mean lower survivability and lower damage

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Laramousse wrote:

Just saying that with the proper gear and node we were able to get 101%fire res so yeah it's rly easy to sustain even with 5000Hp(withtout Kaom's hearth)


101% fire resist? wheres that come from?
Spoiler




No one cares that your build needs a buff. RF is a situational spell. You use it in situations where youre going to get mobbed. Its not supposed to be abused like it has been. A build that has you running around and proximity killing isn't what it was intended for.


Yeah, that was a really long reply that amounts to:

"No, B. I handnt considered that."

B.
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I can't wait for the new leagues, seeing as I just managed brick all my level 50+ characters with the respec. xD I'm terrible at planning.
could anyone kind enough to tell me how much fp was nerfed and how much clarity is buffed?

now at work and cant check in game. Thank you

(Sorry if it has already been answered)
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popohim wrote:
could anyone kind enough to tell me how much fp was nerfed and how much clarity is buffed?

now at work and cant check in game. Thank you

(Sorry if it has already been answered)


FP nerf wasn't so bad- about 5.5% damage lost.


Clarity is about 9% better- so about a net 1% reduction to your prepatch mana regen if you had inner force or a 10% increase if you did not have inner force.
Talisman softcore IGN:disappointment
Last edited by bilun on Jun 6, 2013, 12:56:01 AM
Thanks slot!!
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Could someone playing a CI character answer a question for me(unable to check for myself atm).

Has this patch helped with the constant stun-lock problems us CI players face? Or no change?

From what I can gather, it would not have helped at all, as yes the damage is decreased, but the passive nodes are also decreased.

Thank You in advance.


its either better or same as before. stuns get calculated on the life a player has, so for a CI player thats 1 life. a change on the ES doesnt change anything :p
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Therealshotzz wrote:
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Could someone playing a CI character answer a question for me(unable to check for myself atm).

Has this patch helped with the constant stun-lock problems us CI players face? Or no change?

From what I can gather, it would not have helped at all, as yes the damage is decreased, but the passive nodes are also decreased.

Thank You in advance.


its either better or same as before. stuns get calculated on the life a player has, so for a CI player thats 1 life. a change on the ES doesnt change anything :p


Wrong. for CI players its calculated on how much life you would have if you havent taken CI. Which is what this guy was asking about, and it will prolly be even harder now with status ailments then before, due to hp nodes being even lower now.
IGN: Perpetual_War / Malacath_
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PerpetualWar wrote:
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Therealshotzz wrote:
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Could someone playing a CI character answer a question for me(unable to check for myself atm).

Has this patch helped with the constant stun-lock problems us CI players face? Or no change?

From what I can gather, it would not have helped at all, as yes the damage is decreased, but the passive nodes are also decreased.

Thank You in advance.


its either better or same as before. stuns get calculated on the life a player has, so for a CI player thats 1 life. a change on the ES doesnt change anything :p


Wrong. for CI players its calculated on how much life you would have if you havent taken CI. Which is what this guy was asking about, and it will prolly be even harder now with status ailments then before, due to hp nodes being even lower now.


CI characters take no life nodes. their max hp wont change with this patch, so it *should* still be the same.

B.
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Endrju82 wrote:
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Maladyx wrote:
Just want to say thanks for this patch, I feel you guys have made a great game even better, it's especially all the smaller details that combined also make a big difference, besides all the major balance changes.

I love the healthbars
I love the reduction of the tab map
I love the new es covering much more of the health globe

I definetly love the quality improved crafting, I 6linked my chest in about 8 stacks of armour scraps after having used hundreds of fusings before the patch trying to 5link it, and around 500 jewelers to 6s it.

I go to sleep a happy man

Goodnight

-> cant wait for the new leagues!


Wait, was that rare or white? To make a rare 20% quality you need 20 scraps, 8 stack is 16x20, so you made a 6link in 16 fuses?


yes it was rare mate, found it in the 1month, max % and -1 from max flat, stroke of insane luck

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