0.11.0 Patch Notes

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eichlot wrote:
+ the crit nodes they mentioned


Yeeessss, terrific... unless you have Resolute Technique ;) And without resolute technique you have invest heavily into accuracy, so again, there will be probably no points left for those crit nodes...

What we need, is numbers to decide if we have StI paradox or not. Probably, we have.

Anticipation slowly dissipates...
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Chris wrote:

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fillfill wrote:
hmm did i miss it or is the armor reduction formula not changed?


It's not changed, but as you know it's based on monster damage which is a lot lower now. Because of this, armour has a lot more defensiveness now.


And then you basically negated the changes by removing a lot of elemental resist. Now we get a bit less phy dmg and a lot more elemental. What's the point of this ?
Besides: Reducing HP when people use blood magic for skills and auras. Did anyone think of this ? This is really Diablo 3 all over again...
IGN: Darkrox (not my main, just for easy contact)
~ Yes i'm the Darkrox from Runes of Magic - World's #1 Guild Pravum 2009 - 2011 ~
Last edited by Darkrox on Jun 3, 2013, 8:18:10 AM
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Evlesoa wrote:
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iamstryker wrote:
Everyone is freaking out over the few real nerfs in this patch. Just adapt with it people. I don't see why people want to automatically scrap their characters because they have a little less damage. Weren't you basically one shotting everything???

Chill out and play it first ya divas.


"Cruel bandit quest rewards: changed to 18% Physical Damage for Oak and 8% Attack Speed for Kraityn."

12%... 18%... tell me how this doesn't matter?

Fairly certain that if you took the bandit reward of Oak's physical damage when it was 12%. It is now going to be 18%, you just can't choose a different bandit for the reward.
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00
I don't know how i feel about this patch yet.

Nerfing EK, FP, and righteous fire indirectly (could have just nerfed PA).

Sigh.
Lots of well thought changes. Good job GGG, thanks again.
No longer a forum dweller, please use PM for contact purposes.
nice patch. What about background colors on items? :D
IGN:NiteSlacker
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Hypetreme wrote:
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MyH4o wrote:
haha, all we've heard is that phys damage gets a buff, no word on armour, on the other hand massive nerfs to life


"Monster damage has been reduced in all difficulties"

Do you realize that when they reduce the damage that monsters do, armour automatically comes better.


Do you realize most ES based char's have little to no armor, so what is the point of armor becoming better? Is it jsut to stop the QQ melee babies?


Hey its funny:

-I make a dual totem spork witch with my precious shavs, pick ele adaptation and inner force+ purity so i can keep my RF always up (LOL).

-OMG this is too easy, the mobs dont even attack me as i have 10k dps with each totem. lets stack MF now


Dual sport totems with full MF gear 100/300 clearing maps faster than most of builds with godly gear . You think that was balanced? lol
Okay, forget what I said. I messed up my own words.

What I said above is that after quests get beefed up, the characters that took the reward are now weaker than those that took it after the patch. That's a big deal to me.
"Out of every unique I found so far (20+) all of them are fucking junk to a point that even the vendor tells me to shove em up my ass." - DarkKane

"All hack'n'slash games are based on the carrot on the stick 'method', and in PoE's case the stick is so long I can't even see the carrot." - Odoakar
Wow... elemental adaptation was massively nerfed.


I'd like the numbers for the new life nodes if possible. Pretty important bit of information. Thanks for the patch notes. Looks pretty good.
IGN: Iolar

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