0.11.0 Patch Notes

I don't like it when game companies release patches/patchnotes that are vague, and don't give specific numbers/percentages on every change.

These patchnotes are a bit of a mixed bag, and only list some of the actual numbers so far...
Last edited by Lazcorp on Jun 5, 2013, 5:38:57 AM
When patch is going live ?
"
TiTez wrote:
hello every1
about the new phy dmg inc from belts it gonna increase when release for the old ones or only the new ones dropped


Your belt won't change, GGG stated already that if you wish to change an existing belt, you will need to re-roll it with Blessed Orbs.
"
TiTez wrote:
hello every1

2 questions:

what about the 18 % oak quest? i choose it as 12 % i need to remake the char ?

and about the new phy dmg inc from belts it gonna increase when release for the old ones or only the new ones dropped


Change to the quest reward is applied retrospectively.
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kory1979 wrote:
When patch is going live ?


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Chris wrote:

We expect to deploy 0.11.0 in the afternoon of Wednesday, Pacific Time.


So anywhere from 10-14 hours from now I think.
Last edited by Lazcorp on Jun 5, 2013, 5:53:36 AM
"
Lazcorp wrote:
"
kory1979 wrote:
When patch is going live ?


"
Chris wrote:

We expect to deploy 0.11.0 in the afternoon of Wednesday, Pacific Time.


So anywhere from 10-14 hours from now I think.


Ugh I wish i would have read that more carefully, I figured they were going by their NZ time. Thanks Chris changing up timezones on me and stuff...


"
TiTez wrote:
what about the 18 % oak quest? i choose it as 12 % i need to remake the char ?

and about the new phy dmg inc from belts it gonna increase when release for the old ones or only the new ones dropped


the quest reward you've choosen will be changed into the new value, but atm there's no possibility to change your mind. (so, to take the oak 'new' reward instead of kraityns 'old', as example)

and, like said above, belts can be updated by rerolling with a blessed orb.
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
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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.


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

"
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?
Last edited by aristolholy on Jun 5, 2013, 7:54:57 AM
The thing I am actually most excited about is the anarchy league. The idea of running into a random challenging rogue exile using player skills appeals to me a lot. The idea that they drop loot as if it were a PvP kill is also really awesome. A big loot dropper is something PoE has been missing, outside of bosses.
Wow, so much QQ.

Merciless is supposed to be hard, 77lv maps are supposed to be extra hard. How does it make sense to just breeze through it with one of the op to-be-nerfed builds? Yes, you'd rather see sucky builds be buffed so that everyone (including your popular build) has it easy and it would also promote build diversity, but that's completely not the point. The point is that no one should be able to easily survive end-game content (or even some of the earlier levels).
Last edited by aidennwitz on Jun 5, 2013, 8:44:09 AM

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