0.9.12 Information and Incomplete Patch Notes (Updated)

I dont like the item quantity/rarity find change at all.
It led to very complex decision making and taking it off from several item types removes this complexity and dumbs down the decision making for these particular item types too much.

As an example, now you will just judge a weapon depending on how much damage it has.
If you craft a new weapon and it has less damage, you just shredder it.
If it has more damage, you keep it.

The complexity of having to weigh quantity/rarity find versus increased damage is just gone. I dont think i like that idea too much.
Last edited by gh0un#3019 on Aug 31, 2012, 8:37:09 AM
It's not that big of a deal gh0un.

And kill speed >>>>>> IIQ/IIR. Killing more mobs faster is always going to be better than ~10% quantity and ~20% rarity.
"
gh0un wrote:
I dont like the item quantity/rarity find change at all.
It led to very complex decision making and taking it off from several item types removes this complexity and dumbs down the decision making for these particular item types too much.

As an example, now you will just judge a weapon depending on how much damage it has.
If you craft a new weapon and it has less damage, you just shredder it.
If it has more damage, you keep it.

The complexity of having to weigh quantity/rarity find versus increased damage is just gone. I dont think i like that idea too much.


I dont like this idea too.

Now item choices will be mainstream of max dps for weaps, armors/shieds for max arm/es/ev/resists, since there is no other valuable stat. From point where we had a milion possible builds we go straight down the alley of narrow approach to itemization. Now we wont be able to balance our "dropped loot" against damage or survival because there wont be even such possibility.

But i guess i'm not the one who has the "main vote" in this kind of "problem/issue".
Last edited by kaziuko#4002 on Aug 31, 2012, 8:53:45 AM
My top 5 favourite changes:
1. Introduction of "Ghost Reaver" - Having life leech as an implicit mod on claws did not make that much sense for shadow characters. This is a very significant improvement of claw strategies and I think it is well warrented.
2. Change to arrows - This is one of the most significant changes in many ways and it adds so much more dept to the game mechanics.
3. Increased chance of elemental damage mods occuring on sceptres - This one depends on how much it has changed, but having a sceptre without some elemental damage is bad for puppies.
4. Reduced passive life regeneration - Why ever celebrate a "nerf"? Not as much a celebration, but it was very easy to get enough life regeneration and life to make life flasks less interesting to carry since your basic regeneration already hits 33 % of what it would be when you use a life flask. It also dwarfed life leech
5. Display of Cast Time on skill gem hover - It might seem like a small change but given the amount of manipulation you can do to cast speed, it is a very important information to have easy access to.

Questions:
Phase Run getting added to the medicine chest quest as a reward for all classes is a good thing for races. However, will some classes still be able to get it from other early quests?

What does "size" mean in this sentence: "Increased the size of elemental damage mods on weapons by 16%"?

Is it on purpose that all mods are written in blue font on the teaser screenshot? (I need to see a lot more items than 2 to be able to judge the overall concept of how well information is conveyed with the new hover, but it might be valuable to more easily distinguish implicit mods from the affix mods than the semi-line currently in use.)
I appear to be living in "Romance Standard Time". That has to be good! :)
"
gh0un wrote:
I dont like the item quantity/rarity find change at all.
It led to very complex decision making and taking it off from several item types removes this complexity and dumbs down the decision making for these particular item types too much.

As an example, now you will just judge a weapon depending on how much damage it has.
If you craft a new weapon and it has less damage, you just shredder it.
If it has more damage, you keep it.

The complexity of having to weigh quantity/rarity find versus increased damage is just gone. I dont think i like that idea too much.


I dont think it dumbs down the decision making.
I do agree that it makes the choices simpler but on the other hand by having less variety of items with mods you will have to choose "better" or more carefully what you really want in your build.

As a side note I'm not a big fan of this change has it wouldnt be the path I would choose but we will see how it goes. I believe that if necessary they wont hesitate to change it...


PS: Yes, I am aware my english sucks... ;)
How is my english?
Call 1-800-I-WANT-CANDY
YES, in every form of the word.
Zaviel the Chaos-Spark Mage
Once you drink from the well of absolute power there is no turning back.

Geomancers Unite! - Adding Elemental Earth
http://www.pathofexile.com/forum/view-thread/50177
"
kaziuko wrote:
"
gh0un wrote:
I dont like the item quantity/rarity find change at all.
It led to very complex decision making and taking it off from several item types removes this complexity and dumbs down the decision making for these particular item types too much.

As an example, now you will just judge a weapon depending on how much damage it has.
If you craft a new weapon and it has less damage, you just shredder it.
If it has more damage, you keep it.

The complexity of having to weigh quantity/rarity find versus increased damage is just gone. I dont think i like that idea too much.


I dont like this idea too.

Now item choices will be mainstream of max dps for weaps, armors/shieds for max arm/es/ev/resists, since there is no other valuable stat. From point where we had a milion possible builds we go straight down the alley of narrow approach to itemization. Now we wont be able to balance our "dropped loot" against damage or survival because there wont be even such possibility.

But i guess i'm not the one who has the "main vote" in this kind of "problem/issue".

+life is a pretty important stat and if they increase the basic stun a bit, stun recovery might be worth it.
In some instances life leech/life regen/life on enemy death can be worth something.
I do, however, agree that the damage mods on weapons (regardless if it is elemental or physical) could use a decrease. Increasing total weapon dps by up to 400% purely by adding mods is a bit to the heavy side. The damage bonuses from other items can take the same shave when we are at it.
I appear to be living in "Romance Standard Time". That has to be good! :)
me thanks you GGG very much for making my life a little more enjoyable, even though Im going through harsh times!
"
narbays wrote:
Item quantity should effect what drops INSIDE endgame locations.

Item quantity should NOT effect who can get INTO endgame locations.


Other then that, great patch notes.



yes yes yes
IGN: kReiZy
"
narbays wrote:

Item quantity should NOT effect who can get INTO endgame locations.


Can any1 explain this, cuz im haveing difficulties in understanding what it means...

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