0.9.12 Information and Incomplete Patch Notes (Updated)

Awesome work as always :) Only thing is missing... paysafe options for us, so we can buy/support GGG.
Playing POE since 0.9.0
And now we play the waiting game
There is a fine line between insanity and geniuses. That line: Success
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stkmro wrote:
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Chris wrote:
.........
  • The Golem's Blood notable passive has been reduced to 1.5% life regeneration.
  • 0.5% life regeneration passives have been reduced to 0.4%.

...........


wtf chris??? nerfing life regen nodes???

a lot of pple are playing ranger and witch and avoiding melee classes because playing melee is difficult. and u r nering melee builds???

u should be buffing up melee rather than nerfing melee classes...... r u guys trying to make blood magic build useless in this patch???
life regen and melee builds are so weak in 1week race in top 20 there are 10 marauders. When you add to that melee dualists even more melee are there.
Then in 3h races marauders and dulists were dominating. Yes melee is really weak lol.

Could we at least get +3 minor life regen nodes somewhere @ 0.4% to cover teh 1.2% loss in total possible life regen on the tree? Stick it near templar somewhere since there's only a single small node up there right now.

I really wanted to try a RF marauder, and its not the efficiency of the nodes that matter, its the total regen available.
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CanHasPants wrote:

The important thing is please, please, please! Deploy the web-view passive skill tree a day early so we can preplan our rebuilt characters, and jump right into the game after the patch goes live!!!


Totally agree :D
from Italy
Its all taking to long..:/ , many of my friends dont even play PoE anymore , because we need wait for new things that long.
Personaly i dont get this way of thinking that GGG have now.
They are making alpha patch before they add this to beta.. ? I was thinking that beta is for testing..and they test things to test them later in beta.. , make no sense.
They are starting take PoE beta , like official game.. its strange.
So glad with the "nerf" to elemental damage for the unarmed mara build there was a compensation with more skills to use unarmed, great balancing act GGG :D
"Playing jank off-meta minion builds since 2012"
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Pallad wrote:
Its all taking to long..:/ , many of my friends dont even play PoE anymore , because we need wait for new things that long.
Personaly i dont get this way of thinking that GGG have now.
They are making alpha patch before they add this to beta.. ? I was thinking that beta is for testing..and they test things to test them later in beta.. , make no sense.
They are starting take PoE beta , like official game.. its strange.

What if the new update completely rebalances the game? What if it causes your computer to blow up? What if it makes you eat Mcdonalds cheeseburgers for breakfast?
Since there is already a pretty big community of PoE gamers it would be unwise to release not stable patches. I've stopped playing it for a couple of months, but I will come back because ... well you know why this game rocks. Better quality over quantity, unless you're one of those big profit-hungry developers.
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Ows wrote:
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CanHasPants wrote:

The important thing is please, please, please! Deploy the web-view passive skill tree a day early so we can preplan our rebuilt characters, and jump right into the game after the patch goes live!!!


Totally agree :D

Totally agree with your agreement :D
(just bumping the message so it doesn't go unnoticed, I think this was the only major thing that went wrong with 0.9.11, and could have prevented a lot of misguided griefing at the new skill tree)

Edit:
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reflecter wrote:
Better quality over quantity, unless you're one of those big profit-hungry developers.

*coughactivisionandeaaretotallywhatswrongwiththisindustrycough*
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Last edited by CanHasPants#3515 on Sep 1, 2012, 3:09:14 PM
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Making maps more common but adjusting whether item quantity on your character affects the drop rate of maps.


THIS WAS THE IDEA I POSTED IN A THREAD! :D

I am always so happy when the actual feedback that players give to the devs have a real, tangible impact on the game. I know that it isn't 100% decided yet, but just seeing that you guys are seriously considering it is one of the best things to me. My day has been made.

(Of course, the thread was started by another person, and I was following up on their suggestions.)

Other than that, I am most definitely loving the new content that is coming with this patch. New quests. New gems. New keystones. It will definitely bring fresher play-throughs for us who have been playing for some time.

The thing that most interests me with this patch is the amount of reworking on things you're doing. Projectiles are getting reworked. The passive skill tree is getting rebalanced and the appearance of it is getting streamlined. Minions are getting a huge readjustment. Even the minimap is getting some work. It seems like this patch is primarily a polish patch, which is blatantly what the game needs right now. Many of these features are clearly being implemented so that Open Beta comes out in a cleaner state, which is great to see. Overall, this patch is really strong. Shame we didn't get PvP, but frankly, PvP is one of the hardest things to balance, and is only really a headache on your end. Many of us understand that. We want as good of a version as you can possibly release when it does fully get implemented.
Alteration Orb Union Local #7
I'll smash your nose with 20 Alterations before I'll sell them for 1 lousy Chaos. 16:1. No questions.

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