0.9.12 Information and Incomplete Patch Notes (Updated)

"
xinomahc wrote:
are there plans to fix desync which happens around 10 times per map?


.
"
EpicFail42 wrote:
Nice changes as usual, with one exception that really matters to me as a summoner - two skeletons at a time go directly against the main thing that I've chosen a summoner for. I hate pressing the same button again and again, be that clicking a monster to death as a melee attacker or spamming some spell again and again.

So I've made a skeleton summoner with ice spear totems (level 71 right now): I cast stuff and then hover in background watching the events as they unfold, adding some curses and repositioning my minions.

With the change I'll have to spam-click skeletons before each battle, and repositioning them would also take a lot of clicks. That's a completely different type of gameplay, basically, the same as any other class.

Please, please, add some extra nerfs if needed, but do not destroy the "pure summoner" style - being able to click slowly is one of the key factors here!


Yup, my toughts exactly, i dont want to keep spamming my skills as a summoner, thats whole point of playing it.
You get your pets and you just supervise them. Not just keep resummoning, which is basically as if i was casting any other skills
I have runes, potions and total disregard of public safety.
Chris explicitely said you guys shouldn't talk about new stuff when you haven't tried it yet. So please stop the QQ about minions, especially when you all know they were completely broken before this patch.
Build of the week #2 : http://tinyurl.com/ce75gf4
I like the changes made to Leap Slam and the nerfing of them sniper cold snap elementals.

As for the poison arrow mana progression, it's going to be more mana intensive? I'm not sure this will be great for the many Ranger builds that utilize Poison Arrow especially with the supports attached. I hope the mana cost won't be too crazy like Explosive Arrow.
For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224
"
Islidox wrote:
I like the changes made to Leap Slam and the nerfing of them sniper cold snap elementals.

As for the poison arrow mana progression, it's going to be more mana intensive? I'm not sure this will be great for the many Ranger builds that utilize Poison Arrow especially with the supports attached. I hope the mana cost won't be too crazy like Explosive Arrow.

Poison Arrow needed nerfing. So did life regeneration.
So did skeletons.

Only Ground Slam remains.

Last edited by Torin#1843 on Sep 8, 2012, 2:02:41 PM
As someone with a lvl 70 summoner: LMFAO @ the crying in this topic.

It's a closed beta. Geez. Honestly, summons needed more nerfs than they got. As it stands, even with dumb AI everything was a joke leveling my character up. And everything still is. The only times my summoner dies now is if I'm being exceptionally dumb or something... Erm.. OR if my dumbies AKA minions have decided to be exceptionally dumb. And sometimes combos of the two.


Also, to those complaining about skeletons only being summonable by twos: if I recall correctly, the devs have noted that there will be a summon mass skeletons (may have been called summon skeleton army or something like that in the dev post) skill gem of some sort in the future. And anyway, it's so broke that you can simply just summon 5 at a time on top of anything you're fighting. "Yes, Mr. Map Boss. I WANT you to kill my skeletons while I spam summon them. Thanks."
"In a state of physical balance and security, power, intellectual as well as physical, would be out of place."
- H. G. Wells, The Time Machine
Where did skeletons need nerfing? They are mainly used as bomb for zombies and as a blocker.

Now you have to cast 6 times to get them all and even with the life change you have to cast ~3 more times to get minions because the first skeletons already died.
That's my entire manapool if it's 85 mana each cast and pretty much lefts almost nothing on 63 mana each cast.

Skeletons should be limited to at last 4 skeletons each cast but not 2.

A summoner doesn't get much benefit from skeletons.
Explosions don't deal crticals, the mana costs are still high for low mana summoners and the amount is ridiculus.
You can't cast them past the entire screen.


My summon Templar needs 2,5 min for Vaal merciless and he can get hit and that's fairly slow compared to other common builds that finish Vaal within the first 1,5 minutes.(Hello Glasscannon and Groundslam)

I guess the devs consider 5 minutes as fast.


"
So please stop the QQ about minions, especially when you all know they were completely broken before this patch.

They were broken or people just didn't know the AI triggered if your character was close?

Have you ever seen how fast your entire army vanishes against cold snappers? (Monsters still don't have a 4 second delay)

The only thing I see that even more players will play a groundslammer because the weapon damage has improved.


I doubt the devs tried to play a pure summoner at normal then they would see that the minions are really underpowered in normal.

And I will "QQ" about changes if I already see how they affect gameplay.-

2 Skeletons are terrible bodyguards even with 1,5 the pre 0.9.12 life.

Simple calculation 4-5 * 100 life = 400-500 life each cast 2 * 150 life = 300 life each cast.
Against nasty mobs they get oblirated even faster.

There is no need for a 50% bonus just give us at last 4 skeletons each cast.

"
And anyway, it's so broke that you can simply just summon 5 at a time on top of anything you're fighting. "Yes, Mr. Map Boss. I WANT you to kill my skeletons while I spam summon them. Thanks."

Why is it broken that's how you play a summoner except you need far more mana nothing will change.

That's just as if you would say "Omg the Bow Ranger is so broken it kills everything before it gets even close."
or "Omg they groundslammer takes no damage and kills everything 2-3 hits"

And let me guess your summoner is a witch with 1k+ mana and CI?





"
Torin wrote:
"
Islidox wrote:
I like the changes made to Leap Slam and the nerfing of them sniper cold snap elementals.

As for the poison arrow mana progression, it's going to be more mana intensive? I'm not sure this will be great for the many Ranger builds that utilize Poison Arrow especially with the supports attached. I hope the mana cost won't be too crazy like Explosive Arrow.

Poison Arrow needed nerfing. So did life regeneration.
So did skeletons.

Only Ground Slam remains.


And what else does not need nerfing? CI? Ice Spear? Totems? Elemental damage? Chaos Damage? MF? IR? Marauders? Witches? ES?

Try backing up your statements.
For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224
"
Torin wrote:

Only Ground Slam remains.





bro dont even THINK about nerfing my ground slam build!!
Last edited by Thugnificent#3196 on Sep 8, 2012, 3:37:33 PM
explosive arrow nerf?!?!?!?

Report Forum Post

Report Account:

Report Type

Additional Info