Some 0.11.4 Changes

I was first against the auras fix, but now I can see how much diversity it will bring to the game.

For now, people are just aiming at getting a few uniques to run their auras, and they don't really think about which one is mandatory for their build. They just stack auras.

Now you will have to make real choices concerning your auras, as running lots of them must be specific to a few builds, not to the majority. You have many nodes dedicated to make an aura build, now maybe people will just use them more? I think it's more balanced that way.

Peace.

PS : sorry for my english.

i think the bm change will affect a lot of people that are using covenant or malachai to run multiple auras
IGN: OP_Split
GMT +8
"
ciel289 wrote:
plz show me 1 game where you receive bonuses form items you normally equip (may it be 2nd weapon slot or actual used gear) after you took it off again
its more logical to think of it as a bug/exploit even when it works
not wearing --> no bonus


World of Warcraft. You can equip a weapon with a lot of Spell Power (increases your healing done) on a DPS class.

For example, a Feral Druid (melee DPS class) can run away from an enemy and hide behind a pillar. If he was to use heal over time effects on himself with his DPS weapon equipped, they'd tick for 1000 each. (Just an example, not real numbers.)

Now, instead of just casting the heal over time effects with his DPS weapon, he can swap to a weapon with a lot of Spell Power, a healer weapon for example. And no, it's not really a weapon swap. It'd be like manually equipping an item in PoE from your inventory. Or using a macro. Not like the weapon swap function in D2 or PoE. Then he can put one or two heal over time effects on himself, swap back to their DPS weapon after the heals are casted and go back to attacking the enemy. The heal over time effects will still continue to tick and heal for the full amount as if the Druid was still wearing the Spell Power weapon, even though they're not.

They'll do for example 2000 instead of only 1000, even though the Druid isn't even wearing the healer weapon while they tick. The heal snapshots.

Another similar scenario in WoW is that damage over time effects do as much damage as you had Spell Power when you applied them.

So you can for example drink a potion that buffs you a lot of Spell Power for a few seconds. You apply a damage over time effect and it will continue to do as much damage as it would if you still had to pot buff active as long as you keep that exact damage over time effect up without reapplying it. Even with the potion buff long gone.It snapshots your Spell Power and does damage according to that. You're benefiting from something you're not using.
Last edited by Kyu#2503 on Aug 13, 2013, 7:29:17 AM
I hope you keep the blood magic aura 'bug' around (i.e. Malachai's, The Covenant), or reduce the mana multiplier on the blood magic gem.
IRON MAN
Last edited by Dreggon#7708 on Aug 13, 2013, 7:21:39 AM
I would like to ask about a critical topic (at least for me) - when are the "real" performance fixes going to happen?

The art size reduction is a good first small step, but in my opinion the resource management itself needs a major rewrite / optimization.

Can you share with us the time schedule for resource handling performance revamp? (weeks, months, years...)
THX GGG for destroying my next Character...

Very nice to see, that all the Time ive invested in this Character will be lost and the Best is that i cant play that Char anymore on 11.4 release...
it was based on using much Auras as possible... so big loss of Armour/Dmg/Manareg./Attackspeed/Lifereg and so on...


Goodbye Endgame!

RIP ELE Cleavor LvL86 was near to Lvl87

Omg what a crybabies
BEST PATCH EVER!! YOUR AWESOME CHRIS, GGG, THANK YOU!!!
Don't cry please exploiters xD Do you really want a mechanic that makes the game boring? I don't!
http://slysherz.blogspot.com
Last edited by DnAngel#3205 on Aug 13, 2013, 7:34:28 AM
"
callmax wrote:
THX GGG for destroying my next Character...

Very nice to see, that all the Time ive invested in this Character will be lost and the Best is that i cant play that Char anymore on 11.4 release...
it was based on using much Auras as possible... so big loss of Armour/Dmg/Manareg./Attackspeed/Lifereg and so on...


Goodbye Endgame!

RIP ELE Cleavor LvL86 was near to Lvl87



Really wth are you crying over? Just keep the hat equipped and carry on as normal.

Some people, just make me laugh.


"
Kyu wrote:
"
ciel289 wrote:
plz show me 1 game where you receive bonuses form items you normally equip (may it be 2nd weapon slot or actual used gear) after you took it off again
its more logical to think of it as a bug/exploit even when it works
not wearing --> no bonus


World of Warcraft. You can equip a weapon with a lot of Spell Power (increases your healing done) on a DPS class.

For example, a Feral Druid (melee DPS class) can run away from an enemy and hide behind a pillar. If he was to use heal over time effects on himself with his DPS weapon equipped, they'd tick for 1000 each. (Just an example, not real numbers.)

Now, instead of just casting the heal over time effects with his DPS weapon, he can swap to a weapon with a lot of Spell Power, a healer weapon for example. And no, it's not really a weapon swap. It'd be like manually equipping an item in PoE from your inventory. Or using a macro. Not like the weapon swap function in D2 or PoE. Then he can put one or two heal over time effects on himself, swap back to their DPS weapon after the heals are casted and go back to attacking the enemy. The heal over time effects will still continue to tick and heal for the full amount as if the Druid was still wearing the Spell Power weapon, even though they're not.

They'll do for example 2000 instead of only 1000, even though the Druid isn't even wearing the healer weapon while they tick. The heal snapshots.

Another similar scenario in WoW is that damage over time effects do as much damage as you had Spell Power when you applied them.

So you can for example drink a potion that buffs you a lot of Spell Power for a few seconds. You apply a damage over time effect and it will continue to do as much damage as it would if you still had to pot buff active as long as you keep that exact damage over time effect up without reapplying it. Even with the potion buff long gone.It snapshots your Spell Power and does damage according to that. You're benefiting from something you're not using.


that something different than maintaining auras that can be up forever
you are casting the hot than last for a limited time
placing a firetrap (in searing touch) than switch the weapon and wait for the mob to run in it would be like that
its an effect that checks your stats when it has been used
on top of it wow is a different genre where they even add the option to switch your whole eq witch 1 click when you are out of combat

so your example doesnt fit at all

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