0.11.4 Patch Notes

I did... you wanted to show the people how a pro can be raped within a second in this game, BECAUSE THE BUILD USES LIFE
DEATH & THRASH
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MetapoliC wrote:
My post is not about that aura fix. It is about the balance which this game, at this moment, does not have. Speaking of dying - I do die vs high phys. dmg mobs/bosses. Why? I just have not enough life and I have to take as many life nodes as I can, where ES builds don't even have to think about getting more ES nodes. More damage, less life - that's bad for a melee char don't you think? :)


I'm sorry, but to beg for balance in a game that is in beta is silly. I would agree with you on the balance part if it was at least 1 year into full release.

I never went all out with the life nodes but if you think you have to die less, which is not bad per se but tell me, why do i read only about a few "viable" builds like discharge, CI, Spork, Aura Stacking, which except for CI sound a lot like a a big balance problem.

Lets see where this game gets in a year or so after release? Then i can maybe take it that half the player base is whining about everything getting nerfed.
"
Chris wrote:
Version 0.11.4



Content:
  • Added a new Dexterity/Intelligence skill - Reave: Attacks a small area in front of you. Each consecutive Reave that hits an enemy increases the area of effect. The area is reset after a short period without hitting anything. Only works with Daggers, Claws and One Handed Swords.


Oh man you only do that cause you don't want it usable for soul taker :(((
IGN: Crix_st
LL Blade Vortex
Awesome work! I wish more game developers had passion like you guys.
"
Shada wrote:
"
Chris wrote:
Version 0.11.4



Content:
  • Added a new Dexterity/Intelligence skill - Reave: Attacks a small area in front of you. Each consecutive Reave that hits an enemy increases the area of effect. The area is reset after a short period without hitting anything. Only works with Daggers, Claws and One Handed Swords.


Oh man you only do that cause you don't want it usable for soul taker :(((


We don't know the damage effiency and quality and level up scaling yet, so don't be worried:P.
This message was delivered by GGG defence force.
As expected, people continue to ignore the fact that Eldritch Battery exists and is a life-only keystone.

I'm not saying that HP doesn't need a buff, but if you really need 7-9 auras so much, build around EB. Its not impossible.

"
I'm sorry, but to beg for balance in a game that is in beta is silly.



Nah mate, SILLY is to think that more damage for melee builds will improve the survivability, while making ALL life nodes weaker. Many ES nodes are still untouched.
DEATH & THRASH
Last edited by MetapoliC#7786 on Aug 19, 2013, 1:40:34 PM
Ahh.. These performance improvements will be very welcomed. Thank you GGG!
Indeed performance improvements are a lot more important, if not the most important.
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Mark_GGG wrote:
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HeavyMetalGear wrote:
I've never heard of characters being remade upon entering new Zones or TPs in any game. It is very odd game code.
No, it's really not. It's the most straightforward and sensible way for things to be done, under the hood. You not hearing about it has more to do with the detail we do into the internal mechanics of the game on these forums than it being an odd methodology.

And no, the reason we were able to try to change this isn't because it's any less hard, it's because we fundamentally changed what a cooldown is and how it works to fix other problems, which coincidentally allowed us to change the initial state of a cooldown to 'ready'


What I meant was I knew there was an alternative all along, something better so the issue wouldn't occur regarding cooldowns and trap uses.

Right, whatever you had in the code before was an under-the-hood thing/fix (isn't all code?) but it wasn't the best approach is what I meant. It worked in that it worked good enough but didn't function as good it could function.

When I said it's 'odd game code' I meant PoE (until now) went about referring to cooldowns to something else opposed to other games that don't have this trap use or cooldown issue.

I didn't imply whatever code you had before didn't work how it was supposed to for what it was intended to work for.

That said, I am glad you guys figured out a different way to fix this in that cooldowns are defined as something else in the code and work differently so this issue doesn't occur anymore.
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism
does not mean to call it a day and make a foolish misplaced assumption that it is perfect.
(me)
Last edited by HeavyMetalGear#2712 on Aug 19, 2013, 9:47:32 PM

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