Preliminary 0.11.5 Patch Notes

One change I'd like to see with regards to traps and CD changes would be to have the 'trap laying speed' passives be changed to 'trap CD reduction' instead. A .5 second reduction per passive for a total of 2 seconds would enable trap centric builds still at the cost of getting trap passives that I'll assume few get as it stands right now.
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Challenge T-Shirt: 4/6 | Full Challenge Totems: 21/27
Last edited by Redblade#3843 on Sep 3, 2013, 7:17:26 AM
[Mod Edit: Removed, off topic]
"Yes, it is perfectly fair. It just sucks ass."
posted by Thaelyn on 12. August 2013 17:33
Last edited by Totemizer#0490 on Sep 3, 2013, 7:25:07 AM
I got a short question on the trap changes:

As some1 mentioned before traps currently can be cast a lot more if you are equipping more of the same trap gem. This is a cool feature to make traps work imho as you must carry more of them which makes also sense and as far as I know, was not considered OP so far by anyone.

Can you explain why this is not a huge nerf to traps? Even if the cooldown is overall reduced, I mean if you can only shoot 3 every 4 seconds, and before it was more like 6 in 4 seconds?

I am just wondering if traps are worth it anymore. If you spec into them you give up huge damage already because the ability to shoot them is limited. The damage does not compensate enough to make traps attractive and in addition to that, the targetting can be weird. Sometimes the things don't go off where you want them to.
http://tinyurl.com/ooety9v - Ranger bow lightning arrow crit build
"
Dan1986 wrote:
I got a short question on the trap changes:

As some1 mentioned before traps currently can be cast a lot more if you are equipping more of the same trap gem. This is a cool feature to make traps work imho as you must carry more of them which makes also sense and as far as I know, was not considered OP so far by anyone.

Can you explain why this is not a huge nerf to traps? Even if the cooldown is overall reduced, I mean if you can only shoot 3 every 4 seconds, and before it was more like 6 in 4 seconds?

I am just wondering if traps are worth it anymore. If you spec into them you give up huge damage already because the ability to shoot them is limited. The damage does not compensate enough to make traps attractive and in addition to that, the targetting can be weird. Sometimes the things don't go off where you want them to.


I'm pretty sure it's 1 trap every 4 seconds not 3 every 4 seconds unless they change how the cooldown works for traps currently.

For me this change sounds very unnecessary - is the reason for this that fire trap does too much damage in pvp? Why not just nerf the damage a bit more? Wouldn't that be a much better solution?

Basically they are removing an interesting mechanic (and with it lots of builds) from the game because the damage is a bit too high for pvp? There are so many things that are broken right now with Pvp, i don't think this is the right approach to that problem.
"
Dan1986 wrote:
I got a short question on the trap changes:
As some1 mentioned before traps currently can be cast a lot more if you are equipping more of the same trap gem. This is a cool feature to make traps work imho as you must carry more of them which makes also sense and as far as I know, was not considered OP so far by anyone.


Speak for yourself. Although I use traps on a lot of my builds it was a clear exploit to me and I'm quite happy with the long-overdue fix, and as far as I know, I'm not alone in that. Thankfully, my trap users don't use more than one of each, 'cause I don't like playing cheap. Now you won't be tempted to either.

Ever noticed traps are stronger than most spells and most spells suck as traps or mines? That's because traps were never meant to be spammed.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
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Last edited by raics#7540 on Sep 3, 2013, 7:44:05 AM
Everyone keeps moaning about ES, when before everyone complained about Kaoms/Life being OP. I think a lot of people are playing the new leagues and the absence of a unique item everyone complained about has now put the shift onto shavronnes. Higher level uniques that aren't possible with the maximum itemlevels at the moment will also shift this balance. Probably best to be patient and have faith in GGG as they have brought us the best ARPG on the market as Free to Play. Great job guys keep it up =D

Edit: Traps were also way too op. Every build I have done has had fire trap/bear trap. I will be more reluctant to make this a staple skill and have already removed it from my current character.
Return to this flameless sunder
Where exiles burn and the joyless wander;
Frozen lore beneath chaotic thunder,
Dominus returns to send us under.
Last edited by ckay27#1488 on Sep 3, 2013, 7:45:45 AM
Chris, I recall something about having additional performance improvements in this patch. Were those delayed and transferred to 0.11.6, or are these preliminary notes missing some important bits and pieces?
Pretty soon we are all gonna be force to play sporkers, they seem to be immune to nerfs and when they were "nerfed" it really didn't do anything.

Game just gets shittier every patch it seems now, come retail noone gonna be left that wants to play lol
IGN: The_black_market
Last edited by Hevi#3791 on Sep 3, 2013, 7:53:46 AM
"
Nastakanoth wrote:
The interest in this game is slowy dissipating. My friendlist of 50 is empty. Top players in the new Leagues has already given up, because the game is so unrewarding and progress is non-existant past level 90 and without the use of eternal/exalted orbs.

I can't imagine why you would ever have the drop rate of eternal orbs to be 0.5x the drop rate as exalted. They were "implemented to restore 5-linked items". The only reasonable drop rate is 2x that of Exalted.

The map system is fun, but pointless. It was implemented to generate loot? Yet you will lose far more than you could ever gain if you want to progress. The only reasonable thing to do is to play a MF lowlife sporker, or quit the game for now.

I choose the latter.


And what should you take from this, Nasta?

That when veterans of the game are pointing out problems, it is unwise, as a spring chicken, to call them wrong, as you did.

Because inevitably, down the line, you will realise these problems are real, as you did.

Edit, FWIW, eternal drop rate is A LOT less than half of exalted. At the very most 1/10th, I'd say even less.

Casually casual.

Last edited by TheAnuhart#4741 on Sep 3, 2013, 7:56:21 AM
Added a consumable microtransaction - Skin Transfer: You select two items and it transfers the visual appearance of the first one onto the second. The first item is destroyed, but can later by recovered using the "Reclaim" button in the microtransaction stash. Note that items with modified skins cannot be traded until the skin is removed.

only 1 time? maybe another more expensive and unlimited?

and uniques skind over rare items? always same base tipe ....

please shav 3d skin...
Wise words buff -> balance <- nerf , need to happen , deal with it

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