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Preliminary 0.11.5 Patch Notes

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Munsie wrote:
edit: LOL this is going to change Enduring Cry too. RIP my defenses in Onslaught.


From OP:
The number of charges produced by Enduring Cry has been increased at all levels.


How does increasing the charges you get kill your defenses?

And to Nasta's comment re: content past level 90:

At the moment, level 81 is the unofficial 'yay you win!', so there isn't supposed to be content past that even. This has been said over and over in various places, so sheesh get over it, roll a new char or come back for 1.0.
Support a free Hong Kong.

I do not feel obliged to believe that the same God who has endowed us with
sense, reason, and intellect has intended us to forgo their use.
-Galileo Galilei
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Bhaya wrote:
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SL4Y3R wrote:
lots of people are taking breaks. Including myself.

Reporting a long break, too. End game grinding is very unrewarding and makes everything just... boring.


Then make a new character?
"Man, it's like we're fighting housewives and their equipment." - Millennium
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Chris wrote:
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Uvne wrote:
Before, it was explained that having multiples of a trap in order to rotate cooldowns was working as intended, because you're increasing uptime while reducing the number of supports you can use. What changed?


I remember it as being a bug (or at least, unintended feature) that is now fixed, but my memory could be wrong. It wasn't planned to work like that, at the very least.

I also recall it being explained that using multiple skills to cycle between cool downs was working as intended due to the limited number of active skills you can run. This will indeed fundamentally change my fire trapper, but it is no matter. It was also explained that the meta is supposed to change over time, so I will do as I always suggest to others--adapt or die. The only shame is that I just finally linked my GGBB searing touch, after spending an exorbitant amount of currency for the last few months..
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
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txfirefighter wrote:
Then make a new character?

Got six of them. Taking a break...
@Cooldown-change:
Hm, currently there were only two types of traps really used, Bear and Fire Trap. Both get a huge nerf in damage, plus you have less available through the new cooldown mechanics. Weird move to put that in at once, also you are now no longer able to use a skill with cooldown with two different support setups.

@Skin transfers:
Personally I'd prefer it if ~80% (personal oppinion) of the higher tier armours just wouldn't look bad so we wouldn't need that feature, but at least this will allow playing chars who don't look like a bum. I don't like that you can transfer the looks of uniques though, removes something special from them.
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tmaciak wrote:
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raics wrote:
Although I use traps on a lot of my builds it was a clear exploit to me


I'm no fan of traps and even if I have one, I virtually never use it and I never had more than EC gem (I don't like charges, like in "if you have to use charges, your build sucks" :P) I'm quite surprised by such statements as I though that having each gem to have its own cooldown as interesting mechanism. I also never have seen a post from GGG stating so.

It was one of small things which differs GGG skill system from other games. If we remove such small "tasties" what will be left? Only this that one have to drop or buy some skills? Meh.


Nah, it made no sense no matter how you look at it. Traps and some other skills are either hella strong or highly exploitable, so they have cooldowns, that's a base game mechanics. Things that allow you to bypass basic mechanics should be expensive. To bypass flicker cooldown you need to include fast frenzy charge generation in your build, to ignore chaos damage mechanics you need to either sacrifice all your life pool or use a certain really expensive item, and you need that 'other item' in order to ditch melee skill cost.

And don't tell me spending a gem slot is expensive or I'll be very likely to just keel over out of sheer unbridled mirth. You don't even need many supports to make traps work, one or two at most.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Sep 3, 2013, 8:32:56 AM
Are you nerfing traps because of pvp? If so, meh. I don't really care about poe pvp. Oh, and fire trap might still be viable, but bear trap is already eventually surpassed by your single target dps for most builds.

The bear trap nerf really hurts and probably means far less use of the skill in general. It already gets surpassed eventually once your single target dps gets high enough and relegated to "utility" - this will happen much faster now.


Does the bear traps damage nerf at least mean perpetus is less of a total asshole?
Have there been any updates on the shipping of physical merchandise for open beta supporter packs? The shop page still says August. Sorry if I missed it.
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Zaanus wrote:
Are you nerfing traps because of pvp? If so, meh. I don't really care about poe pvp. Oh, and fire trap might still be viable, but bear trap is already eventually surpassed by your single target dps for most builds.

The bear trap nerf really hurts and probably means far less use of the skill in general. It already gets surpassed eventually once your single target dps gets high enough and relegated to "utility" - this will happen much faster now.


Does the bear traps damage nerf at least mean perpetus is less of a total asshole?


Perpetus nerf via bear trap would be much welcomed =D although for ES builds more I feel. I wonder how this affects the crematorium boss.
Return to this flameless sunder
Where exiles burn and the joyless wander;
Frozen lore beneath chaotic thunder,
Dominus returns to send us under.
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Archwizard wrote:
At the moment, level 81 is the unofficial 'yay you win!', so there isn't supposed to be content past that even. This has been said over and over in various places, so sheesh get over it, roll a new char or come back for 1.0.


"Said over and over in various places"

"level 81 is the unofficial 'yay you win!"

I could 'unofficially' say sporkers are the only build that should be viable in PoE, ever, I could say this over and over. It means shit.

As for official.

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Chris wrote:
Our largest problem with the Map system is that high-level experience gain is gated by a system that was designed for gating high-level item acquisition. We are 100% happy with how maps work as far as the item system goes (and are amazed by how much even white items from the highest maps are worth), but we're not happy with how it affects players who are trying to grind for the highest spots on the ladder. We are considering some potential solutions (experience equation changes, ways to access maps for experience gain rather than items, etc).


This was the best I could find.
Casually casual.

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