Preliminary 0.11.5 Patch Notes

Everyone complaining about trap nerfs: Did you notice they said that 0.11.6 is going to have new trap stuff? (along with the diamond/eternal newsletter also saying that 0.11.6 will be a good patch for trappers)
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Added 3D art for Bronn's Lithe, Death's Oath, Ashrend, Foxshade, The Covenant and Demigod's Stride.


Nice they are finally getting around to adding artwork for the uniques the majority of the playerbase actually use

oh wait
I am the world's best path of exile player, I strong I kill all monster with amazing power
Hm, not sure what that means, I use for instance 2x bear trap with my ranger for reducing the high cooldowns. Does thatm ean that when I layed all 3 traps from one skill gem, I also have to wait the same time to lay the traps from the other skill gem?
And why reducing the dmg from bear traps? I need(!) them to survive in solo play merciless, they are basicly essential to my build. (really, do the PoE guys ever play their own game in solo?) So many skills available in PoE but they nerf the only few niche ones (who uses bear traps actualy XD ) I really use.

You really shouldn't nerf any skill that can make the life a little bit more easy for poor solo players.
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magpye wrote:

My guess is that a unique coming out in the near future is going to increase the maximum amount of stored traps available for use.

If that's the case i'm gonna stop playing this game. I'm sick and tired of the whole tree getting nerfed (life nodes, max resistances) because some imbalanced unique got introduced.

@everyone saying using multiple traps was never intended:
The passiv "Number of traps allowed. can setup one additional trap" makes only sense when using more then one trap gem. Otherwise you will only be able to lay down 3 because the available charges will still be only 3 per trap.
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raics wrote:
Anyway, you heard the man, it was unintended behavior, but sadly, low on priority list. Perhaps trap nodes will get some love in reducing cooldown instead of increasing mine laying speed.


But anyway, it was some element of fun, when using traps. Probably last one. As I wrote, I'm not loosing anything, I don't like traps, there is no fun factor in using traps in PoE.

But as I also wrote, I played over the weekend with Seismic Slam/Spider Mines combo. I don't think, unfortunately, that GGG ever decide to introduce so fun to use skills in PoE.
Anticipation slowly dissipates...
Last edited by tmaciak#3784 on Sep 3, 2013, 9:19:29 AM
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Bunnu wrote:
Everyone complaining about trap nerfs: Did you notice they said that 0.11.6 is going to have new trap stuff? (along with the diamond/eternal newsletter also saying that 0.11.6 will be a good patch for trappers)


No wonder. Every patch it's the same old story.

DOOMSDAAAAAAY! HOLY COW! WE'RE SCREEEWEEEED! I QUIT!

Then everything settles down after two days time, which is about as long as it takes for kind people on youtube to post how to fix 'broken builds'.

And you better brace yourself, as I said on a number of occasions, this is only a start. We had our leisure to try the most ridiculous combos possible. Devs had the time to analyze it and now it's balancing time. Release is approaching so everything should get tightened nicely.

And I'd really like to see this game as balanced as possibly can be, no matter how many of my builds and concepts get screwed in the process.
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, 9:24:19 AM
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P00PHAMMER wrote:
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Added 3D art for Bronn's Lithe, Death's Oath, Ashrend, Foxshade, The Covenant and Demigod's Stride.


Nice they are finally getting around to adding artwork for the uniques the majority of the playerbase actually use

oh wait


Well at least I'll look good in the covenant for a few secs at the beginning of each play session.

oh wait.

-_-
Casually casual.

http://www.pathofexile.com/forum/view-thread/55261

Notes on the use of multiple of the same gems.

they did say it could change so it guess it should have been expected.

Remember these changes were made with future pvp in mind.

probably cutthroat league.
[Removed by Support]
Last edited by Anthian#0475 on Sep 3, 2013, 9:27:07 AM
Bear traps are fun and often needed to keep mobs away from you when you have no party or minions around you. They can do a hell of dmg (I guess that's why they are being nerfed) and so far it made sense to use 2x of the skills. YOu still can lay only 3 at once but the cooldown was reduced that way. I've read now that the general trap colldown is also reduced, this seems to compensate the fact that you can't use 2x the same skill for less cooldown anymore.
But the 20% less dmg sucks hard. Now it needs much longer to kill Kole (you are basicly only be able to stand and kill him with traps as a lonley Ranger)
Last edited by Fusion_Power#0294 on Sep 3, 2013, 9:26:18 AM
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Sekim wrote:
My niche build using 4 flickerstrikes is basically the only reason i play PoE.
Now my build using flicker as my primary is gone.


Is it really that much more efficient to use 4 Flicker Strikes rather than Blood Rage or something?

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Bada_Bing wrote:

If that's the case i'm gonna stop playing this game. I'm sick and tired of the whole tree getting nerfed (life nodes, max resistances) because some imbalanced unique got introduced.


wat

5% to additional resistances was effectively a 20% damage reduction against elemental damage. That was fucking insane - especially with no downsides.

Life nodes got nerfed along with both ES nodes and monster damage. It was a rebalance that made armour more useful, followed by the patch that buffed Evasion. It made secondary defense options more viable compared to just stacking life. It was a good change.


Also everyone talking about Bear Trap: Again, Bear Trap/Bear Trap/Added Fire/Culling Strike made having a single-target skill irrelevant. Hell Bear Trap/IIQ/IIR/Culling Strike could still get you through most of the game. Having such a flexible skill available that required no passive investment, no reflect issues and let you get around mobs that would resist an element you were building so easily combined to make a skill with insane usability that hurt build variety. Additionally, having cooldown skills take up multiple slots hurt the usage of other utility skills that are plenty viable.

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