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Matafleous wrote:
Try not to be such a tool when you reply to people.
I have already fixed the bit where I said I wasn't sure if pvp was the reason for the nerf. I just put that in there because I didn't want to be unnecessarily harsh towards GGG out of respect. The fact that I overlooked the statement about it doesn't really change the fact that I think rebalancing skills to work better in PvP is a poor idea in a PvE game.
i agree with you.
changing the game and destroying some niche bulds just to balance pvp shouldn't be the way to go.
*cold snap, flicker builds (confirmed)
*burning discharge (unconfirmed as we dont know what the changes to enduring cry is)
*bear traps (confirmed)
*fire traps (confirmed for some but may not affect others)
[Removed by Support] Last edited by Anthian#0475 on Sep 3, 2013, 10:36:07 AM
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Posted byAnthian#0475on Sep 3, 2013, 10:34:23 AM
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"
Nastakanoth wrote:
I wonder when you will finally realize that 75% of the top players plays witches/spellcasters? That they hide behind totems ignoring reflect mechanisms and damage? 90% of the top players uses CI or lowlife because of the way that Vaal pact works, and the fact that you can get twice the amount of ES pool than Life.
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.
I don't understand some of GGG's choices either. I've been playing PoE off and on for 2 years. Really got back into it when the new Anarchy league launched. Economy resets were what kept me playing D2 off and on for a decade.
Anyway, I would say I play enough to be a top PoE player, but I'm not because I play melee builds and self-found. I have only had 2 melee characters make it to level 70 and only one of them is capable of playing in Act 3 Merciless. Playing melee, no trading, a crafting system that's gambling, not crafting... level 66+ content is hard to impossible. It would be nice if I could use the 2 Divine, 10 chaos, 30 Alchemy, 30 fusing, 80 jeweler, 100 Chance sitting in my stash to craft some decent gear, but this is nothing more than wishful thinking. I've already blown through 30 chaos, 50 Alchemy, and countless fusing and jeweler this season attempting to make decent gear. Not once have I been successful. I don't have any 5 or 6 link items. The 4 link items I have are arguably crap. I've never seen an Exalt, Mirror, Eternal or any of the top tier uniques.
Why? Not because I don't play enough. Because gambling is not crafting. Because trading is required. Because I don't have a dual totem sparker that can get away with mediocre gear. Well, that is, until a few days ago. I just started one to see how the "top players" live. Crap gear, with IIQ/IIR, I found more uniques yesterday in a few hours than a week or more of play time with my melee character. I can only imagine the gap will widen as I level up, find half decent gear, and spec into CI where I will no longer have to worry about chaos damage and have energy shield numbers far greater than any life number I have ever seen on any of my melee characters.
Are melee/life builds supposed to be this disadvantaged in comparison to range/CI? I love playing melee. I don't mind it being more difficult/challenging. Hell, the extra challenge is probably why I play melee in the first place. But come on. I'd like to be able to beat the game and progress in the item hunt with a melee character, without having to trade or create a "cheese" dual-sparker to find items in higher level content to pass along to my melee character.
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Posted byGaltrovan#5344on Sep 3, 2013, 10:34:49 AM
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I personally dislike skin trasfer,since it crosses with realism and the stuff,but im pretty sure that it will bring fortunes to devs!and by meaning fortunes i mean hundreds of thousands or maybe even a million on its own!so as long as the money received from it goes to games further development,im somewhat for it.
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Posted byWard#4415on Sep 3, 2013, 10:40:04 AM
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All in all, decent patch.
Anyway, the change I would hope to see the most wil never happen -> reduce the skill tree size. AS it is now, it mostly just reaching out the good nodes. I understand that not every node has to be a keystone, but maybe 30% of my level ups is just a +low_x% (useless) that is in the way of something that really makes any difference. Examples of this: Inner force, the elemental nodes near witch's start, almost all weapons nodes.
Sadly, as with desync, this is something that either one accepts as part of the game or finds something else to play.
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Posted bytsmonteiro#6775on Sep 3, 2013, 10:42:04 AM
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"
Galtrovan wrote:
"
Nastakanoth wrote:
I wonder when you will finally realize that 75% of the top players plays witches/spellcasters? That they hide behind totems ignoring reflect mechanisms and damage? 90% of the top players uses CI or lowlife because of the way that Vaal pact works, and the fact that you can get twice the amount of ES pool than Life.
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.
I don't understand some of GGG's choices either. I've been playing PoE off and on for 2 years. Really got back into it when the new Anarchy league launched. Economy resets were what kept me playing D2 off and on for a decade.
Anyway, I would say I play enough to be a top PoE player, but I'm not because I play melee builds and self-found. I have only had 2 melee characters make it to level 70 and only one of them is capable of playing in Act 3 Merciless. Playing melee, no trading, a crafting system that's gambling, not crafting... level 66+ content is hard to impossible. It would be nice if I could use the 2 Divine, 10 chaos, 30 Alchemy, 30 fusing, 80 jeweler, 100 Chance sitting in my stash to craft some decent gear, but this is nothing more than wishful thinking. I've already blown through 30 chaos, 50 Alchemy, and countless fusing and jeweler this season attempting to make decent gear. Not once have I been successful. I don't have any 5 or 6 link items. The 4 link items I have are arguably crap. I've never seen an Exalt, Mirror, Eternal or any of the top tier uniques.
Why? Not because I don't play enough. Because gambling is not crafting. Because trading is required. Because I don't have a dual totem sparker that can get away with mediocre gear. Well, that is, until a few days ago. I just started one to see how the "top players" live. Crap gear, with IIQ/IIR, I found more uniques yesterday in a few hours than a week or more of play time with my melee character. I can only imagine the gap will widen as I level up, find half decent gear, and spec into CI where I will no longer have to worry about chaos damage and have energy shield numbers far greater than any life number I have ever seen on any of my melee characters.
Are melee/life builds supposed to be this disadvantaged in comparison to range/CI? I love playing melee. I don't mind it being more difficult/challenging. Hell, the extra challenge is probably why I play melee in the first place. But come on. I'd like to be able to beat the game and progress in the item hunt with a melee character, without having to trade or create a "cheese" dual-sparker to find items in higher level content to pass along to my melee character.
+1
and with all these problems (and many others) they make this patch.....
and yes game is dead on HC leagues... keep the good work GGG, make it permanent
https://www.youtube.com/watch?v=4r7wHMg5Yjg
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Posted byBroxxxigar#1219on Sep 3, 2013, 10:42:07 AM
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"
AgentSmith5150 wrote:
"
Chris wrote:
Features:
You can now access the microtransaction store in-game by pressing M. It appears to the right of the microtransaction stash if you don't have your inventory open.
Is there any way we could get a "reclaim all effects" button on the microtransactions screen?
I'm sure this has been asked somewhere else but I don't feel like searching for it. :/
++++++++1 Waiting so long for that
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Posted byohnono#5368on Sep 3, 2013, 10:52:55 AM
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trading is part of the game. Playing without is just close to be impossible past a certain level, except if really lucky..
RNG is already so important that you need to drop 300 ~ 500 rare items to get ONE really valuable.
Valuable means 95 % of the time that you cannot use on your build, so you have to trade it to be able to buy something for yourself.
IGN TylordRampage
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Posted byMalone#6946on Sep 3, 2013, 10:53:18 AM
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"
janimauk wrote:
Spawn, Bandit and Insect suicide explosions now do appropriate damage at lower levels. This currently only matters in the Endless Ledge.
please apply this to normal leagues aswell
"This currently only matters in the Endless Ledge" because there are no such creatures at lower levels on "normal leagues".
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Matafleous wrote:
It seems like Fire Trap was changed because of the effectiveness of a couple of certain builds. These builds were largely overpowered because of things like Elemental Proliferation and with the help of powerful unique items. However, after the changes it is only these builds which will stay useful. Most Fire Trap based builds struggle to be decent. The changes made in this patch strongly push players away from being able to use the skill as a primary option.
you should really know what your talking about before mouthing off about build effectiveness. first off the burning ground of fire trap, is not affected by elemental proliferation, so stated devs, because it is not a status effect. the only unique item you need to make this skill good, is searing touch, which is a fairly cheap staff.
burning damage stacks for this skill, so if you ignite an enemy with the explosion of fire trap, then you are dealing 2 burning damages at once. if your fire trap user didnt make use of both ends of this in the first place, thats your fault. in fact all the changes actually increase me using fire trap as a primary because it doesnt change much except make me stronger.
1. burning damage increase, added about 869 more burning damage to the ground, at gem level 20 (18+2 from searing touch, easily achievable).
2. they may have removed multiple instances, but they also cut the cooldown in half. meaning after patch, your fire trap will be like having 2 of that gem. granted you cant spam out as fast for having 6 in stock, but as they said, this is PRELIMINARY and it may change before actual implementation (i.e. they may add more traps in stock at higher levels, who knows). it does say that trap supports are not included, so maybe they forgot to mention / will add trap gems to that mix.
3. fire trap builds were always decent, and even after this patch mine will still be decent. it is my primary and only source of damage, and will be even stronger after this patch, and i only use the searing touch unique, thats it, a staff u can get at lvl 13, and its not even top of the line with only 4 links (2 fire traps, ignite, burn dmg). please do your research, before flying off the handle, as from what i quoted from you? yea, not being strongly pushed away as much as being pulled closer in.
the only thing about fire trap is, its more of a templar skill than a ranger/shadow/duelist. alot of gems are more useful in other tree areas, why? who knows.
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084
State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078
State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062 Last edited by Raghin#2415 on Sep 3, 2013, 11:05:27 AM
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Posted byRaghin#2415on Sep 3, 2013, 11:04:33 AM
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"
Broxxxigar wrote:
"
Galtrovan wrote:
"
Nastakanoth wrote:
I wonder when you will finally realize that 75% of the top players plays witches/spellcasters? That they hide behind totems ignoring reflect mechanisms and damage? 90% of the top players uses CI or lowlife because of the way that Vaal pact works, and the fact that you can get twice the amount of ES pool than Life.
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.
I don't understand some of GGG's choices either. I've been playing PoE off and on for 2 years. Really got back into it when the new Anarchy league launched. Economy resets were what kept me playing D2 off and on for a decade.
Anyway, I would say I play enough to be a top PoE player, but I'm not because I play melee builds and self-found. I have only had 2 melee characters make it to level 70 and only one of them is capable of playing in Act 3 Merciless. Playing melee, no trading, a crafting system that's gambling, not crafting... level 66+ content is hard to impossible. It would be nice if I could use the 2 Divine, 10 chaos, 30 Alchemy, 30 fusing, 80 jeweler, 100 Chance sitting in my stash to craft some decent gear, but this is nothing more than wishful thinking. I've already blown through 30 chaos, 50 Alchemy, and countless fusing and jeweler this season attempting to make decent gear. Not once have I been successful. I don't have any 5 or 6 link items. The 4 link items I have are arguably crap. I've never seen an Exalt, Mirror, Eternal or any of the top tier uniques.
Why? Not because I don't play enough. Because gambling is not crafting. Because trading is required. Because I don't have a dual totem sparker that can get away with mediocre gear. Well, that is, until a few days ago. I just started one to see how the "top players" live. Crap gear, with IIQ/IIR, I found more uniques yesterday in a few hours than a week or more of play time with my melee character. I can only imagine the gap will widen as I level up, find half decent gear, and spec into CI where I will no longer have to worry about chaos damage and have energy shield numbers far greater than any life number I have ever seen on any of my melee characters.
Are melee/life builds supposed to be this disadvantaged in comparison to range/CI? I love playing melee. I don't mind it being more difficult/challenging. Hell, the extra challenge is probably why I play melee in the first place. But come on. I'd like to be able to beat the game and progress in the item hunt with a melee character, without having to trade or create a "cheese" dual-sparker to find items in higher level content to pass along to my melee character.
+1
and with all these problems (and many others) they make this patch.....
and yes game is dead on HC leagues... keep the good work GGG, make it permanent
I would like to see at least one HC viable, real caster build.
Dual totem spork is not real casting. It's just puting some totems on the ground.
Detonate dead/fire trap is not real casting. It's throwing traps like a ranger/rogue like class.
It's just cheese builds with no 'atmosphere' to them. Why in the hell a Witch, supposedly the wielder of dark magical powers, can't be succesful throwin huge balls of lightning or meteor-like fireballs from the sky? Why the only caster builds used in high level play are based on using skills that have no magical atmosphere to them.
I mean, come on... What fantasy book or movie you guys saw depicted a powerful mage... throwing traps? Or killing his archnemezis with... totems ONLY? Wizards power is based on throwing awesome combos of 'active' spells.
IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch
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Posted byentropus#2713on Sep 3, 2013, 11:23:58 AM
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