0.11.6 Patch Notes
" ^ this Especially "throw mine" node/support would be awesome. I think majority of players who don't use mines, do it because of limitation how mines are layed. The Unofficial Fan Art Thread:
http://www.pathofexile.com/forum/view-thread/729 |
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The voidbears didnt have their damage nerfed. You never actually stand in the fire for more than 1 second either ways unless you are crazy. Its just that if they are having GMP they almost insta kill you even if you have capped 75+ res. So now they will still insta kill you if make a stupid mistake but at least you have a window of time where you can escape cuz since they dont stop shooting even if you try getting away they still fire at you. Idk why no melee char is typing but i guess that they are simply impossible to approach as a melee when they have gmp. Now they will be.
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" How about fixing Reave stacks being reset when you use a pot or cast a curse, or doing anything other than using Reave. This is a huge annoyance. Hey in the middle of a huge pack and need to pot or refresh curses..welp gotta rebuild stacks. If this is truly intended why? |
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Someone still plays this? I mean isn't it better to wait for full release? Game is practically not playable at the moment.
IGN: Iworkeout
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" You do not lose Reave stacks when you use a flask. | |
" Yup, they were a real pain for some builds, burns through a decoy totem in a jiffy and through you in three jiffies. You could cast the thing a bit further off and get them when they start moving towards it. Thankfully, even few levels of arctic armor rendered them pretty much harmless if you can be bothered by it (and not going full BM). Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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(@above comment) THIS applies to the Cells map boss as well or only regular voidbearers?
The reason I never run Cells map (I'm a melee playing solo always) is because of that boss. (yeah yeah, can always choose to skip him, BUT I don't like to 'waste', gotta love that "0 monsters remaining") IGNs: [TempCI, Flamin, - Std] / [EK_Tanker - HC] [Comstark, ShavronnesMistress - Anarchy] [MontreGulsTITANS, - Dom / CLHS_Tank - Nemesis] [Atziri_Achiever - Ambush] / [ArcerONaRampage - Rampage] Last edited by Promo1987#4833 on Sep 24, 2013, 7:15:59 AM
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" i would really like to know how this exactly works. and its not that easy. there can be a problem. i play a duellist with reave, no mana-flasks, just 2% manaleech on gear, enough to sustain even a 6L-reave. the only situations i have problems to leech enough mana for reave is against enemies with really high DR (endurance charges-golems/bears for example, hate them :), more so if on a 50% or 0% regen-map. now its (simplyfied): reave (build up one charge) -> not enough mana -> normal attack (lose charge) -> enough mana -> reave ... and so on what will this be now? if its: reave (build up one charge) -> not enough mana -> wait till charge expires -> normal attack (definetly if 0% regen) -> enough mana -> reave (build up one charge) -> not enough mana -> wait till charge expires ... and so on then i would really prefer it to use the normal attack if there is not enough mana for reave. i really cant see why this was invented. its the only skill that behaves like this, and its really odd... "Glattes Eis, ein Paradeis, für den, der gut zu tanzen weiß" - F. Nietzsche
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Very nice!
I've always wanted to make a trap only character and with these new gems it'll definetly be my next project. Ç̶̛̛̛̛̼̔̓͒̅̀̿̿̓͛́̊̎́͋͂͛̽̀͛͂̈́̐͐̋̈́̊͘͘̕͘͝r̷̢̢̛̝͇͍͕̯͓͍̟̣͙̜̟̘͓͓̦̖͔̝̭̯̬̺̀̊̈͛̒̈̈́̐̊̒̾͌͆̐͆̈́͛̐̀̃͗̿̀̏̏̌͘̚͜ͅͅơ̷̧̨̛̛̹͈̠̠̲̠̮̦̪͙̜͕̐̾̆̌͊́̆́̆̌͂̾͛͗̃͂̆̐͋̌̃̂͊̐̓͂̾̉̀̄͒̿͑̚͘͜͠͝͝ͅẃ̶̧̧͚̦̪̠̺͈̥͕̺͉̔̓͛̆͛̋̀́͒́̾̐̇́̆̐́̓̇̎͝͝͠͠͝ͅt̵̨̛̝͍͙͎̣̟͉̦̫͇̞̮͍̯͓̜̥̪̮̭͖͛͌͗̆̃̈̉̃̈́̈̋̏͋͛̓̓̎͛̽̊̈̑̐̿͗́̆́̾́͌͊͒̕̕̕̕͜͠͝ĕ̸̢̨̡͚̰̲͇̯̗̖̰̤̦̮͕͖͊̇i̴̡̧̧̡̡̧̢̨̠̻̻̞͉͇̟͎̳̖͔̝̦̦͉͇̱̜̣̖̱̬̹̗̬͉͙̲͖͇͇̝̯͓͎͍̻̯̔̄͋̓̀̀̂̿͛́̈̿̊͆̉͆̎́̉̂͑̄̃̐̅̿͑͛̌̓̋̉̈̋̓̐̈́̔͛̕͝͝͠ͅn̶̡̧̧̠͖̣̺͈̞̹͕͇̯̗̣̯̮̲̹̝̈́̌ͅ Last edited by Crowtein#1029 on Sep 24, 2013, 7:30:15 AM
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ANSWER POST INCOMMING
" Because two separate tiers of Hybrid defence increases shared the same value, it was hard at times for players to work out whether they had the highest tier or not of this stat. " Docks ghosts also got buffed in this patch. Additionally, Voidbearers are now much easier to deal with for melee characters while approximately the same for ranged (ranged classes stand generally run away immediately from Voidbearers, so if they stop firing after 1 second it's pretty moot because you don't stand in the flames that long as ranged). Also, Voidbearers are now worse as Spectres, balancing the Spectre choice a bit more. " Removing the wave is a buff. Some skills create a wave that damages enemies, rather than hitting all enemies at once. Freezing Pulse is the most notable example of this. Ground Slam previously created an 'invisible' wave when attacking enemies, this patch removed this wave and just made it's damage instantaneous. Ground Slam now deals it's damage immediately to characters standing at a distance to you. " Poison Arrow has a different aiming system to every other skill in the game. Poison Arrow 'detonates' at a location, other projectiles continue as if they exist perpetually, and terminate after a set time. Additionally, multiple Poison Arrow clouds generate lag quite easily. Ranged PA totems would be terrible anyway if they worked due to their firing speed. |
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