1.0.0 Balance Changes

Will be interesting to see if there will be viable builds for 2H melee on maps. The risk is so damn high though.
I like what I've read about the two-handed weapons, drop rates and the socket linking but I really hope there's going to be something forthcoming about crafting and recipes. I've read nothing so far, but I have to admit I've been keeping my reading notes to a minimum to maximize the surprise of release day. If it's easier to craft your own gear it can reduce the disappointment of low drop rates, high priced uniques, not having or wanting to give up the time to trade, etc. This is a thread that I started with some of my ideas: http://www.pathofexile.com/forum/view-thread/516173
Arguing on the Internet: What's the point when you can't punch them in the face when they really piss you off?
lets hope the patch download is better this time
http://www.pathofexile.com/forum/view-thread/141847 (shop)
IGN; xxdaath or aleister_crowley_lives

he who knows little believes he knows much
he who knows much as learned of his ignorance
have a feeling the aura changes are gonna be bad bad bad ... increased their power? Hmmm a small buff wont be justifiable to the changes to costs. And its lame we have to invest more passive points to get the same number of auras as before ... give us 2 passives per level then, or 2 every other level. Or just leave the current system as it is.

as for maps changes, you are talking about their actual droprates right?

what about armor / boss damage scaling?
Last edited by mvm199#0755 on Oct 15, 2013, 2:27:54 AM
+1 for improvements to weapons/auras/skills.

-1 for increased emphasis on static boss/area runs. Why not a MoC v2 or endgame EL equivalent instead?
IGN: KoTao
@ Farming:

I'd rather play maps then farm docks for weeks, but there are simply not enough maps dropping. The hassle of having to trade for maps after a long work day is indeed too much.

Would be nice if you could just raise the drop rate of maps. But farming docks till lvl 100 really isn't "appealing for end-game players to spend their time on."

besides that point: great work, as usual! thx for the update :)


EDIT: I don't understand that paragraph:

"
We have globally altered the diminishing returns values for Increased Item Quantity and Increased Item Rarity so that they are a little less effective. It's not a major change - MF characters will still be quite useful, but will feel less mandatory.


nor that:
"
The two-handed damage increases also affects bows. They now receive the new two-handed physical damage mods and the old one-handed elemental damage mods.


what means "globally altered the diminishing returns values"
and what are "MF characters"?
are bows one-handed or two-handed now?

EDIT2: MF means "magic find", thx mollie
EDIT3:
<spaceghost_> diminishing returns refers to the non-linear curve of effectiveness, e.g., the more you get, the less potent it becomes
<spaceghost_> globally altered means diminshing returns have been changed everywhere they're present, like party drop rates, solo drop rates, boss drop rates, etc

EDIT4: <arc_> there were no two-handed weapon elemental damage nodes
<arc_> he's saying anything that says weapon elemental damage will still work
Last edited by PopeJo#5880 on Oct 15, 2013, 2:49:41 AM
"
Hilbert wrote:
"
Why don't you limit auras to 3 and add keystones which allow +1 possible aura?
Seriously the game already has enough cost problems. Clarity being even more expensive? But then characters need a regeneration of like 200 Mana per Second without stacking manareg nodes/Eq.

This.
Last edited by tanfodelmale#3685 on Oct 15, 2013, 2:25:24 AM
GG GGG.

The massive increase in the 4L chance is enough for me to have maximum hype. Everything else is just golden.
"Minions of your minions are your minion's minions, not your minions." - Mark
I'm not sure if this has been asked yet, but is there any way we could get something useful for quality on auras? Increased radius isn't very useful, especially for solo players.
"
tanfodelmale wrote:
"
Hilbert wrote:
"
Why don't you limit auras to 3 and add keystones which allow +1 possible aura?
Seriously the game already has enough cost problems. Clarity being even more expensive? But then characters need a regeneration of like 200 Mana per Second without stacking manareg nodes/Eq.

This.


that sounds like a good solution!

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