How about some infos about endgame leveling? you always kept saying that maps are for good items not experience.
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Posted byKagami45#5582on Oct 15, 2013, 9:41:03 AM
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Great! Thanks for the note on the tree being available early.
(crossing fingers)
IGN="Tanky"
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Posted byJady77#6563on Oct 15, 2013, 9:41:46 AM
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vindictive wrote:
That's not how I understood it. He said bows will receive buffs from the 2h damage mods (passive tree) and they will be getting implicit mods. Implicit mods require a blessed orb to re-roll.
I assume it's like when they buffed the physical damage on belts, so all you will need is one blessed orb to 'update' your bow.
OK so Marauder is the new ranger? Use a bow, put all passives in life/2H damage mods and win?
Clearly a better option than going ranger, since the 2H damage mods is much bigger than bow-related passives.
Last edited by Pesstrong#2803 on Oct 15, 2013, 9:43:02 AM
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Posted byPesstrong#2803on Oct 15, 2013, 9:42:07 AM
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Sounds wonderful! I look forward to seeing the changes. It will be fun to give my cyclone 2 hander mace marauder another spin! (pun intended). I am also looking forward to the addition of new playable content!
"Though evil endures, and legends don't die, the hero exists in a blink of time's eye"
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Posted byRaligard#2221on Oct 15, 2013, 9:44:22 AM
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From your Dev Manifesto:
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Our core design goal for the multiplayer aspects of Path of Exile is that multiplayer and singleplayer are equally viable.
The aura changes create a bigger disparity between solo & grouped than what already exists. In this case you are going backwards.
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vindictive wrote:
I'd advise GGG to be careful with the auras. This change will make it even more beneficial to play in a group. If you make it difficult to play solo, you will start losing players. Some people enjoy doing a couple solo runs whenever they have time and not partying. This is an ARPG, not an MMO.
I will reserve judgment until after release though, since we don't know how much they are increasing reservation by yet.
Rest of the patch looks good.
^
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Posted bytanfodelmale#3685on Oct 15, 2013, 9:47:09 AM
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Splendid! ^_^
*** NoobCakes *** <NCAKES> guild
IGN: HardCandy
centeral europe time
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Posted byHard_Candy#5439on Oct 15, 2013, 9:51:05 AM
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AgentSmith5150 wrote:
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Kamro wrote:
Lots of great changes for Solo Player and then the Aura change is a big Bag of **** , will change nothing for groups but solo players like wanders will be pretty much ruined.
Agreed. I was thinking this too. I solo 90% of the time and just started using hatred and anger together, but with my build I need a usable amount of mana left for my other skills. This change seems to put a big hurt on anyone that isn't dedicating to full on aura builds.
I don't want to run 5 or 6 auras, I just like the boost of a couple of them in concert with my bash face in skills. With this change, that will become very difficult to do it seems.
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Auras
We had two problems with Auras:
Using various tricks like Blood Magic, end-game builds would run six or more auras at once. This resulted in very little aura diversity or interesting party synergies.
Their effects were not impactful enough. If you had six active ones, it was a big difference, but each individual aura wasn't incredibly meaningful.
To solve this, we're making auras more powerful but are increasing their mana reservation costs. There are new aura cost reduction passives that allow you to specialise in having many auras if you still want to be a full-on aura character. Now each aura that affects you can really be felt and there's a lot more diversity in aura loadout. When we're testing high level characters it's amazing how different they feel when different combinations of auras are selected.
thx for this... but i dont want to see the different combinations of aura.... most of the endgame builds i tested works just fine as they are... just give them some more power, and reduce mana cost slightly this saves some gems... i have never used 6 or more auras, maybe with this new release with beginning a new build...
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Posted byloCurnus#1594on Oct 15, 2013, 9:54:47 AM
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Fluttershypony wrote:
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phoenixone wrote:
Or.. Here is a more specific question.
Will the changes to bows, make an existing Voltaxic or Lioneye's Glare obsolete?
Probably.
Lioneye's will be stuck with it's fixed +10-20/15-200% or so physical damage mods or whatever it has, while all bows post 1.00 will be able to have stronger mods(probably up to 300% physical and flat damage 40-60 at best rolls).
A great example of pulling numbers from thin air.
IGN: Arlianth
Check out my LA build: 1782214
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Posted byNephalim#2731on Oct 15, 2013, 9:55:23 AM
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I like everything I read about the changes. I'm curious to see how the item spam will be in parties now. There was just way way too much stuff on the ground.
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Posted byRuneword#2865on Oct 15, 2013, 9:56:46 AM
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