1.0.0 Balance Changes

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phoenixone wrote:
So any existing bows will basically be garbage due to the buff of new bows?

I'm interested to see how this will change/obsolete existing bows. I realize that existing rolled bows will not be changed, but if new rolled bows can now get higher stats, it will make an entire game of bows obsolete? Or am I missing the point?


I have exactly the same question for 2 handers : do they beacame obsolete do affixes get automaticly buffed, do we need to divine or worst case chaos them ?
Last edited by Mac_Cloud#5277 on Oct 15, 2013, 9:58:57 AM
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We've increased the damage of all Two Handed Weapons and have introduced a new set of two-handed physical and elemental damage mods that they can receive.


Yeeessssssssss!!!!11

I've waiting for this change for so long...
i am looking forward to all the announced changes. I took Open Beta phase to be truly BETA game state.
Now i am glad that there are so many changes that are coming either directly with the release or in close period of time.

I hope that the problem with the passive tree planner will be solved, even if it would be hosted somewhere else or used only for the Offline Tree Planner that is somewhere on the forum done by community. Planning build is the key ingredient, full to understanding what when and full of frustration that you are still missing some key nod but there are not enough points left if you target build to lvl 70-80

I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
This will suck for us people with shitty computer and/or shitty connections..... I play solo for that purpose only now I'm getting MF nerf'd.... that's not fair ...
IGN ~Neal~
These changes look like a huge improvement all around. I have always avoided making a two handed melee character because I could see no benefit over a dual wield or shield combo; now I can make these builds I have always dreamed of.

Can you please just release the game tomorrow!
Hey Devs,

um... so is tempest shield going to be worthless now? since it will take up so much of a % of your mana that we'll want to choose something else that's more powerful defensively/offensively?

i.e. if tempest shield stays the same, since it's technically not an aura, it probably will never be as competitive (in terms of being chosen) as the other auras etc.

unless of course, tempest shield is being counted as a % 'aura' and being significantly buffed as well?

a general answer would be fine -- just tell me tempest shield is also becoming more "impactful" ;-{)
ign: WillKillForThrill (Prophecy)
Maybe GGG should have a seperate link on the website to the tree that they're currently working on and keep updating it as changes are made with a disclaimer that its a WIP.
Farming: Many players want to kick off their shoes when they get home from work and farm The Docks (or similar areas) for hours without having to think about the difficulty of running Maps or Bosses. While this strategy obviously can't yield the best items in the game, we've decided that players should be able to get to level 100 eventually by playing these areas. We're changing the experience equation so that you don't encounter as much experience dropoff farming late Merciless difficulty. This won't make it any faster than it currently is for players to get to level 100, but it will open up area farming as a way to get there (so that you don't have to be part of a 74+ mapping group to have a shot at the upper ladder).






i didnt realize shavs wasnt the best item in the game haha....docks farming is one of the best ways to get the best items in the game....better than maps by far since maps require shit loads of currency in the 73+map pool....ny1 running those maps needs to group up and even then still make f all



I’d rather die on my feet
Than live my life on my knees

WTB ALT ART DEMIS
Last edited by silversideup#6160 on Oct 15, 2013, 10:19:16 AM
Great improvements, each one!

I look forward to the sweet nightmare of rebalancing my 23 different chars, as well as making several new ones for the new leagues.
Changes sound awesome, all of them, very happy.

I hope the aura nodes on the tree will be repeated at a few locations so its not only certain builds that are in the aura stacking part of the tree. Also, mostly %s? I dont really have any geared and functioning blood magic keystone characters atm, nor any plans to make one in the near future, but they will need some sort of nodes, perhaps linked after blood magic that will let them run at least one of the smaller % auras surely?




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Pesstrong wrote:
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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.



no I dont think you guys are reading it right...

"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. In addition, the slowest high level bows have been given implicit mods to provide a more interesting tradeoff against fast bows."


mods, not passives, 2 handed phys damage mods and 1 handed ele damage mods, I think hes talking about the affixes on the weapons. Presumably 2 handed weapons will roll bigger elemental damage mods but bows are going to be limited to the 1 handed ele mods.

They are adding implicits to the bows, they dont have implicits already so there will be nothing to bless, and not all implicits reroll, global crit on daggers, life leech on claws, ele damage on sceptres, I think all those are fixed values.

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