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1.0.0 Balance Changes

blood magic is sounding like a dead skill/keystone
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kuan999 wrote:
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Velocireptile wrote:
People complaining that they cant run 5 Auras anymore.

BAHAHAHAHAHAHA.


Idiot or what?
For running 5+ auras you need to put some passive points into EB and mana nodes and its some other bulid than stupidly put all passives into life nodes.
So yeah nerf that kind of bulids and make all chars low life es or stacking only life.


Im the Idiot?

So you know what the final Aura and Passive Tree changes are?

Well since you know so much Mr. Knowitall. Please enlighten the rest of us.
So that I can plan my Respec's and everyone else can stop their pointless whining.

Or are you doing what everyone else that's having an Aura Tantrum is doing, Engaging their Keyboards but not Engaging their Brains.
You can be the ripest, juiciest peach in the world,
and there’s still going to be somebody who hates peaches.
All in all very good changes for me. Especially loved how I don't HAVE to join random groups for maps to be able to reach the higher levels. I'm looking forward to release so much more now, thanks!
These changes sound real good.
Some heavy duty changes!!!
"Man, it's like we're fighting housewives and their equipment." - Millennium
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Velocireptile wrote:
"
kuan999 wrote:
"
Velocireptile wrote:
People complaining that they cant run 5 Auras anymore.

BAHAHAHAHAHAHA.


Idiot or what?
For running 5+ auras you need to put some passive points into EB and mana nodes and its some other bulid than stupidly put all passives into life nodes.
So yeah nerf that kind of bulids and make all chars low life es or stacking only life.


Im the Idiot?

So you know what the final Aura and Passive Tree changes are?

Well since you know so much Mr. Knowitall. Please enlighten the rest of us.
So that I can plan my Respec's and everyone else can stop their pointless whining.

Or are you doing what everyone else that's having an Aura Tantrum is doing, Engaging their Keyboards but not Engaging their Brains.


regardless of the actual tree change it will require a passive use that was previuosly used elsewhere. But I guess it's hard to think past your own trolling eh?
Pacific (GMT -8) Time
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LVHAXOR wrote:
I think auras should take a flat amount if taken from health with bloodmagic node otherwise health builds get screwed even more


That or blood magic node should receive a bonus. Something like life receives % of mana would be nice.
Pacific (GMT -8) Time
I saw that you're making changes to the 4/5 socket stuff and rares for quest rewards to avoid hitting a wall gear wise. One issue I've had as a solo self found player is getting the gems I need for my builds. It's quite difficult with one character to get all the gems you need from quests (usually impossible if the build is a bit off from the class type) and finding the gems can take forever. When I played Anarchy I found all of these: almost every gem in the game including GMP and Devouring Totem, Exalted Orb, and Eternal Orb, and I was level 82, before I found my first Enduring Cry gem. I find it really annoying to have to play an alternative character to farm quest reward gems for my main character (like when I need blood magic gems or reduced mana gems). Funny thing was after all that time not finding that gem I then found a second one that same evening 2-3 hours later. There needs to be a less RNG way to get basic gems for your character then building alternative chars to farm for quest rewards. Is anything being done to address this issue or do you see it as a non-issue (as many people get around this issue by simply trading). A late game way to get gems besides normal drops would be nice. Can keep the world drop only gems the same, but normal quest reward gems shouldn't be so difficult or annoying to get. And not having the gems you need is a sort of gear wall.
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TheAnuhart wrote:
There's some nice changes here, Chris.

I'm often impressed by your thinking and your developing. But then I'm also usually left shaking my head at how such an impressive aRPG developer can lay down something such as the paragraph quoted below, with the two parts bolded (by me) and feel they have a well place currency sink and a well designed aRPG.


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Chris wrote:
Maps: Maps are the best place to find end-game base types and high Unique items. This is appropriate because they're gated behind high currency requirements (to reroll the mods you want). In addition, the highest ones are great for experience gain. They also offer the highest challenge levels for extreme players who want to test themselves against brutal combinations of mods.


Let me explain.

'The highest challenge' does not come from playing an economy sim, buying the best gear you can, rolling in currency and faceroll chaining 77s.

It must also be mentioned that many of the filthy rich players are not touched by the currency sink, as they have no interest in 'the highest challenge'.

'The highest challenge', Chris, is by not simply buying the gear to roflestomp end game maps in a group. 'The highest challenge' is solo self found, no trade. Yet, the content is gated behind trade and the cost lessened in a party, which further diminishes the challenge. The challenging content is at first out of reach, it remains mostly out of reach while we farm content which slowly becomes easy. We gear up, we farm currency to attempt the higher content. What happens is, the challenging content grows less and less challenging with only extremely rare visits (if lucky) and the available content becomes stupid easy.

'The highest challenge' is one you, by design, remove from the game. Faceroll, is the current model, misplaced is the currency sink.

Thanks.


Amazing, insightful and well written response Anuhart. I must have glazed over the parts you put in bold. That way of rationalizing is kind of upsetting.
54 pages and this has been said millions of times but can't really be stressed too much. Please make sure that the aura change, which otherwise sounds fantastic, doesn't translate into even more discrepancy between soloing and parties.

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