1.0.0 Release Patch Notes

The best parts of the patch aren't even in the patch notes.

Less than 24 hours to go :)
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Kochise wrote:
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dexterkiller wrote:
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geradon wrote:


the most valid point against legacy items: newcomers have an unfair disadvantage with old players selling these high end unique uniques for high prices or not at all. why start the game at all if you can't really get the same items like others have by just playing the game?



well new players can easily play on the new leagues, in fact it would be foolish for a new player to start on default leagues


If I were just entering this game and saw this I would say, nope sorry I'm not playing on a temporary anything. I want a long, thriving, healthy environment to play and grow my characters. This game doesn't have that because the permanent leagues are the bastards of the Devs. See ya and on to the next one. That would be my response and I'm sure MANY will do the same. GGG I think has hampered the influx of possible new players.

Let me repeat, there are just as many potential players that don't want to play on a Temp League as there are players that love it and want it... It goes both ways folks.


Exactly.
Take me for example. I've been playing PoE for an year and a half and what i really like in this game is the large number of possible builds. I want to try everything just to see if it works.. if it's good enough.. to see if i like to play with it. In order to try som crazy build first i need to spend time with it - to level it up, maybe i'll start it all over again a couple of times; second usualy i need specific gear for it. I simply don't have the time to play 24/7 to achieve that in a 4 month league. Sure i'll make a build or two but thats not enough... hell it's alot easier to just make a SC/HC character and play there... after all the 4 month league characters will go there in the end.
And now if i'm a new player i would like the idea of being forced to play a league that will end in 4 months...
"I'm going to show you pain you never knew existed, you're going to see a whole new spectrum of pain!!!!! Like a RAINBOW!"
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Splift wrote:
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PathOfNerfs wrote:
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Splift wrote:
Then the game will be re balanced in the proper direction(the one its headed in now), not simply adding more to an already broken system.


The direction the game is headed now is an endless grind in Act x areas simply to attempt to be geared enough for the content they're adding in now. In the current state, even with auras, you need a significant investment into defenses simply to survive in late-game maps. With even higher level areas being introduced and new enemies/enemy skills being added, even more will be demanded. The nerf to auras like these directly impact defense/survival, which means you'll be grinding even longer or farming even harder simply to afford what's required to simply experience new content.

This isn't balance where time invested is directly related to reward earned, they more or less reduced it to not having any correlation at all since you're more reliant on RNG now than you were before, and you were pretty damn reliant on RNG before.
Obviously you did not read into what I said much.

If there is any game destroying aspects of this patch then it will be re balanced in future patches, people are acting like this patch is be all end all, as if their physical bodys are being nerfed in real life. GGG is definitely going to release balance patches in the near future.


Again, you're not reading between the lines. You don't release a ground-breaking patch, lose a good portion of your playerbase, and try to fix it later. You take the necessary steps to preserve or expand the playerbase you have now, and make appropriate changes in the future.

This also doesn't explain GGG's ninja-retraction on their previous statements, such as the direct nerf to solo play and making it exceedingly more difficult to simply experience end-game content.
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TheAnuhart wrote:
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TheAnuhart wrote:
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You now can't use an Orb of Fusing on a fully linked item or a Jeweller's Orb on a fully socketed item.


This should have been made possible with a modifier key.

For example, with the last aura changes, I purposely went over 3 4 linked items and changed them to 3 link + 1.


I think you also forgot to mention the fixes to Kole/Brutus/Carnage.
Please tell me you fixed these absolutely broken mobs, they will be the laughingstock of your launch if not.


I'm just gonna add to this, I'm very disappointed.
It is now easier to 4 link, by a lot.

If I want to use a 4 soc item to have 3 linked BM + Skill + Support and an unlinked mana skill/aura, there's a chance I will 4 link the item and fuck it.

There needs to be a modifier key to allow fuses to work on fully linked items.



This GGG, we should be able to change the number of links in items even in fully linked items, it's just part of the game. Due to the random nature of item crafting it could be that we lose valuable items because of this change, this would discourage crafting a lot.
Hell guys, you made this game even harder... you are forcing people into melee without even fixing desync...


Ech, maybe i just had a hard day and don't see a single positive thing in patch notes...
Last edited by WiseGuard#0800 on Oct 22, 2013, 1:53:47 PM
I really don't care about nerfs or buffs, I only play the new HC leagues every x months from zero because I truly like this game. Make new builds, explore the new passive tree, find out what works and what doesn't, fine tune the character for certain areas or bosses, etc..
That being said and I'm sure I'll repeat a lot of other people here, with these changes you need a legacy item wipe/update plain and simple, the gap that will be created between new players and old ones with legacy items will be abyssmal. I don't even want to think about pvp...
My guides
HC melee ranger: http://www.pathofexile.com/forum/view-thread/507976
HC RF scion: http://www.pathofexile.com/forum/view-thread/666667
HC RF marauder: http://www.pathofexile.com/forum/view-thread/842382
RF resource guide: http://www.pathofexile.com/forum/view-thread/832331
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kompaniet wrote:


a very low chance multiplied by 200 percent is still a very low chance.
very unlucky with those fusings. maybe try some scraps on those gloves before next attempt?


I have been. My last 10% fusing landed me here, and I'm out of Fusings, I've got 1 stack of scraps, 5 jewelers, and <40 Alterations left. Crafting sucks. And I'm probably done with it at this point.

I should just give up, and sit in town trying to keep up with the stupid scroll that is trade spam, and just try and sell stuff. I have good stuff, I can't sell, and I've been doing it wrong, by thinking I had a chance to craft my own gear.



Any Guess as to what my Exalted Roll was?
http://www.youtube.com/watch?v=h-LbvFckptY

I just had to do it!


SO EXCITED!!!! HUE HUE HUE
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shoju wrote:





Any Guess as to what my Exalted Roll was?


Reflect i guess XD
But why exalting it in the first place?
"I'm going to show you pain you never knew existed, you're going to see a whole new spectrum of pain!!!!! Like a RAINBOW!"
Hey,,

So after putting all but one aura on the same costs can we at least expect that each aura brings close to the same benefit as the other choices of the same type?! Meaning Determination = Grace = Discipline = Vitality when it comes to defense and effective health, Hatred = Wrath = Anger = Haste when it comes to offense ... etc. Otherwise there wouldn't be a real choice but to pick the best ones.

However liked the system before that had flat mana costs for flat auras and percentage costs for percentage auras. I can't see using flat auras to come ahead or close enough to percentage auras besides you overbuffed them like hell. For example Hatred currently buffs my DPS by over 1k while Anger and Wrath just push it by 200 respectively (yeah I know pretty crappy values but my gear is not that great either).

However keep up your great effort and I hope you and your team didn't plan on sleeping before next month :P
Last edited by Greyback#7246 on Oct 22, 2013, 2:01:16 PM

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