What's coming in 1.0.5?

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tmaciak wrote:

The problem with "specialization" is, that most my characters skill bars looks like a desert, like here: http://img585.imageshack.us/img585/4503/b61r.png (and even Molten Shell I use rarely on this character).


Sorry to side-track this thread, but there were "fishing rods" in the game?? Was GGG playing a prank or did I miss the part in Beta when fishing was skill you could use to get loot ala WOW? Discover something every day, I guess.
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Sexcalibure wrote:
Enlightment:

LEVEL 1: The socket next to it becomes a white socket
Level 2:2 of the next sockets become white sockets
Level 3:All of the sockets of the item become white sockets

quality: Increases EXP GAINED BY 5% PR. QUALITYT


Fixed that for you.

As for Freeze Mine, gem is fine, Prolif is retarded.

/end of shitstorm
Participated in the working of the Dyadus Avatar of Fire Templar:
http://www.pathofexile.com/forum/view-thread/896505
Fishing rod ahaahah XD cant wait
PVP PLEASE?
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Magnicon2 wrote:
The freeze mine mention is interesting, especially considering the only problem with it is elemental proliferation, and they must know that since Neon has been aware of it for a long time. For some reason I'm expecting a lazy handling of the situation.

The issue with Freeze Mine transcends its interaction with a single gem. Note: I don't much care about the forum arguments about freeze mine, I see them as a lazy bandwagon discussion about a non-issue. QQ of the week and nothing more.

The actual issue with Freeze Mine is it does not do anything unique. It does one thing, that every other cold skill in the game is capable of doing: freezing enemies. It does so in such a way that mostly trivializes the use of those other skills for that purpose. So it's only function in the game, is to step on the feet of other freeze-able skills, because they aren't as cost efficient or effective.

Change the way proliferation works, and the problem remains the same. Reduce Freeze Mine's effective cold damage to the point that it is not considered "abusable", and the gem would serve absolutely no purpose.

IMO, Freeze Mine is dead weight. Any attempts to balance it will either cause unnecessary stress for other builds, or will just reinforce the point that it should probably just get the axe and be done with. It exists where otherwise there could be potential for far more interesting things; instead, we have this.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
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Uvne wrote:
The problem isn't freeze mine, it's elemental proliferation. If you band-aid fix this, it will make it harder for legitimate uses of the skill to work, and proliferated freezes will still be objectively better because they scale irrespective of the monster's health.


While I understand where you're coming from, I do think that the problem in this case *is* freeze mine because alternatives will be very clunky to use, so much so that they won't be reliable enough to completely depend on in HC leagues like people do now with freeze mine. The reason freeze mine is the problem and other proliferated freezes aren't is freeze mine does no damage. That means you can use the same trash mob the entire battle to proliferate freezes to the boss.

With other skills (cold snap for instance), it deals damage while freezing which means the mobs will shatter eventually and the freeze lock will break. While some bosses continually spawn minions, this is not the case for *all* bosses. The people insisting the freeze-locking will still take place due to elemental proliferation if freeze mine is nerfed need to show how that's going to work.

Doing enough damage to freeze white mobs without eventually shattering them and breaking the freeze lock seems very difficult. I'm not going to say it's impossible, but at the very least it would be much more difficult than it is to freeze-lock a mob currently, and the added difficulty (and risk if the person doing it screws up) makes it a more valid mechanic in my eyes.
IGN: Jihokinetic
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CanHasPants wrote:

IMO, Freeze Mine is dead weight. Any attempts to balance it will either cause unnecessary stress for other builds, or will just reinforce the point that it should probably just get the axe and be done with. It exists where otherwise there could be potential for far more interesting things; instead, we have this.


I don't know if I'd go that far. I think it has its place as a crowd control skill that does absolutely nothing else. It only obsoletes other cold skills if you don't value doing damage with your cold skill. The problem is it makes cheesing the hardest encounters in the game *far too easy.* The fix for this could be something small to start with, i.e. "freeze mine cannot proliferate status effects to unique monsters."

I don't like the idea of focusing in on elemental proliferation instead of freeze mine, because that would unnecessarily nerf a whole bunch of completely reasonable builds. Elemental proliferation is my favorite support in the game, it would be a shame to see it changed because of one abusive tactic with one skill.
IGN: Jihokinetic
Hello, just make freezemine do damage, problem solved. No need to touch EP.
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CanHasPants wrote:
Note: I don't much care about the forum arguments about freeze mine, I see them as a lazy bandwagon discussion about a non-issue. QQ of the week and nothing more.
Stopped reading here. I can't imagine you have anything reasonable to say if you can't even grasp the clear and simple issue people have been discussing. Note: GGGNeon believes its an issue.
(Team PvP tourney, 1v1 PvP tourney, PvP prizes) - 1.06 pls
Last edited by OriGinS#7079 on Dec 30, 2013, 4:48:30 PM

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