Improving Communication: The Development Manifesto (Please Read First!)

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TreeOfDead wrote:
About trading, is it 100% fine and intended to have 120 chaos+ for 1 ex?


Cadiro selling 1 exa for 800 coins, so what are you talking about? Every day someone looting mirror/s, not even mentioning about currency importer programmers. Do you really think this game has a deterministic trade system? This game is completely chaotic. Trade, gameplay, farming, communication etc all about "chaos". Thats why old players loving this game so much because developers not giving a single fuck about deterministic shit except in passive tree, which is an imitation of our reality. You can buy a stash tab at least.
Neden yaşıyorsun?
Pls increase 5% life nodes on passive tree to 10%-15%, 10% nodes to be 20-25%. Ty!
What are you waiting for to put path of exile in French? For now 6 years !! The French are despised as much as that for you? When you see that a translation is now in Taiwan but lol
When we can donwload the Beta?
yes
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dodo081266 wrote:
What are you waiting for to put path of exile in French? For now 6 years !! The French are despised as much as that for you? When you see that a translation is now in Taiwan but lol


They are working on it.

Also, what you are referring to is actually Thai, which is Thailand's language. Thailand has about the same amount of population than in France. Maybe it is easier to translate Thai than French, never thought about that ?
Anyhow I don't see why France should have priority over any other country. I actually find it pretty cool that they went for Thai, it is probably not that frequent to get translations over there, especially from a free game.
https://www.youtube.com/user/PeipeMasta
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Mark_GGG wrote:
This patch included the new changes to Shock and Chill - here's a quick explaination of what changed.

Previously, Chill always slowed it's target by 30%, and Shock always increased damage taken by 50%. The amount of cold or lightning damage in the hit that caused the ailment, compared to the maximum life of the target, determined how long they would last.

Chill no longer slows enemies by a fixed amount for a variable duration. Now, Chill will slow enemies for a duration of 4 seconds by an amount based on the Cold damage dealt to the enemy. A purely Cold hit which removes 50% of an enemy's life will slow that enemy by 30% for 4 seconds, scaling linearly down to 0% at no Cold damage dealt.
Similarly, Shock no longer increases the damage taken by enemies by a fixed amount for a variable duration. Now, Shock will apply to enemies for a duration of 4 seconds and increase the amount of damage the shocked enemy takes based on the Lightning damage dealt to the enemy. A purely Lightning hit which removes 50% of an enemy's life will increase the damage that enemy takes by 50% for 4 seconds, scaling linearly down to 0% at no Lightning damage dealt. Shock is still only applied by critical strikes or based on your chance to shock.

These changes make it easier for build that focus on bonuses against enemies that are Shocked or Chilled to use those effects against high-life enemies, particularly bosses.

These maximum magnidues for these ailments applay even in cases where you have stats that would increase the effect. This means that a player with 100% Increased Effect of Chill will only have to remove 25% of a monster's life with Cold damage to slow them by the maximum 30%, because this hit would normally slow by 15%, and that value is increased by 100%. Increasing the effect of Chill further, or dealing more Cold Damage, will not slow the monster more - it will just make it easier to reach that 30% cap. Shock, with a cap of 50% increased Damage taken, works the same way.

Hits that would shock or chill for less than 5% of the ailment's effect are ignored - i.e. a Chill that would only slow an enemy by 4% will not be applied.

Chilled Ground, or any Chill not caused by a Hits, has a slowing effect of 10%, unless otherwise specified.
Shocked Ground, or any Shock not caused by a Hit increases damage taken by 20%, unless otherwise specified.

There are new reminder texts for Shock and Chill so you can see these values in game, but they may not be applied to all the correct stats yet.

Another quick note: Power Charges now grant 30% increased Critical Strike Chance per charge (down from 50%) and 4% more Spell Damage per charge,
and Frenzy Charges now grant 4% more damage with Attack skills (as opposed to 4% more Damage). You can see these changes in the Charges page of the Charcter Panel.

Since everyone else is to busy losing their shit in the beta thread allow me.

WHAT THE SHIT IS THIS STUPIDITY?
Be logical and reasonable. This is neither.
This is probably the 4th time you've promised better communication.

You only have to look in the mirror Chris to find the issue here.

You gave NO INFORMATION when you would release Beta updates(the whole TWO of them).

Zero Path notes. At all, anywhere.

Then you wonder why people say WTF when you make poor balance and design changes.

There is literally a compendium on Reddit, linking other Reddit posts together in a player generated change log. That is infinitely more valuable than any post hidden in a specific forum view you've had on this website for months.

The available information on the Harbinger league is A SINGLE PARAGRAPH. What the hell is going on dude?

You can't claim a commitment to communication when time and again you've given none of it and forced your own player base to scour two different websites to find a clear picture of what you yourself are changing in the game.

Decide here and now. What is the actual website for your game?

Is it this, or is it a player run site filled with the idiot children of the internet?
build of the week is false advertising!! It should be future nerf of the week!

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