Live preparation of 1.2.0 patch notes

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Shada wrote:
Rarity is the only nerf on acuity? Oo


As I said, best patch note evaaaaah
IGN TylordRampage
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Llothis wrote:
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Redblade wrote:
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Lyralei wrote:
And undo all the effort they put into rebalancing low-life Spectral Throw? :S


And why is it acceptable to you that they do just that for group players and not for solo players?

A lot of changes lately are hurting solo players like curse, aura and MF nerfs compared to groups that can carry one player with all those bases covered and improved even when it comes to auras and curses.

wait, you mean they are adding incentives to play in a group and that is a bad thing? Teamwork should always trump 1 person solo, simply because with more people you can have more specialized roles instead of 1 person trying to do everything. There will never be an inverse version of generosity becuase auras are already balanced fine for solo play, Generosity was added to add more incentive for group play and that is a good thing.


I'll buy your argument the second the increased drop rates and rarity are removed from grouping...
In game contact @MajorAsshole

Challenge T-Shirt: 4/6 | Full Challenge Totems: 21/27
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Llothis wrote:
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POOPHAMMER wrote:
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Llothis wrote:
crude bow attack speed boost is also a quill rain boost! :D


you mean silverbranch right
oh i thought quill rain was a crude bow, looks like with the attack speed on short bows getting reduced it is actually getting nerfed instead! :D


Attack speed reduced, but damage increased...probably will stay about the same for low levels, but a nerf for the small number of builds that used it all the way to endgame.
congrats to your alpha members leaking montregul's grasp last week. GG
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Lyralei wrote:
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Redblade wrote:
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Lyralei wrote:
And undo all the effort they put into rebalancing low-life Spectral Throw? :S


And why is it acceptable to you that they do just that for group players and not for solo players?

A lot of changes lately are hurting solo players like curse, aura and MF nerfs compared to groups that can carry one player with all those bases covered and improved even when it comes to auras and curses.


Generosity has an opportunity cost associated with it (not benefiting from the aura) which on a case by case basis creates meaningful choices Do I want +4/5% Max Res on my allies and myself? Do I want to give my entire party + minions +10%?

Given the abundance of auras already present in builds, a support gem enhancing auras for one's self makes it a mandatory pick for anyone going heavily into auras and even for those not doing so.


Don't get me wrong, I solo a lot (80% of the time) but I think that enhancing auras (which are already strong enough) for solo play can only lead to selfish behavior in groups and offers no choice as far as build efficiency goes (you take it or you take it). I'd imagine a better solution exists although not one I can think of on the spot.


Make it increase the reserve cost and you create a similar opportunity cost and makes it less "mandatory"...
In game contact @MajorAsshole

Challenge T-Shirt: 4/6 | Full Challenge Totems: 21/27
Just made an f5 macro.

f5'g that document every 10 sec. Even took a day off from work.

DEM NOTES PLSE! :):)
Vorici can shove his fuse up his [removed]
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iwantcoupons wrote:
That Reave nerf! What's the point of decreasing stage area of effect? If anything, the arc should've been changed down to 120 degrees from 135 degrees.

135 degrees x 3(multistrike) = 405 degrees of effectiveness
120 degrees x 3(multistrike) = 360 degrees of effectiveness

Melee splash = 20% AoE, quality adds +0.1 to weapon range per 1%

a reave nerf?... fuuuuuuuuuuuuuuuuudge


It's not a nerf, you just get more of the area upfront. At 8 stacks the final radius is like 258.5% of normal to 260% of normal, barely a difference.
Have you made a cool build using The Coming Calamity? Let me know!
Last edited by ephetat on Aug 19, 2014, 4:50:11 AM
Also, R.I.P Acuity drop rates. :P
In game contact @MajorAsshole

Challenge T-Shirt: 4/6 | Full Challenge Totems: 21/27
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ephetat wrote:
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iwantcoupons wrote:
That Reave nerf! What's the point of decreasing stage area of effect? If anything, the arc should've been changed down to 120 degrees from 135 degrees.

135 degrees x 3(multistrike) = 405 degrees of effectiveness
120 degrees x 3(multistrike) = 360 degrees of effectiveness

Melee splash = 20% AoE, quality adds +0.1 to weapon range per 1%

a reave nerf?... fuuuuuuuuuuuuuuuuudge


It's not a nerf, you just get more of the area upfront. At 8 stacks the final radius is like 258.5% of normal to 260% of normal, barely a difference.


In terms of units, the new total is something like 30.8, down from 31 at max stacks. Hardly a nerf at all, more of a quality of life change.
ehm no info about new RF gem mechanic or will it remain the same?

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