1.3.0 Patch Notes

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edgewood wrote:
I am truly hoping that this really isn't going to be as bad as it sounds.
I just recently finished grinding the shit out of my masters to get 8 so I can actually start crafting some stuff to use in game. Now that is no longer possible. The economy is soo fucked up that it is impossible to make any cash to buy top tier items. I have Never even seen an eternal orb drop and I have multiple lvl 90+ characters run 78 maps and NOT one has ever dropped for me, now i need 5! for mutliple crafted mods? Not to mention that Everything I did purchase or grind for hours/days to find is now totally worthless as they were nerfed into the ground. This is getting ridiculous with the amount of nerfs and the rift you are causing between the have's and the have nots. I have no problem with not having every top tier item as I play 20-30 hours a week and not 10 hours a day like a lot of ppl do, that being said 20 hours a week is a HUGE time investment to have it screwed over like this. How bout instead of making it so the ppl who take longer to reach the goal don't get fucked over every time they get close and just make the goals farther away. How hard would it really be to just make some higher level instances of current zones to challenge the ppl who are walking through all the content now instead of fucking over those of us who take a LOT longer to reach that level?

Signed One incredibily frustrated and pissed off supporter

+10000000000
fkxLegacySpectral : lvl 97 Raider ST HowA [Legacy]
fkxBreachSlayer : lvl 95 Slayer Blade Flurry [Breach]
fkxCrockett : lvl 94 Saboteur Ice Trap [Perendus]
fkxRampage : lvl 94 Witch Fireball [Rampage]
fkxShadow : lvl 95 Shadow FP/CI [open beta]
I actually like this patch. All the no brain stuff got nerfed in one way or another.
Also, if you guys can't see any buffs maybe you should look more into the passive tree :)
GGG is just trying to make us spend more time with our families by giving us a shit patch
Can't wait to try my Melee block build in new league! nothing in the patch notes that scares me off, just needs a little tweaking.

Loving all the Master changes... and that tab search? finally I can find a Gem in a full tab easily :P
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Increased Critical Damage now provides 50% critical strike multiplier, up to 69% at gem level 20.


Ok, but you have to literally remove every other source of multiplier from the game for this to really make sense. Increased Critical Damage was a bottom tier damage support to begin with.

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Increased Critical Strikes now starts at 90% critical strike chance, increasing to 147% at gem level 20. It now provides 1% critical strike chance per 1% of quality.


Ok, but this is buffing the root source of the problem and making a support gem that's slightly weaker than Increased Critical Damage was.

90% of the game is hitting white monsters, ergo chance is more powerful than multiplier. More multiplier doesn't make things die faster in a vacuum, since you can't kill something in less than one hit.
Thanks for the early release of the Patch notes. Very impressive amount of work and balancing. It is always a pleasure to support you guys !! Keep up the good work !!
SPEND TIME WITH DA FAMILY?!

I refuse to do this.

Signed

One Pissed off Guy
Last edited by odiecat99#5873 on Dec 11, 2014, 11:40:08 PM
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sidtherat wrote:
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LordSaren wrote:
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Serleth wrote:
I'm going to be the only one who loves this patch, and I give exactly 0 craps about that. This game just got challenging again instead of a total walkthrough.


I love challenges.. But the nerfs in this patch mainly towards the witch is harsh. We got more changes than the suppose Duelist Re ramp that was suppose to have.



do not even mention Duelists. they do not exist anymore. the WORST class of 1.2 got.. nerfed..

and witches were so good that even bad players with bad builds could get far.


Duelist got buffed, you just don't see it yet. It's still terrible, but it is a buff.
Jul 27, 2011 - Sept 30, 2018.
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Active Skill Balance:
Auras and aura-like effects can now affect totems.
Summoned totems are only affected by auras that affect defensive properties.
Summoned totems still use their summoner's skills. In order for an offensive aura to have an effect, it must affect the summoner, not the totem.


So Purity of Elements affects Flame Totems, for example? Do they get an energy shield from Discipline? (Probably not.)
I really admire your guy's current devotion to pvp this season, but with all these mechanics (crit multi/CoC, non-legacy unique nerfs, etc) that work fine in PvE being taken away from us to keep PvP builds open, really upsets me. I really don't see why you couldn't just "turn on" all these nerfs for pvp, and "off" for PvE.

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