The purpose of this patch was to fix some early 0.9.3 issues and to make the game harder. The difficulty changes are intentional and are designed to cause a higher rate of character deaths.
- Added a set of projectile damage passives and changed paths to bow areas to enable bow-based Duelist builds.
- Fixed experience sharing in parties to work properly again.
- Temporarily reduced the timeout on game instances to 8 minutes when empty to help reduce server load.
- Increased the rate that Rain of Arrows gains damage per level, but gave it a -20% damage penalty for being AoE.
- Increased the drop rate of portal scrolls.
- Fixed some bad grammar in quest text.
- Fixed a bug that would cause the "passive skill point gained" effect to play additional times when talking to Tarkleigh again.
- Changed the Strength attribute bonus to only affect melee damage.
- Fixed the effects in the Ship Graveyard to reduce graphical lag.
- Changed Orb of Scouring, Jeweler's Orb, Orb of Fusing to only drop in level 12+ areas because they were too complicated for early players.
- Increased the Life and damage of various bosses: Brutus, Merveil (both forms), the Deep Dweller (both forms) and the Hideous Abomination
- Increased Hillock's Life.
- Increased Kraityn's damage.
- Added 10% extra monster damage for each additional party member after the first. For example, against a party of 3 players, monsters do +20% damage.
- Fixed a bug related to the scaling of experience and item drops when playing in parties.
- Reduced Life per level from 6 to 5.
- Reduced Mana per level from 4 to 3.
- Slightly reduced the starting Life and Mana of new characters.
- Made early flasks use slightly less charges per drink so that it's easier to fill them.
- Reduced the amount of Mana recovered from Flasks and Vials by 15%.
- Reduced the size of Life mods on items.
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Posted byChrison Nov 14, 2011, 5:00:56 PMGrinding Gear Games
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I have a feeling I'm going to die horribly next patch.
Keyblades!
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Posted byAntilurker77#5527on Nov 14, 2011, 5:19:42 PM
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Holy shit.
You guys are serious about making the game difficult eh?
Well, challenge accepted!
ps: removing the life bonus on strength is a low blow =/
Closed beta player, August 2011 Last edited by BitmapFrogs#6778 on Nov 14, 2011, 5:20:04 PM
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Posted byBitmapFrogs#6778on Nov 14, 2011, 5:19:52 PM
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The game was hard enough, christ :(
Gangplank - Level 73 Mara.
"I ate some oranges and it was k"
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Posted bychillerspoon#3643on Nov 14, 2011, 5:21:09 PM
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Chris wrote:
[li]Increased the drop rate of portal scrolls.[/li]
[li]Reduced Life per level from 6 to 5.[/li]
I disagree with this.
Scrolls:
They drop enough. Considering waypoints, and log in-out, and party sharing, and flask recharging, and other stuff, they really don't need to be used very often. They have no value at shops, which I thought was the whole point of having certain things as currency items, so items don't lose value. Giving an item the ability to do something doesn't mean it wont' become valueless. For instance gold in Diablo let you repair/refill items, resurrect mercenaries, and even gamble for really good rare, unique, and set and magic items.
health:
Apparently, Characters end up dealing a lot more damage than they have health later on, which makes for terrible PvP, and makes reflect damage effect on monsters overpowered.
I don't have numbers myself, but I heard it's an issue.
Fresh cakes for all occasions.
Delivery in 30 eons or less
Call 1-800-DOMINUS
Remember - 'Dominus Delivers' Last edited by Xapti#6455 on Nov 14, 2011, 5:26:49 PM
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Posted byXapti#6455on Nov 14, 2011, 5:23:17 PMAlpha Member
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Chris wrote:
[li]Increased the drop rate of portal scrolls.[/li]
Portal scrolls? So far I've had no problem with these. Unlike Identify scrolls - there are way to little of them given the numbers of items to identify.
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Chris wrote:
[li]Changed Orb of Scouring, Jeweler's Orb, Orb of Fusing to only drop in level 12+ areas because they were too complicated for early players.[/li]
Is Jeweler's Orb suppose to change links between sockets? It does now, but as far as I understood it shouldn't.
ingame: FeelLuckyPunk standard
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Posted byUgm#2754on Nov 14, 2011, 5:24:09 PM
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Reduced Mana per level from 4 to 3.
Slightly reduced the starting Life and Mana of new characters.
Reduced the amount of Mana recovered from Flasks and Vials by 15%.
Is this really warranted? Playing as a level 28 witch I haven't picked up any of the dedicated mana passives and am already ridiculously mana starved, to the point that I have to go back to town during regular dungeon running for no other purpose than to refill mana. Adding a damage support to any spell that sees frequent use is completely out of the question for me even without these changes.
Last edited by gilligan#3516 on Nov 14, 2011, 5:31:45 PM
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Posted bygilligan#3516on Nov 14, 2011, 5:26:31 PM
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gilligan wrote:
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Reduced Mana per level from 4 to 3.
Slightly reduced the starting Life and Mana of new characters.
Reduced the amount of Mana recovered from Flasks and Vials by 15%.
Is this really warranted? I haven't picked up any of the dedicated mana passives at level 29 and am already ridiculously mana starved, to the point that I have to go back to town during regular dungeon running for no other purpose than to refill mana. Adding a damage support to any spell that sees frequent use is completely out of the question for me even without these changes.
+1
the constant mana drinking is annoying, with only 1 support gem my nova costs almost 50 mana ...
IGN Crakk Last edited by maryn#2152 on Nov 14, 2011, 5:31:04 PM
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Posted bymaryn#2152on Nov 14, 2011, 5:30:48 PM
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Xapti wrote:
health:
Apparently, Characters end up dealing a lot more damage than they have health later on, which makes for terrible PvP, and makes reflect damage effect on monsters overpowered.
I don't have numbers myself, but I heard it's an issue.
In our internal testing, damage reflection wasn't completely lethal. The fights should be taken with care and/or avoided, but we didn't encounter instant death scenarios. Our intention is to have some unwinnable fights. The values of damage reflection and such can be tweaked as
PvP has a multiplier on damage to address this issue. This will also be tweaked in the future.
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Ugm wrote:
Is Jeweler's Orb suppose to change links between sockets? It does now, but as far as I understood it shouldn't.
It'll add random links between newly added sockets.
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gilligan wrote:
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Reduced Mana per level from 4 to 3.
Slightly reduced the starting Life and Mana of new characters.
Reduced the amount of Mana recovered from Flasks and Vials by 15%.
Is this really warranted? Playing as a level 28 witch I haven't picked up any of the dedicated mana passives and am already ridiculously mana starved, to the point that I have to go back to town during regular dungeon running for no other purpose than to refill mana. Adding a damage support to any spell that sees frequent use is completely out of the question for me even without these changes.
It's intentional that characters either:
a) choose mana passives or
b) get a decent amount of +mana on items or
c) use less support gems or
d) have more mana flasks than life flasks or
e) run back to town frequently
That way there's actually a mana game that players can gain mastery of, rather than just allowing unlimited casting of augmented spells.
We can of course change this easily based on future feedback, but the purpose of the beta test is to test, and this is what we want to test today :)
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Posted byChrison Nov 14, 2011, 5:38:15 PMGrinding Gear Games
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Are these changes retroactive, for example reducing the life of high lvl characters because of the lower life per level gain?
Last edited by siis#7407 on Nov 14, 2011, 5:39:27 PM
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Posted bysiis#7407on Nov 14, 2011, 5:39:15 PM
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