0.9.3g Patch Notes

To reiterate: the currency drop rates were lowered (at least in part) to prepare for vendor selling, which could easily make up the difference.

Look at the big picture, not just the here-and-now.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Lulz at that quote.

So, apparently, balanced gear and balanced passive selection is fine; but glass cannon passive load out with defensive gear and the inverse is not?

Furthermore, it seems that taking a passive build concept and being allowed to compensate for its weaknesses with gear choices, spell choices, and player skill is a cardinal sin of PoE?

Lulz.

Question - let's imagine, for a second, there is a certain threshold of minimal survivability and a certain threshold of minimal damage.

Why must the survivability threshold be forced to be decided at HP/Armor/Resist level? Or, worse yet, passive skill level? I thought the whole point of a complex, vibrant, and varied RPG system here is that players can have the freedom to decide where exactly their damage and survivability comes from?

Why is the idea that a player can sacrifice and go below one of the expected "thresholds" to push the other one beyond the standard limit abhorrent?
Last edited by konfeta#2391 on Nov 22, 2011, 4:02:35 PM
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Chris wrote:

  • Reduced the freeze duration of Merveil's Cold Snap.



What? Are you serious? Who found this to be a problem on the first place? Hugh, making her easier isn't the way to go guys.

"
Chris wrote:

  • Increased the damage of Dual Strike by reducing its damage penalty from -20% to -10%.



Finally some Dual Strike love <3

Have to admit that we can still all play together even when we are on different servers is mind blowingly awesome.
_________________________________________




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@ konfeta: so dont ever speak about a 'murdering build' then. Do it as you would like to do, do it at your will.
"This is too good for you, very powerful ! You want - You take"
Last edited by BrecMadak#3812 on Nov 22, 2011, 4:03:41 PM
Problem isn't solved. Builds that go outside of expected parameters of damage and survivability for a game balanced around players between toughness X and Y, damage output A and B often fail, but they also often break it.

If the game developer doesn't do anything about reigning those builds in, everyone will gravitate towards them because they are the strongest. The developer now has two choices if they want to change it - add design elements that challenge even the fringe builds, or attempt to eradicate them with arbitrary caps and crutch fixes (i.e. lower build variety by removing a range of viable builds).

See, aura reflect and immunities are the latter. Adding enemies and modifiers that explicitly can defeat extreme glass cannons and extreme tanks without invalidating them is the former.
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Covertghost wrote:

+100% of 0 is still 0 =P.

This is honestly my only gripe with .93. I felt like orb drop rates were in a great spot last patch, where if you devoted a lot of farming time you could expect a decent amount of orbs (though augs and transmutes were definitely overboard).

However, in this patch, drop rates are such that it barely even feels rewarding to play anymore. This is also partially because of the lack of rewards from Act 2 quests, but mostly the orb drop rates. Game just doesn't feel rewarding enough anymore.

Using orbs is fun, don't make them so restrictive that people don't get to use them! It's a very fun mechanic of PoE.
I agree... it's way too scarce — the value of the drops doesn't match the rarity of the drops — one can find 5-100 rare or really good rare pieces of gear fore each one alchemy found.
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WhiteBoy88 wrote:
To reiterate: the currency drop rates were lowered (at least in part) to prepare for vendor selling, which could easily make up the difference.

Look at the big picture, not just the here-and-now.
It's understandable, but it would seem that shops would be the only/main way to get orbs, which I think is a design mistake. One of the biggest causes of inflation in games is due to easy access of currency — such as from vendors paying for garbage. Assuming they don't mess up, and shops give very scarce amounts of these higher orbs, overall the drop rate would still be poor.

My point is normal orb drop rate would either be too unbalanced (low) compared to shops if the shops gave a fair bit, or else if the shops were balanced with the drop rate, the overall rate might still be a bit too low.

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konfeta wrote:
Just skip them.
That's not possible in dungeons, I'd have to retreat back to the entrance of the instance, reset the zone, and hope one doesn't spawn again — pretty tedious and dumb you ask me.
Fresh cakes for all occasions.
Delivery in 30 eons or less
Call 1-800-DOMINUS
Remember - 'Dominus Delivers'
"
DaaCo wrote:

no there is NO REASON why other companies do that. they are just stupid. and i thank GGG for this solution so much! i want to be able to play with PPL from EVERYWHERE. also, if there is no lag, ping was always fine on US realm, so i dont know what you are complaining about anyways? and if you dont wanna PvP with US players just dont do it. wheres the problem? nobody says you have to enter a US-server-based game to PK someone?


Learn the game and it's features before making assumptions.

Anyways I think it will be seperated in the end one way or another. It is just the nature of these things.
He who fights with monsters
might take care lest he thereby
become a monster.
Last edited by permaximum#7706 on Nov 22, 2011, 5:35:26 PM
Good patch. Even no speed increase for Infernal Blow :( But let see if it is a bit better now.
Last edited by wege85#2326 on Nov 22, 2011, 5:39:21 PM
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That's not possible in dungeons, I'd have to retreat back to the entrance of the instance, reset the zone, and hope one doesn't spawn again — pretty tedious and dumb you ask me.


It's possible. Though, depends on the class I guess. As a Witch, I lure them out to an openish area, slow them down with minions and/or curses, and block off the passage behind me with an Icewall. Run ahead a screen and they stop chasing.
How about making reflect auras work only on the other mobs not the boss itself? That would make killing him first a top priority even more then now. Would give a slightly less annoying factor of "I can die if my skill decides to hit more then 1 target" (ice spear i.e.) while still making it very bad idea to aoe.
"I fear no evil, for I am fear incarnate!"

"Many claim they wish to destroy their enemies. If this were true, most would be compelled to destroy themselves."

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