Final 0.9.4 Patch Notes
Fending needs to be related to work with "Attacks" not just melee attacks, bows should be included cause it is the only way to get reliable knockback at the time, unless you guys toss in a "added knockback" support gem anytime soon.
Crit on witches is crazy due to people not speccing for crit in passive tree but equipment stacking. I would like to see crit made into a global ability instead of just spell crit. Why was it just spell crit on most gear in the first place? Melee doesn't need crit help? It seems like some mods are just missing from the game so far. And Hybrid armors need global % increases, not half an armor boost. It just makes them seem so lackluster currently. If you're going to make the requirements game harder, we need to see results from the equipment we wear, or it's the same farmfest for equipment as before with endless amounts of useless stuff -Meteoric Destiny! Last edited by MDragoon#0887 on Dec 2, 2011, 2:08:13 AM
|
|
" What is wrong with the current knockback support gem? " I agree. It's coming soon. | |
Sounds like quite a patch! The keystone passives should produce some interesting builds.
P.S. "Inoculation" should be spelled with one 'n', not two as it is in the patch notes. Also, I prefer Chaos Pact, as Mark seems to think it's called. ;) |
|
I understand this will insult a lot of players....
90% of players (while reading) want a simple kill button in their OP characters with aoe skill. If the op class and aoe skills is nerfd, they cry like there is no tomorow ?! Nerfing aoe skills is the solution and not a problem. Adapt or die. I don't think that developer's intented 1 button aoe win on every lvl or even at end game, do you ? It might sound extremly harsh, but that's the reality we are and where the game is going atm. Last edited by MindBullets#1418 on Dec 2, 2011, 2:37:37 AM
|
|
" I agree, this patch seems to have far too many changes that drastically effect equipment. It should all be wiped. It doesn't make sense to leave legacy, extremely rare items in the game that provide absolutely no viable feedback on the game going forward. Wipe it all. Edit: Well, unless of course this does help provide realistic testing for post release legacy items. Then I suppose it'll work but I still don't see it being a good idea. Last edited by hesmen#1607 on Dec 2, 2011, 3:29:25 AM
|
|
Will minions explode when they die from you summoning another minion?
|
|
" It will be wiped eventually - at the very latest when Open Beta is released. Between now and then it may be shoveled off into another league, if we do find that the old items are disruptive to the economy/feedback. We don't feel it's necessary to wipe with 0.9.4. As nice as it'd be to keep the realm clean constantly, we're not going to be able to simulate some aspects of running the game as a service if we continually reset the Beta realm every few weeks. Plus, although some vocal people in this thread are happy to accept a wipe, a lot of silent testers would be frustrated by having to start their characters again. Sure, it's a Beta, but at the end of the day they're donating their time to helping us stress-test or improve the game, so we don't want to solidify a fear of constant wipes. One other point is that we're not going to be able to wipe the realm when the game is released, but we will still have situations like this where the mods on various items change. We'll have to deal with it then, so we may as well see what happens when we have that situation now. " Nope, only if they take damage that reduces them to that threshold (35%) without killing them outright. | |
I'll share my opinion of the keystones.
Minion Instability: Minions explode when reduced to low life, dealing 200% of their maximum life as fire damage to surrounding enemies. I think it's a nice bonus but that it won't really be possible to use as your main killing source. I could be utterly wrong there but I don't think that enemies kill strong zombies fast enough for it to be viable (Someone really specced for it could probably reach 10k hp zombies). Hex Master: Curses you cast never expire. I don't really think it's worth it with the size increase from curses and the current duration. It also makes quality curses obsolete. Could be problematic in pvp also. If anything, I'd allow a second curse on this one instead. Conduit: Party members gain endurance/frenzy/power charges whenever you do. That one is insanely good. Acrobatics: 20% chance to dodge all enemy attacks. Removes all armour. Removes all energy shield. I'm not sure 20% is enough but that's fairly easy to tweak. Iron Reflexes: Converts all evasion rating to armour. Very nice, I'll get it if I can reach it :) Resolute Technique: Never get critical strikes. Always hit. I don't think you should suffer a performance nerf when you take a passive node. This one will do that without a doubt Avatar of Fire: Converts all physical damage to fire damage. Seems potentially deadly (to opponents!) Unwavering Stance: You cannot be stunned. You cannot evade enemy attacks. evade as evasion only? How will it interact with iron reflexes? Armour Master: Ignore all movement penalties from armour. Probably worth it to snatch if you are there, very unlikely to be worth gunning for. Chaos Innoculation: 20% increased maximum energy shield. Provides immunity to chaos damage. Maximum life becomes 1. That one is god awful. Why would anyone want to trade 500-700 hp to gain maybe 80 to 100 energy shield? Make it a 200% energy shield and it might see some use Eldritch Battery: Converts all energy shield to mana. 1:1 ratio I assume? Could be somewhat interesting. Blood Magic: Removes all mana. Spends life instead of mana for skills. Fairly awful for casters, very good for those with tons of lifeleech? Of course, it's all speculation (except chaos innoculation, it's just suicide and I blame the poor soul that will take it and eldritch battery by accident) Last edited by Faerwin_#7149 on Dec 2, 2011, 5:56:27 AM
|
|
OK I feel I really have to say something at this point.
There are quite a few big nerfs to witches, in particularly mine. I'm playing a fireball witch, level 63 currently. Big nerfs that come to mind are single curse, no knockback from flask, stun energy shield. First, single curse. I suppose it's an acceptable nerf. Stand alone nerf, I don't have too much objection to it. No knockback from flash - Holy cow, my witch relies on it so badly to fight enemies! As a standalone nerf, that's a HUGE nerf. Considering my 800ish energy shield get torn apart in few hits against bosses, and some of them has this ridiculous amount of speed I can't outrun even with Phase Run, this is a game breaker for my witch being able to stand and try to take these bosses out before they kill her with the right pot manage. Reducing stun invulnerability from 90% to 50% to energy shield- that's maybe a little worse than knockback. Stun, is, annoying, as, hell. And my witch get stunned a whole lot. If I don't have energy shield on, it's just not fun to play. 90% to 50% is a HUGE nerf. I have to say this- stun from ranged monsters is incredibly annoying in this game. Energy Shield made it tolerable and made you need to recharge shield if you want to try and cast your spells without being interrupted. Now what's the point of this? Just make the gameplay less fun? I don't really get this change. If you want to nerf witch don't do it via annoying factors - I really disagree with this change. Since witchs are considerably fragile and invest most of their defensiveness in energy shield, this is just too much of a nerf. It is somewhat bearable right now, I fear it will be a huge nuisance. |
|
" It's possible to have +1000 energy shield with only 200 hp. In this case, it's a good trade. Because you become immune to chaos damage, which could kill you easily without the keystone (only 200 hp). It also depends on if this ES increase is multiplicative or not... Build of the week #2 : http://tinyurl.com/ce75gf4 Last edited by zriL#4590 on Dec 2, 2011, 6:13:58 AM
|