Final 0.9.4 Patch Notes

Remember guys, if a particular change hurts one of your beta characters, it's okay if it makes the game a better game. The goal of this test is to help find a balance where most characters are fun and people are rewarded for building intelligent characters.

If we accidentally let something super overpowered in, we have to fix it rather than care too much about whether a specific beta tester now has a damaged character. We're trying to spend this valuable testing time converging on the best balance by trying a lot of radical changes. If we do break something with a change, we can easily change it back.

Also remember, the Maelstrom of Chaos is not meant to be easy. Every time we release a patch, I am both impressed and disappointed that players are able to find strategies to easily kill the monsters there. Keep up the good work finding the broken strategies - we'll have an improved game out of it in the end!
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See, if you listened to the 'Prioritize Adding Fury To Chaos' lobby, you would not be disappointed so often.

For added lulz, you remember those tents in act 2 that spawn bandits? Have random terrain objects in Chaos pull that with unique mobs. The emphasis is on random, so people can't know what to avoid and are paranoid at all times.
Last edited by konfeta#2391 on Dec 2, 2011, 6:50:51 PM
I vote for every area of Chaos to start off with 17 level 85 Merveils. I would probably find that to be quite challenging.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
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WhiteBoy88 wrote:
I vote for every area of Chaos to start off with 17 level 85 Merveils. I would probably find that to be quite challenging.


That's pretty evil. I like it. How about including a few level 100 Aliras to detonate the Merveil corpses?
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WhiteBoy88 wrote:
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DrTenma wrote:
I play with the cards i have in hand, where is the confirmation they are adding the power charge skill? I asked chris ingame and he simply ignored the question.

I am still waiting for a dev response, and like i asked before, will they allow a new skill reset once they release it cause i surely won't spec into power charges without a power charge skill.
Konfeta linked the correct thread. Multiple devs have already talked about this in different threads. I doubt Chris ignored your question. It's more likely that it got lost in chat.


Based on the conditions of when i asked, i find highly unlikely that was a simple lost chat.

I hadn't read the thread linked but that is just a generic statement with nothing concrete like how or when, if at all.

Like i said i didn't mind not having the power charges cause i liked playing with curses, but now curses are gutted so i want a definition of the power charges or at least news so i can have a reason to continue playing.

I'm still waiting for devs to step up and say something, obviously they don't need to do it just because i want, i'm doing my part.
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Based on the conditions of when i asked, i find highly unlikely that was a simple lost chat.

You'd be surprised how many PMs Chris gets flooded with for simply showing his face.

Regardless, the likely reason you aren't getting a "when and what" is because they don't know and cannot guarantee.
Last edited by konfeta#2391 on Dec 2, 2011, 8:33:35 PM
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WhiteBoy88 wrote:
I vote for every area of Chaos to start off with 17 level 85 Fire Fury's. I would probably find that to be quite challenging.


Fixed. Merveil is easy.
Keyblades!
Actually, we aren't going far enough.

Have every enemy in Chaos replaced with a clone of your character.

Then record the ensuing lulz when the cloned character is a multi-proj spark witch.


*Oh; Chris, for the love of god so that we do not have a repetition of Detonate Dead, please do a quick summation on the Minion Explode passive and spectres total % life total potential.

Zombies will be abusive enough, but I am certain that this passive is the quickest 1 way ticket to bringing back bombs that one shot boss packs.
Last edited by konfeta#2391 on Dec 2, 2011, 9:38:10 PM
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Antilurker77 wrote:
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WhiteBoy88 wrote:
I vote for every area of Chaos to start off with 17 level 85 Fire Fury's. I would probably find that to be quite challenging.


Fixed. Merveil is easy.


WTB Fire Absorption

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konfeta wrote:
*Oh; Chris, for the love of god so that we do not have a repetition of Detonate Dead, please do a quick summation on the Minion Explode passive and spectres total % life total potential.

Zombies will be abusive enough, but I am certain that this passive is the quickest 1 way ticket to bringing back bombs that one shot boss packs.


Yeah, I have my eye on this as well. It seems like it has potential to be one of the more overpowered builds, especially once they fix the issues involving summoners. I'm also curious to see whether the damage is considered as originating from the player or the minion when they detonate. Allowing elemental reflect auras to bounce the damage back at the player would make for a rather nasty trade off. Also, will it work with dominating blow?
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OnmyojiOmn wrote:
My initial thought when I read the list of keystone passives was, "This is really stupid." I realize that's not very useful feedback, but I feel like the entire game is cheapened by these gimmicks. They don't mesh well with anything else; most of them don't even seem like a part of the same game. The exploding minions should really be a part of the existing skill gem system, maybe as a frenzy -> explode buff you cast on them.

Edit: more constructively, I wouldn't mind seeing these ideas implemented in a more moderate way as sets of multiple passives. For example, rather than spending one point to NEVER evade and NEVER be stunned, you'd spend three points to lower your chance to evade (by a percentage of your evade percentage) but gain a chance per hit to "evade" a stun by 15/30/45%. Things like that. In other words, add flavor to the existing design of the passive tree rather than gimmicks.



I concur. My gut reaction was exactly the same. Another way to look at it is, why these particular powers, and not any other batch which might have been cooked up? They lack the sort of integration which would make them flow seamlessly into the game. I might feel differently if there was some organic reason for them, i.e., a lore-based explanation, but even then, system-wise, they would still feel like "lumps in the batter." ='[.]'=

ETA: Some of the keystone passives (such as the 'splody minion one, or the as-yet-to-be-seen dual wield 2 handers passive) feel more in line with existing mechanics, whereas some others just seem incredibly esoteric and clunky. It's possible that they'll settle in well in play, but, right now, from the description, they just feel a bit off.
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Last edited by Raycheetah#7060 on Dec 3, 2011, 2:22:12 AM

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