Final 0.9.4 Patch Notes

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Ugm wrote:
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zriL wrote:
I don't understand why increasing base weapon damage progression will make the increase damage mod less mandatory. What makes it mandatory is the values on it. As long as this mod can reach +100% (even less), it will be more powerful than other mods, thus mandatory.


When next tier of weapons has 10% more damage than the previous one, you can have +10% dmg mod to compensate it. When next tier of weapons has 50% more damage, you have to roll +50% dmg mod to be as effective which makes values up to 50% not mandatory when you can have better tier. Of course the values won't be as high as that but this is how it works.


At least, quote the whole post...

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I can see how it will prevent lower level items from outperforming higher level items, but 100% is still 100%...


What I'm trying to say is that the increase damage mod will still be way better than all other mods. That itself makes it mandatory.
Build of the week #2 : http://tinyurl.com/ce75gf4
Last edited by zriL#4590 on Dec 3, 2011, 9:11:29 AM
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zriL wrote:
At least, quote the whole post...

What I'm trying to say is that the increase damage mod will still be way better than all other mods. That itself makes it mandatory.


Sorry for the quote.

Anyway as long as you can progress your weaponry to higher tiers, +dmg mods are less mandatory by the fact of increased base weapon damage progression. That doesn't mean they are negligible, though. In the endgame they are a must and I agree, it's a problem.
ingame: FeelLuckyPunk standard
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Ugm wrote:
In the endgame they are a must and I agree, it's a problem.


I was talking about that.
Build of the week #2 : http://tinyurl.com/ce75gf4
I think there needs to be a line between "necessary" and "highly useful." Not having that distinction degenerates the discussion with hyperbole. Necessity isn't an opinion; something is either necessary or it's not.

I know from experience that high +damage% isn't necessary, but it is extremely useful to have.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
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zriL wrote:
I don't understand why increasing base weapon damage progression will make the increase damage mod less mandatory. What makes it mandatory is the values on it. As long as this mod can reach +100% (even less), it will be more powerful than other mods, thus mandatory.

I can see how it will prevent lower level items from outperforming higher level items, but 100% is still 100%...


The +100% damage mods are still great and should definitely be sought out, but killing monsters without them doesn't feel as grindy any more. A vital part of our item system is that some mods are more useful than others.

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el_puno wrote:
i also dont like keystones that grant u a 100% chance for something.. melee always hit with flicker strike.. good night pvp.

It's very likely that keystone will be changed to not work on players at some point.
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Temporal chains used to increased all curse durations, what is happening to that?
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cryoes wrote:
Temporal chains used to increased all curse durations, what is happening to that?


It increases more than just curse duration... it increases poison, burning, shock, frozen, chilled, etc
IGN: Jerk, Princess

http://orbswap.info - the easy way to trade currency
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el_puno wrote:
i also dont like keystones that grant u a 100% chance for something.. melee always hit with flicker strike.. good night pvp.

While flicker strike have spam mechanic and frenzy increase spamability of this skill any bow ranger and witch can say goodnight pvp, think we never get cooldowns here but be perfect if this skill can be used only if u have frenzy charges, and discharge it after use also i dont understand why if flicker strike evaded u not do any damage but anyway blinking to taget for melee fight.

For this keystone, is it in bow tree?
Last edited by ykyshaeq#7817 on Dec 3, 2011, 6:32:05 PM
From the preview video, it's about in the most Maraudery corner possible.

Speaking of the preview video, it's pretty obvious you guys can do pop ups that tell people stuff, can we get a pop up that tells people that they need to do all the act 2 quests to progress through the game? -_-
Last edited by konfeta#2391 on Dec 3, 2011, 7:42:23 PM
With the changes to item drops being clustered more around your level, there's something similar I'd like to suggest.

The issue is the item level in the Vendor. While it's nice to be able to buy things for my alts, it would also be nice to have things close to my level. I'm not saying I immediately want all things to be sold at my current level as weapons, that might make progression a little too simple, though would lead to a lot more orb-sinking as people modded weapons. I just want things to be a bit closer.

Can we possibly also get the vendors to sell all weapon types? I'm a bit tired of looking for a 2H Mace to mod and going to the vendor because I can't find one to drop and there being no 2H Maces. Yes, I could trade for one and this will be much easier over time, but it's a bit of an issue for now. Armour may also be an issue.

Looking at Ruthless Tarkleigh at the moment as an example I can see weapons and armour from Level 22 to Level 43 (my current level), that's a massive range and means a significant number of them are almost useless for me.
Last edited by Solux#5548 on Dec 3, 2011, 8:12:19 PM

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