Final 0.9.4 Patch Notes

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konfeta wrote:

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Minion Instability: Minions explode when reduced to low life, dealing 200% of their maximum life as fire damage to surrounding enemies.

Won't this result in easy 10k fire damage hits at higher levels? IIRC, it's very easy to stack up base 5k HP per Zombie, and that's not counting Spectres.


Please test it and let us know if it's broken :)

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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.


I'm very interested to see what your feedback is after you've had a chance to play with them. One of the primary goals with the keystones was to provide alternate ways of playing each class that are not necessarily strictly more powerful (due to generally having a drawback).

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OnmyojiOmn wrote:
I'm disappointed in the removal of crit mods from most items, because I feel that crit is something that you specialize for in the same way that you'd look for things like damage and health everywhere you can get it, depending on your build.


There are plenty of additional ways to get crit currently (and planned). I understand that a specialist wants the mod on every slot, but the health of the item system has to come first. Plus, some of the crit builds got way too much of it from items.

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konfeta wrote:
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Blood Magic doesn't convert the mana pool into life. You just use whatever life you had.

Oh. That's.... profoundly boring and useless for Witches, then. Where on the tree is this passive?

In our testing, it's really powerful and we're keeping an eye on whether it needs to be nerfed. It gives you a massive bonus to the speed that you can recover your casting resource (as it's much easier to get life back), letting you use substantially larger spells.

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konfeta wrote:

Are there more keystone passives coming into the future?


Yes, for sure.
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konfeta wrote:
Oh ya, need another wipe lol.

Unless they want to see what an economy looks like with people trading supremely rare, overpowered legacy gear.

I am pretty much remaking my Witch because of this, I will have to drop all of my gear for it to even be remotely similar to what the game is intended to be like.


We are interested in seeing what will happen in the economy (as it simulates what will occur when item changes happen after the game's release). If we feel that overpowered gear is distorting testing, then we will create an additional league for pure testing of the most recent patch (the whole Legacy vs Default idea). This isn't planned for 0.9.4 or 0.9.5 though.
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Well great to see some patch notes, though if I'm honest those keystones are a bit of a let down. Nothing really stands out to me, I expected somthing a little more *different I guess.

Also as far as I can see this is only going to be a minor buff to weapons at best and bows are still left without a static mod which seems odd. I'm also dreading the change to knockback on flasks, thats really gonna suck for rangers. I guess 9.4 will still be witchs > everyone else for the time being.

Edit:When you mention the keystones, is that just a brief description and theres more to them or do they just work as posted in the notes?
Last edited by Lonexs#1279 on Dec 1, 2011, 6:09:23 PM
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taekvideo wrote:
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We tidied up item mods substantially to help clarify the function of each item slot. None of the following changes modify existing items.




Won't that make it very hard to further balance based on the results in-game?
Most notably the substantially reduced availability of crit/spell-dmg/fcr on gear. Those that already have that gear will still do substantially more damage than any who obtain their gear only post 0.9.4.

It would nice if legacy items were at least marked as such in the tooltip, preferably only items with the changed mods rather than all items dropped before the patch. I know I'd personally try to get rid of my old stuff just so I'm sort of on the same page as the devs.
The Amazon Basin: A Community of Friends Playing Games

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Hm, well, true, forgot that Life Flask ratios are kind of insanely high (I saw a Flask with what, 800+ restoration per use?)

Hm...

So Blood Magic Cold Witch sounds like a plan. Hopefully the point highway reduction means I can grab that passive and the +AoE clusters.

What's sads is that Bow users didn't get anything interesting here. Acrobatics and Armor Master are the only ones remotely interesting, and they are basically more evasion and more movement speed.

Furthermore, "longer lasting curses," ok, really, the last thing that a curse user is interested in is that. Especially as a keystone passive. They already last basically forever.

Even if I made a character built entirely around curse spamming, I wouldn't waste a passive point on that.
Last edited by konfeta#2391 on Dec 1, 2011, 6:11:49 PM
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Chris wrote:
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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.


I'm very interested to see what your feedback is after you've had a chance to play with them. One of the primary goals with the keystones was to provide alternate ways of playing each class that are not necessarily strictly more powerful (due to generally having a drawback).

I ninja edited my earlier reply, guess I wasn't fast enough.

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.
The Amazon Basin: A Community of Friends Playing Games

http://www.theamazonbasin.com
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Lonexs wrote:
Well great to see some patch notes, though if I'm honest those keystones are a bit of a let down. Nothing really stands out to me, I expected somthing a little more defining I guess.


We'd love to hear your suggestions for more keystones. We have plenty more planned for the future, and the system is literally mostly untested, which is what you beta testers are for! If it causes problems, we can easily change it. I'm sure there will be many iterations to each.

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Lonexs wrote:
Also as far as I can see this is only going to be a minor buff to weapons at best and bows are still left without a static mod which seems odd. I'm also dreading the change to knockback on flasks, thats really gonna suck for rangers. I guess 9.4 will still be witchs > everyone else for the time being.


Bows are buffed just as much as other weapons in this patch. Also, the stun changes do make quite a large difference now.

The static mod that bows have is "is a bow". It's factored into their damage, like axes. Some bows are faster than others and some have larger/tighter damage ranges. The family itself doesn't have an implicit mod (other than doing good damage at a distance) because then that'd be forced on all bow users. They can choose. If we had different families of bows eventually, they could have their own characteristics.

Our goal was not to nerf witches into oblivion. People have fun playing their witches. Other than a few specific changes (critical strike mods moving around and the curse change), we've tried to leave witches alone while increasing the damage/kill speed/survivability of the other classes to raise their fun.

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Lonexs wrote:
Edit:When you mention the keystones, is that just a brief description and theres more to them or do they just work as posted in the notes?


That's basically what they say on the character screen.
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Chaos Innoculation: 20% increased maximum energy shield. Provides immunity to chaos damage. Maximum life becomes 1.
Blood Magic: Removes all mana. Spends life instead of mana for skills.

Those two combined will own everything :)

cya Deathtiny
level fast, die young and leave a nice looking corpse!
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Lulz. Unless it kills you every time you try to cast something. Given that you can kill yourself with the life absorbing mana flasks, I am actually certain that will be the case.

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Our goal was not to nerf witches into oblivion.

Well, it's not exactly a "few specific" changes. That's a ton of damage and CC lost (coupled with Fending removal).

Cold Witches will probably feel this nerf the least; if Shock Nova still hits like a truck, Lightning Witches won't feel it too hard either; but Fire Witches might actually dip back into weaksause again.
Last edited by konfeta#2391 on Dec 1, 2011, 6:22:20 PM
These are some really cool changes , i se good things all over the board. Looking forward to testing this out , record and showcase the tree :)


Yours



Democatai
Cant have to much Junk in your Stash

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