Final 0.9.4 Patch Notes
" huh? do we already have splash nodes? because I have no idea what this means. Is it new? Related to effects like detonate dead/infernal blow? " I agree, can potentially be way overpowered. Should be a chance to explode. " Temporal Chains or Warlord's Mark all the way for me. I like this. "Does this mean the other charge sharing nodes will work? Or were they removed in favor of the keystone? "This is ridiculous. 20% chance to dodge with zero armor and zero ES. Who in their right mind would take this? You'll never see it in HC. Does evasion work seperate from this or does it stack? Or is evasion removed too? "This is one of the biggest changes that interests me. I wonder how it will play out? Especially with the Hex Master keystone. "This was a bug? I know this patch reduces discharge damage, but you just set it up for perma-discharge. I hope the reduction is enough to offset that. "What about spells that have projectiles? You're gonna make a witch carry around a bow and quiver? Or are wands still safe? Generally, I like most of the other changes or reserve opinion until I've been able to test. I do have a question though.. How are unique items affected by all the mod shuffling? Will they now spawn with 'proper' mods or same as before? I'd prefer to keep them the same, it makes them even more unique and desirable. And where are the new uniques? I'm going through withdrawl. need... more.. than... 12... Last edited by FaceLicker#6894 on Dec 1, 2011, 6:49:04 PM
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" What do you do if you're designing a game and you find that one build is insanely overpowered and much stronger than you intended? The people who used that build (in this case, stacking spell crit chance to that level) are going to complain if you remove it, but you need to think about the long term health of the product. The purpose of the beta test is to find things like this and make sure they're not outside the bounds of what is intended. There was a large discrepancy between witches and other classes in 0.9.3, and I'm really trying to avoid just reducing spell damage (because that hurts players who didn't use that best build). It being an enforced playstyle choice is not the end of the world :) You'll still be able to stack crit chance in other ways, and we hope to bring even more variety to the table in the future, but perhaps not as easily as it was through item mods in 0.9.3. | |
How can someone who has "Avatar of Fire" deal with Reflect Elemental Damage Aura enemies?
Here since Closed Beta. Never found a Mirror. Still love PoE. :- ) Last edited by markus7#6023 on Dec 1, 2011, 6:50:15 PM
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Wow huge changes.
Will wands ever be allowed with shield charge? When minions explode will characters take damage from auras? Yeah figured on the curses way to powerful as it was. Since .92
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" It's using a term from MTG - a "splash" passive skill node in this case is using one from another attribute. I.e. having Intelligence nodes near the Strength starting location. " The old ones weren't meant to be on the tree and have been removed, I believe. " It's a separate (and additional) roll before evasion. If you don't have armour or ES (why would you if you're pure dexterity?) then it's pure bonus all the way. " I'm keen for feedback on this when someone has tested it. " Wands are ranged weapons, they have one or two of those. Also, this was a pretty junky mod! " None of the uniques were modified - they're intentionally set up with strange mods to push their uniqueness. | |
keystone (later) in pvp/cutthroat league -- always hit,never stun,no crit -- why i should invest in crit passive,stun passive-- what/will happen with dagger users or keystone will works only in sf/hc ?
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" They'll probably have to avoid them or they will die, and that should be considered before taking the passive. We'll have more physical spells for this situation in the future. " I hope so. " Nope! | |
" Reduce the effectiveness of the build rather than removing it. konfeta put it pretty well: you remove the crit, he stacks spell damage instead. He's now a spell damage witch. The burning/freezing/shocking effects are pretty interesting. Keep crit chance, weaken crit multiplier mods, and put more emphasis on what happens when you crit. The Amazon Basin: A Community of Friends Playing Games http://www.theamazonbasin.com Last edited by OnmyojiOmn#1981 on Dec 1, 2011, 6:58:15 PM
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" Can you please rephrase your question? Thanks :) | |
"use their armour master to run really fast^H^H^H^H^H^H^H^H^H^H^H at normal speeds? :P actually, speaking of armour master, what's the drawback on that one? |
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