Content Update 2.1.0 Patch Notes

D3 ROS is a completely different game than vanila d3.
Been playing it for 2 weeks now and it is a really complete game experience.
I' m not saying quit poe go d3,they are different games.
One is a hack n slash and the other is trade and reroll...
Edit it was a responce to someone,forgot to quote
Last edited by PsOfOs#5592 on Dec 9, 2015, 11:26:26 AM
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The Ranger's tree changes have made pathing more efficient ...



Aspect of the Eagle, still takes an awful 12+ points to get out of the tree. You tell me that's efficient? When other classes have 10-11 points? The old layout, while still bad, was actually better than this new layout. I do not understand how this is an improvement on pathing.

The middle highway to Revenge of the Hunted is STILL AWFUL!
That entire section needs a rework, or more attractive options for shadow / ranger to even consider taking this pathing.

Well, they kind of have to, because you still lack having life on the right side of the tree.
"The absence of evidence is not the evidence of absence."
thanks. I really look forward playing with new content and features. I love how you keep on adding complexity to game world, character customization and itemization. I also like how you address some issues, like

* skills which already chain or have multiple projectiles, where having more would be nice but overall efficiency while using chain or multiple projectile supports actually prevented players from using these supports. getting more projectiles/chains from gem level also give players more "growing in strength" feeling

* AoE. I have always preferred playing with characters who have access to AoE passives, because AoE greatly contributes to clear speed and makes you feel powerful. Giving skills AoE increase per level, boosting AoE support gem and reducing AoE passives efficiency reduces this disproportion and also, again, gives the players "growing in strength" feeling

I have mixed feelings about

* frequent substantial changes in life leech. It looks like we are close to the state, where it was in the "beginning" (Open Beta for me), when we could leech from multiple targets and had 2% mods and passives. At least for characters with access to new strong passives (also, forgot to boost Soul Raker?).

* reducing mana costs (again). poeple make mana cost a non-issue with BM gem, so the solution is to make it a non-issue even without BM(for non-caster builds)? Id like to see BM in some very different form, something that makes you stronger while reducing your survivability (this is how I feel about Blood Magic in RPGs). Now its "the gem which solves mana issues while allowing you to reserve all mana". Life costs of all attack skills (besides Dom blow and quill rain EA) with BM gem are totally negligible, as long as you have at least 1% life regen. Id like it to have substantial "increased mana cost" mod (besides mana multiplier), so that people would have to get decent life recovery to counter it, while giving something powerful (blood related:)) to attacks, and even more powerful to spell casters who decide to gimp their character (= work hard to counter it).

I feel not too good about


* in this patch, you give us lot of new powerful skills, tools to improve many of them, significant buff to most skills, new uniques and threshold jewels, powerful talismans, stronger leech, easier mana management, some monsters/bosses damage nerfs, significant nerf to deadly burst damage..
=> making the game easier.. Is this a new trend, or do you plan to counter it?

* I was hoping that with "monster damage changes", there will be some tweaking of how monsters from different acts perform in endgame maps (not in "core" game where I think its fine), because there is huge disparity. I know there needs to be a difference in monster strength, but now I think its way too much. Difficulty of the map is now mostly determined by what monsters are spawned (and signature monsters) rather than the mods on maps. Monsters from act 1 (and most of a2) are simply a joke in comparison with a3 monsters, and a4 ones are much more dangerous than a3 monsters. There are situations, where a small group of normal a4 monsters possess more threat than three packs of magic monsters from a1/2



IGN: Eric_Lindros
CET: Timezone
Last edited by Ludvator#6587 on Dec 9, 2015, 12:03:29 PM
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Breyer_the_Destroyer wrote:
no buff for fireball while magma orb got massive buff? o.0 i hoped at least for base radius buff for compensate aoe nerf in tree... and slighty hoped for 20% buff on higher lvl like other spells... oh well at least we have now controlled destruction....

overall patch notes feel good for me the only missing point is no buff to fireballl


https://www.pathofexile.com/forum/view-thread/1480913

Rolling flames jewel. Maybe it's not enough? Or do people just like to use their keyboards before they look?
Nice changes, especially DOT, leech and Lightning strike. Nice buff on tornado shot! Can't wait to play the new patch. You deserve our support. Thanks for the hard work guys!
Cool
O well my favourite build managed to survive the nerf hammer for quite a while but finally they got me sigh.

The number of additional arrows that Split Arrow grants at level 20 has been reduced from 8 to 6. It still starts at four additional arrows at level 1, with the levels in between interpolated.

Ill have to check the numbers but that looks likely to kill chain split arrow crit builds.

edit so a very rough estimate its about 28%ish damage nerf and that will even more if level 21 isnt 7 arrows after if its allso 6 then its about 40% nerf so that harsh to say the least.

On a brighter note LOL burning arrow got buffed it was already the highest single target dps by a long long way now we might even be able to put a GMP on it and it still be the highest single target arrow skill.
"Blue warrior shot the food"
Last edited by maxor#5545 on Dec 9, 2015, 11:55:25 AM
excited to play on the new servers with low ping
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Testiculon wrote:
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Breyer_the_Destroyer wrote:
no buff for fireball while magma orb got massive buff? o.0 i hoped at least for base radius buff for compensate aoe nerf in tree... and slighty hoped for 20% buff on higher lvl like other spells... oh well at least we have now controlled destruction....

overall patch notes feel good for me the only missing point is no buff to fireballl


https://www.pathofexile.com/forum/view-thread/1480913

Rolling flames jewel. Maybe it's not enough? Or do people just like to use their keyboards before they look?


Well i aware of it, played u with fireball in atm state? I can say you this jewel will be shit (small dmg bonus and huge aoe bonus but ON FAR position) the key is FAR, you know FB was buffed with its proj speed recently about 30% ? considering this jewel, this was double-edged sword buff/nerf because FB fly MUCH far away from edge of screen now AND WITH SLOWER PROJECTILE which mean you will barely see 50% buff. Even then pierce prolly be better for clear speed anyway. And due to 50 int req and medium range u will be able to use only 1 or 2 no more.

so let me use ur words against you ;)

do people just like to use their keyboards before they look?

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crashdown wrote:
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Matterform wrote:
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A short instance-wide cooldown has been added to many monster skills. Monsters with "bursty" skills have had this cooldown applied to reduce player deaths from fast, hard-to-predict damage. This includes skills such as Leap Slam, Flicker Strike, Shield Charge, Lightning Warp and Arctic Breath. Most of the affected skills are appropriate as initiation skills, but are not ideal when many monsters perform them simultaneously

Translation: It is easier to farm now.

I think I am the only one that misses Devourer packs. I mean, fast reflexes or rip.



NO you aren't. I hate it what they did to devourers, they are a complete joke now. And i'm extremely skeptical about that cool down, we will see how it feels and how long it actually is. But think about it, being aware of dangerous mob combinations is what separates the good players/racers from the bad. And also: why should a pack of rhoas magically communicate with the shieldcharges mobs and the flikerstriker ghost next to them.

Hey guys, let us all use our "dangerous" abilities one at a time.

But forget it to post something about this. This community will tear you apart. Everybody is only hyped for this further casualization of the game

Stop equating casual to bad, they're two different things. Casual refers to time/effort spent wheras bad is self explanatory.

It isnt casual that you can get 100-0ed in some cases with 0 chance of outplay, it's bad.
"Patience. A minor form of despair disguised as a virtue." - Ambrose Bierce

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