0.9.8 Patch Notes

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flucser wrote:
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ptt_frmr wrote:
What is up with the new item level list going up to level 70?

http://www.pathofexile.com/item-data/weapon


WOW cool but i think can't dropp atm with lvl 60 monsters.


That was mentioned on the patch notes. Weapons beyond lvl 60 are just a different tier, they're not strictly better than lvl 60, some with higher attack speed and low dmg, some with higher maximum dmg and lower minium dmg etc...
Unviable build tester.
Fuse mechanics:
http://www.pathofexile.com/forum/view-thread/21503
95% Crit Build Without Charges [0.10.1c]:
http://www.pathofexile.com/forum/view-thread/172438
What does everyone else think about the armour changes back to the 0.9.6 values??

Personally I prefered it, was first time in ages my evade based archer actually felt useful defensively, you know she actually *gasp* evaded things in the MOC occasionally.

But now its back to being a mobile pin cushion for the enemy archers. I dont understand why they considered it a 'failed experiment' ???

Other than that game is progressing nicely.
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RodHull wrote:
What does everyone else think about the armour changes back to the 0.9.6 values??

I lost more than half my armor value, but hopefully reduced monster damage compensates? I tried Chaos very briefly and also felt the pin cushion effect, except this character is a Marauder...
In regards to the new gems, I like the idea of the iron grip, point plank, and blood magic supports because I think they they can really increase build diversity. Not having to beeline to a passive you want (especially the ones in the middle of the tree), and instead spending elsewhere and using these tactical supports could produce some cool results IMO.
The auras do seem a bit derived to me, but I am confident GGG can spin them into some interesting gameplay. Good luck to everyone this weekend xD
Last edited by Exmorda#3327 on Mar 29, 2012, 1:35:25 PM
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unsane wrote:
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Chris wrote:
The philosophy is that side areas are hard :)

Heh, as a hardcore player, i'd prefer the reverse, or equal difficulty. If optional areas are more difficult, it's hard to justify going through them. I'd rather the areas you're forced to go through be harder, if anything.

I say bring on the challenge. Side areas generally contain powerful rewards such as additional skill points. If you're capable of running a more difficult main area why would you bother with the easier side area? If there was a reward in it and the area was easier than the parent area it'd feel even more off.
What are the race times? :)
IGN @dime
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dime wrote:
What are the race times? :)


Chris said he planned to run several races (2-3) during the weekends, with short duration of about 2 hours each.
Unviable build tester.
Fuse mechanics:
http://www.pathofexile.com/forum/view-thread/21503
95% Crit Build Without Charges [0.10.1c]:
http://www.pathofexile.com/forum/view-thread/172438
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Progammer wrote:
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dime wrote:
What are the race times? :)


Chris said he planned to run several races (2-3) during the weekends, with short duration of about 2 hours each.


Site says there will be 4 races, and the times still are unannounced.
IGN @dime
Tryed chaos after patch, its look much easer than in 0.9.7 but on my ranger evasion stat useless again, but if in act 3 will be quest for get additional passive points this problem be solved for my build.
major things they still need to add:

act 3

dex/int class (class 6)

more fire spells (int fire gems)

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