0.10.6b Patch Notes

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Voltus5 wrote:
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Mr_Cee wrote:
If you dont participate in races, grinding for XP (at these spots) is a non-issue; so that the change should not affect you at all (or at least: at most)
Thats not my point.


If the game is balanced (as far as possible) even for specific situations like race events, how should it be imbalanced then for the general gameplay?! Where does it affect your then?

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KoTao wrote:
Running past exploders at melee range is free xp, but the xp gained by shooting them down safely from almost a screen away is somehow well-earned?

This nerf is not going to prevent western grinding, but it will further hose melee (as far too many game mechanics do at this point), and will also result in lowered xp for any builds that arent pure ranged in maps that spawn exploders.


Killing things "safely" as ranged is a complete different thing than the suicide-XP (and should be balanced with other drawbacks); experience is for killing enemies and I guess this demands your own activity as the last hit (as usual)... Its the same rule as for the IIR/IIQ mechanic: last hit counts ^^

So I'd consider it as a 'bonus', if they really (what I expect) calculate some XP based on your portion of the damage dealed to suiciders (curious: how to handle in a party when more than 1 char had attacked?). And, thats the only possible solution here: if you cant handle the issue in one step, first close the exploit and then rebalance it.
invited by timer @ 10.12.2011
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Last edited by Mr_Cee#0334 on Apr 17, 2013, 7:01:26 AM
gg Western
Fellshrine now only good farming spot in Act 2, good job. =/
Nice, now it is even more useless to play lvls with exploding mobs and maps are even worse if you are unlucky and get exploding monsters in it.

And this primarely affects (nerfs) melee again. With a ranged char it isnt that hard to kill those in time (even my 6k DPS EK build cannot kill them all in time in maps).
But as melee you almost have no chance at all!

Not that almost everybody already skips all of these lvls...


Even removing these mobs from the game completely would be much better than this patch imho
Last edited by azraelb#0313 on Apr 17, 2013, 7:12:49 AM
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BlondeKnight wrote:
I'll say it again. Patches should not be balanced around races. o.O


It diversifies the levelling process as a whole not just races. In D3 people farm one act over and over again until people get bored. By doing tweaks like this you avoid that because it forces people to find other efficient levelling zones and areas.

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azraelb wrote:
Nice, now it is even more useless to play lvls with exploding mobs and maps are even worse if you are unlucky and get exploding monsters in it.



Oh ya because there are so many zones with enough exploding mobs to make a difference lol. You know full well this pretty much ONLY matters in Western Forest lets not be disingenuous.
Sorry GGG but this is NOT good!

Even when my enemy desides to kill himself due to explosion, my Char already fought him and should gain experience! Thought this is a Role Playing Game!?

Don't get it. Its only a race thing and this sucks. This game goes in a rly wrong direction since open beta started...
Fellshrinechamion

Balancing the game around the elite racers will not go well.

Why not just disable it in races!
since when did exploding enemies give exp and flask charges? ive been in western forest and fought tons of those guys and not gotten anything for it...so, yea :S
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Caladaris wrote:
gg Western
Fellshrine now only good farming spot in Act 2, good job. =/


Act 2 farming spot?

Try Dread Thicket and The Cave
IGN: KrishnaKim / TuroneSama / Pahinungod

RF PA FP Witch 405% IIR Invite me in MAPS :)- http://bit.ly/11nw4vc
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KoTao wrote:
Running past exploders at melee range is free xp, but the xp gained by shooting them down safely from almost a screen away is somehow well-earned?

This nerf is not going to prevent western grinding, but it will further hose melee (as far too many game mechanics do at this point), and will also result in lowered xp for any builds that arent pure ranged in maps that spawn exploders.
On one hand we have a case of someone stopping and dealing damage on the other, we have a case of someone running by the enemies. So yes, one deserves exp and the other doesn't.

I'm not a fan of the changes for a couple of reasons, first being pure melee builds that will be within detonating range in order to kill the mobs and thus lose out on exp when mobs explode right on them, adding insult to injury.

The other obvious reason is maps. If you get lots of explodies on your map and you can't kill them quick enough, you'll lose a ton of exp on those maps. As OP as totem builds are perceived, they'll suck at this.

I wouldn't mind a stun threshold reduction that would be in place while the skill is active, this would give melee a good chance to prevent the mob from exploding when they're attempting to kill it. The alternative is to just give exp if the mob was attacked and don't give exp if the mob wasn't. One of these really should be in place, though.
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IGN: TheHammer
Last edited by TehHammer#0539 on Apr 17, 2013, 9:46:26 AM

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