3.23.1 Patch Notes
I dislike the removal of mobs in the darkness. It was a good way to get some juice in bad layouts and sometimes get insane juice in good layouts. Now melee chars are even more in the disatvantage, since ranged can still shoot into the darkness and lure them out before the light runs out and melees can't just tag into the darkness for a few seconds at the end to get them.
Someone suggested an indicatior for remaining light. That would be nice. Everything else from the patch looks good. |
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I imagine people will overlook this keyword: "Private."
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Stop enjoying the game, it's time to nerf it
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nice
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Instead of fix technical issues with their servers and shaders they`ve nerfed mechanics that help people to play even with such bad optimization :) Great work again :)
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" i believe people was doing private league farming there and moving the char to the trade league with all the currency farmed |
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" This is a horrible nerf. Wildwoods already feels boring as all get out. On an efficient build without using map revealers, it solidly doubles your time on a map if you're trying to juice it with wisps, and even with that careful blinking, many times it's the monsters you can pull backtracking at the end that makes the difference between a garbage run and a decent run. Honestly I think I might be done with Wildwoods if this is true. It proves valuable so seldom and requires very careful control of movements that I just don't see the value if that extra bit of wisps at the end is clawed back. |
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Nice, Incoming valdo box for 10c and key for 2c
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Having a blast this league. Thank you!
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Fixed the elemancer weapon effect on a mannequin but didn't fixed the biggest MTX of the package, the elemancer totem, something that it's been on "known issues" thread for a long time, congratulations...
Also the issue with the Scourge hideout decoration not wortking with the new enigma hideout, sad and disappointing |
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