0.10.8 Patch Notes

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Qarl wrote:

Regarding the ground effects and unlucky/unlucky:
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Question regarding Blood Rage.

When will you finally fix it? It cant be that hard to make sure the life leech doesnt reset now can it? That would be a step in the right direction to fix physical based builds but you simply seem to ignore the matter. According to the tooltip you lose 4% leech every time the skill refreshes, and it has been like this for ages.

How about fixing known bugs before implementing new stuff?
Last edited by nynyny#3398 on May 9, 2013, 8:50:57 PM
I love the idea of a "Scribe Rack" for scrolls and possibly maps. Are they any plans to do similar randomly appearing things like that for skill gems or specific group types of orbs? IE, A blacksmiths toolbox, which is most likely to drop whetstones and armorers scraps.
HAIL SATAN!
waiting zzz
ps great patch
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Finnien wrote:


None of these changes address any of the problems that I've had with maps, personally. Making it easier to get 66 maps, and easier to run content comparable to 66 maps, doesn't solve the problem that it feels impossibly tedious to progress past 66-68 maps. 'Wait and see' when I've already been waiting and grinding and waiting and grinding basically makes me want to poke my eyes out. I don't need to wait and see to tell you I'm sick and tired of 66 maps. I'm tired of grinding for days for a brief shot at anything worthwhile. I'm tired of using alchs and chaoses and chisels on 70-73 maps, and getting absolutely nothing out of those maps, and having to start the whole thing over again. And I have less faith now that it'll be changed than I did yesterday, or a week ago. That's pretty depressing.



You have absolutely no idea what the drop rates of higher maps will be, do you?
Now that the maps will only drop from lower level maps, lets just wait and see how it drops before throwing a tantrum?

By the way, there are people who don't think high level maps should be easily accessible, they think it should be a currency sink or whatever they called it. I'm not one of them, but it just goes to show how diverse what the people want is. It's not just about your particular needs.

It will take awhile to find a balance that can keep most people happy.
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habbey wrote:
The light warp note is a tiny bit cryptic, but it doesn't seem that the issue of trap combined with light warp has been fixed. Currently it just teleports in a (mostly) random direction, making this interaction useless, I'd love for this to change and have the trap auto target a unit it can actually reach (not inside its min range), or for the min range to be removed when attached to trap.

I know its a very little used interaction, but its terribly useless as of now.


Habbey, lightning warp warps you to whereever your mouse cursor was when you activated the skill. I wouldnt be surprised if the trap version does the same.
HAIL SATAN!
Last edited by tramshed#4306 on May 9, 2013, 9:06:26 PM
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habbey wrote:
The light warp note is a tiny bit cryptic, but it doesn't seem that the issue of trap combined with light warp has been fixed. Currently it just teleports in a (mostly) random direction, making this interaction useless, I'd love for this to change and have the trap auto target a unit it can actually reach (not inside its min range), or for the min range to be removed when attached to trap.

I know its a very little used interaction, but its terribly useless as of now.


Well, being a terribly useless interaction is quite likely part of why it's so little used...
Personally I've been wanting to do a dual lightning warp totem (or triple totem with that new unique) build just for shits n giggles, and this new change makes me moderately excited.
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tramshed wrote:
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habbey wrote:
The light warp note is a tiny bit cryptic, but it doesn't seem that the issue of trap combined with light warp has been fixed. Currently it just teleports in a (mostly) random direction, making this interaction useless, I'd love for this to change and have the trap auto target a unit it can actually reach (not inside its min range), or for the min range to be removed when attached to trap.

I know its a very little used interaction, but its terribly useless as of now.


Habbey, lightning warp warps you to whereever your mouse cursor was when you activated the skill. I wouldnt be surprised if the trap version does the same.


Sadly, I've tested it before, and this didn't seem to be the case.
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CSmuggler wrote:
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habbey wrote:
The light warp note is a tiny bit cryptic, but it doesn't seem that the issue of trap combined with light warp has been fixed. Currently it just teleports in a (mostly) random direction, making this interaction useless, I'd love for this to change and have the trap auto target a unit it can actually reach (not inside its min range), or for the min range to be removed when attached to trap.

I know its a very little used interaction, but its terribly useless as of now.


Well, being a terribly useless interaction is quite likely part of why it's so little used...
Personally I've been wanting to do a dual lightning warp totem (or triple totem with that new unique) build just for shits n giggles, and this new change makes me moderately excited.


It isn't quite as useless as you'd imagine if it auto targeted well, it actually would be comparable to shock novas damage (although split up into two nukes).
here we go
awesome patch as far as I am concerned. The best thing to read was a special monster pack in each map. This really adds more atmosphere than just a boss (which is in some cases just a copy of an act boss).
http://tinyurl.com/ooety9v - Ranger bow lightning arrow crit build

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