0.10.8c Patch Notes
" Look at the big sword circle directly below duelist start. Deft blade notable. There are also a few other block reduction nodes in sword circles near ranger and between marauder/templar. There are very few types of enemies that actually can block. I only know of black guards with their huge shields and maybe bandits with shields. It is probably more of a pvp change since there is a tempest shield max block build that was quite good against people that were attacking it with melee weapons. |
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Really disappointing change by GGG. The multi-curses promote alternate builds, like my curse heavy summoner build. I do crap for damage, but I run a bunch of auras, and provide curses making me at least tolerated despite my hilariously bad lag problems with faster cast/GMP Flame Sentinels. If Enfeeble is the problem, then nerf Enfeeble on bosses or rare mobs (ala Punishment) with clear tooltips.
If GGG had a clear explanation on what the problem is, perhaps the community could contribute feedback on possible fixes that don't bone casual and HC players. |
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" And let me be the first to congratulate yourself on your remarkable display of said uselessness, which I would say far outperforms GGG's, on the contrary, rather useful update. |
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" Playing summoner myself and to be honest, if you get flame sentinels and stack flammability+ele weakness + elemental eq, even lvl 70-76 (haven't tried 77) bosses absolutely melt. I mean, a boss in a lvl 72 map dies in a few seconds, what do you want? One shot? |
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No more piety @ temple map as melee. I barely survive with perfect timing and dodging with just 1 curse.
Double boss mods on alched maps anyone? Barely can survive bosses as melee, let alone 2 of them now with this curse nerf. Meh.. Hope the melee buffs going to make up for this change! Just have to play abit more carefull for the next 2 weeks Edit: not to mention that certain mods just have to be rerolled to counter the curse nerf (boss dmg & att speed + monster dmg/fleet) Last edited by fgcewoud#6273 on May 20, 2013, 2:56:13 PM
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This is the first Patch I have seen get so much negative feedback and I posted my negative feedback in the thread before this page.
About 90% of the feedback agree's they do not like this change to curses. You are hurting many builds, and everyone who isn't top of the food chain build and gear wise. My question is this, why would you do this before the melee buff instead of not waiting until after. My Crit dagger Shadow had a hard enough time going through the game melleing while using both enfeeble and temp chains, I feel bad for those who wont be able to kill Vaal, Piety, or even map boss's due to this change. The few people who say it was needed are duel totem players, summoners, and the extremily well geared and it is clear they do not represent more then 2 builds or a large % of players. LISTEN TO THE COMMUNITY ON THIS ONE THE CURSE NERF IS A MISTAKE. DO NOT PUT IT IN THE PATCH INSTEAD TALK IT OVER AND PUT SOMETHING IN THE BIG PATCH IF YOU END UP REWORKING CURSES! |
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Block recovery no longer useless ( at least it will suck less than now)
Blood rage isnt fixed yet About curses i wont one shot ele-resistant boses again. I will need 2 or 3 instead Last edited by sanleon#0371 on May 20, 2013, 3:06:06 PM
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I must admit, I fail to see the logic behind the nerf to curses. The big thing that sticks out in my mind is that this makes Vaal quite a bit more scary, especially for melee. Vaal is already the scariest mofo in town and imo, melee needs a survivability buff, not a nerf.
Keep in mind, my opinion is based on playing solo self found only, as such I don't have an opinion on what this does for group play. From my point of view though, this is a bad change that I'm not looking forward to. Last edited by Laurcus#6451 on May 20, 2013, 3:07:01 PM
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Honestly balance wise I would have gone completely the other way.
If they want to fix act/map bosses what they should be focusing on is taking their one-hit damage down a few notches. You can make them dangerous by giving them faster attacks, more attacks, whatever, but their one-hit damage needs to be lowered (specifically vaal and kole, and their map counterparts) so that they aren't just "hey, you decided to do a melee build? Fuck you!" Until they do that, nerfing curses just makes the problem worse. It may seem like the sort of change that hits everybody equally, but it does not. Bosses are a much bigger problem for melee than for ranged, so anything that multiplies boss hit power multiplies melee woes. |
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Here are my thoughts on the curse change, in story form:
I just got whispers of doom on my level 79 in HC a few days ago. I was floundering in level 69+ maps solo against bosses because I don't have Kaom's or 10k ES and there was no "safe" way of killing the harder bosses. My gear is very good but w/o Kaom's it was a gamble, pure and simple. A desync against the hybrid spider with only 5k HP is a coin-flip. The other reason I was floundering were elemental resist mobs. It seems their resists in maps go way, way above cap so a single curse does not even affect your damage output. Taking these two things into account, I figured I'd spec into whispers of doom so I could reasonably take down bosses w/o it feeling like my life was in the hands of the desync gods. I had to a sacrifice 300 HP and a bunch of damage, but in the end, it worked out. Having two curses against the elemental resist packs and harder bosses was exhilarating after struggling for so long. Frankly, the whole experience made me appreciate the game that much more. The elemental resist packs and absurdly tough bosses were a puzzle, and the key was sitting nestled between my HP and crit nodes the entire time. I figured out how to overcome the obstacle, and I felt "powerful" again. Isn't that exactly the feeling you're looking to promote in your players? I understand not wanting players to completely faceroll the highest bosses, but perhaps a tiered nerf is more appropriate? As it is now, it's back to coin-flip boss kills though it's likely I'll just skip them entirely until I have a Kaom's or get into the 6k+ HP range through other means. Suggestion:
Spoiler
The idea of making the first curse 75%, the next 50%, the next 25%, and so on is a good one but I would prefer it be even more specific. I think the change shouldn't apply at all except in maps: enough people on HC are paying for boss runs as it is. It's not that the bosses are all that hard, it's just not worth the risk for some builds (notably, ones with less HP nodes mid-game). Then when you get to maps, I think the nerf should be very minor at the early maps (say, 66-71) and then gradually increase to the current nerf at the *very* highest map level. I'm guessing this change was prompted to try and slow down progression at the highest levels (perhaps the news of someone about to hit 100 played a part? /conspiracy). From experience, breaking into maps the first time is a daunting, intimidating task on HC, especially for those w/o the time to get in a dedicated map group. I found a way of making things less risky that required significant sacrifice from other passives. Hopefully you can find a way to alter this change later on so that it's more targeted towards what you're trying to fix, unless of course players w/o Kaom's completing 69+ maps on HC *is* what you're trying to fix. IGN: Jihokinetic
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