0.11.0 Patch Notes

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The Orb of Fusing and Jeweller's Orb now consume all the quality on an item to increase the chances of rolling more sockets/links.

how much are the odds increased of gettin 5/6s or 5/6L on 20% quality armour?
ign Krynix / if offline try GlupiChuj / if offline try FappingStrike
im usually on 5PM-11PM GMT+1
Last edited by krynix#6578 on Jun 3, 2013, 9:07:38 AM
I don't understand how nerfing monster damage and Life nodes without buffing armour or changing the armour damage reduction mechanic will result in increased quality of life for melee??


Now melee will be better than range , omg.
IGN - Endoplasm
I dont get it they nerfed more than buffing guess i have to wait and test myself about hp-dmg relation at player and monster side.
loving all the changes so far :) Great patch guys!
Good idea to deploy a few days before league starts so any issues can be ironed out.
hope I can now finally play hardcore without *having* to gather all avail. life nodes to avoid being killed in one shot in merc or maps.

Since most damage doing skills have NOT been nerfed, by bringing critter hp down they have actually been boosted , so we should have new builds possible!!

FP was in dire need of a nerf, was way too op with LMP, and could be your main attack without a single passive boost till around lev 50 on a no Quality gem.

cant wait till wed. to start testing!!
Pls link an image of the new skill tree when you can so we can start planning builds!!

edit: just noticed I was mistaken re. monster HP.. hmm.. excitement down 1 notch but will wait and see till I have tested the new game. monster dmg **did** need rebalancing but so does player to critter dmg. still think fp and spark needed nerfing, but lots of skills need buffing.
have finally gotten used to the lab... I dont hate it anymore.:)
Last edited by Xirgu#3997 on Jun 3, 2013, 10:54:51 AM
awwwh poor poor kids..crying again for the changes of the game ?

GGG puting a lot of effort in this and instead of saying a big THANKS to him and the team... some of you keep whining?

2 options for you..: Stop Complaining and accept the game OR just Quit!
Beta Member Since 2010
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Faxie wrote:
I am very worried about this patch. I play a summoner witch and I read the following:

1. Your ES will be lowered from your passives
2. Your ES will be lowered because of inner force in combination with discipline
3. Your spectre damage will be reduced because of lower damage on original monsters


There is no mention of downsizing current monster hp, so it means fights will last a lot longer and therefore expose the witch much longer to damage dealt.

I hope you can take away my concerns.


As a summoner you shouldnt be worried at all, if you play it correctly the nerf in defense doesnt affect you much. Also, isnt lower monster damage helping the summons to survive longer? Or did i miss the point where summoned mob hp gets reduced.
Hardcore Theorycrafter
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shrinkmaster wrote:
i dont care about the nerfs to obviously more-than-average powerful builds. they were needed to equalize the power level of specs.

i care about the fact that melee skills and supports are still extremly boring, unfun and generally suck balls.

edit:
melee still LOOKS and FEELS boring to me, even if it might be viable now to progress, which i'm still not 100% sure.


THIS. GGG takes notes please.
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Chris wrote:
The "nerfs" in this patch are in response to the rest of the rebalance and so that many builds are simultaneously viable. You can't complain that there are only seven good builds and then complain when we balancing the power level :P

Please note that the argument of "just buff the other skills, never nerf anything" has this cycle:
a) Buff bad skills: now everything is easy.
b) Game is now too easy: give monsters more life.
c) Values would now have all crept up: scale them all down slightly.

After those steps, it's exactly the same as just tweaking the abusive skills in the first place. Don't worry, we've tested the builds with the new balance and they're still really powerful. It's a pretty different experience now. My advice would be to try out your old characters, then respec them using the free respec if you want to make build changes. You can also play a new character in the new leagues.

Also, and I don't mean to rant about this, but it's a bit distressing reading that we "destroyed" a build when we just toned down its damage by a small amount in some cases.

I'm quite worried that the melee buffs are too high for the early game. In our testing over the last few days it has trivialised a lot of the challenge. We'll be reviewing it further tomorrow.

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fbattaglia wrote:
Path of Nerfs 0.11 is gona be another Diablo 3 shit all over again.
Btw , the leaked ones were the same , and you also banned the guy who posted em. lol .


I banned that particular throwaway account, yes. The leaked patch notes were a substantially out of date version - almost every line was rewritten since those ones were first drafted last week.

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fillfill wrote:
hmm did i miss it or is the armor reduction formula not changed?


It's not changed, but as you know it's based on monster damage which is a lot lower now. Because of this, armour has a lot more defensiveness now.


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fbattaglia wrote:
Path of Nerfs 0.11 is gona be another Diablo 3 shit all over again.
Btw , the leaked ones were the same , and you also banned the guy who posted em. lol .

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You have the lead developer adressing your concerns minutes after patch notes are released.
How the **** is this anything like Diablo 3?
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CliveHowlitzer wrote:
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markus7 wrote:
The nerfs are sensible.

FP, Spark, Inner Force... All too good. Plus many other variables have changed, so in a way it's a new game

Blood Magic builds, which were too desirable, are also made less powerful by some Mana/Regen buffs (particularly Clarity).

I wish they'd rebalance some Auras, though. It should be more viable to have a character that uses NO auras.

Looking forward to revisiting MELEE!!! :- D

Keep it up, GGG.

Agreed. One of my biggest pet peeves is the fact auras are basically required on every character I make. It isn't really planned, you just always use certain auras like it's a given.


Agreed Same. The change About FP, Spark, IF, Ek and RF (from passive adaptation) will lower the deference of damage output from favor charactor build such as low life, RF, EK (or Spark). This rebalance help to create more variable build.

I think the next problem that's should rebalance is HP/ES form item.
After rebalance, HP/ES Still most important (more than AR/EV, because HP/ES can use to receive magic damage beside normal damage) and player will stack up passive skill HP/ES again if not lower monster damage properly.

When lower monster damage and HP/ES passive, The bonus HP/ES from Item (Option) will more important because you can't depend on passive too much. This'll cause Unique like Kaom's Heart goes to super increase survivability (May be Overwhelm Kaom's Heart at present, Because it has good AR which next patch will improve) and other item with high bonus HP/ES more important.

PS. Sorry for my bad English skill.
Last edited by TSilverwing#2057 on Jun 3, 2013, 9:11:41 AM
Wasn't the sync patch supposed to be deployed in 0.11.0?

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