0.11.0 Patch Notes

You guys are such overreacting spazzes. Your builds are going to do just fine.
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ShogunGunshow wrote:
You guys are such overreacting spazzes. Your builds are going to do just fine.


Show me the maths. Do the maths for RF. Surely you haven't done your homework.
1st rant................. A big problem for melee builds before the patch was that they had to spec more into damage nodes to get a higher damage over all, and now with the nerf of elemental resistances and elemetal adaption or w/e it's called, some melee builds including mine will now not have max resistances(75) because some people including myself specced as little ele res onto gear as less possible so i could get more hp / damage onto gear, after this nerf im now going to have less elemental resistances yet again......... first it was a nerf to purity max res when leveling, now it's ele res nodes "diamond skin" nerfed to 12, also +5 max res nerfed to +2 max res.... come on ggg, you aint only hurting most damage builds you are hurting alot of builds.....


2nd rant.................. nerfing reflect from 20% to 18%, oh come on ggg, wtf is that 2% gona do?!?!?!!? nothing at all........ nerf it down to 15%........ I can see that reflect mobs are going to be even bigger death cause after patch is done......... Please reconcider the nerf to ele resistances and reflect %......
How dare you guys change this beta game.
My keyboard and mouse are all tear stained.
Hope you are happy
;)
Like the changes . Can't wait to start the new league.
I like these two post gives me bit more confidence:

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Chris wrote:
I really appreciate the feedback, but it'd be more meaningful if given after you've had a chance to try your characters under the substantially different 0.11.0 balance.

There will be future large balance changes in the future. Where possible we try to batch them up like this (and especially time them with a good time to try new characters) so that they have less impact on people's active builds. It's our intention to continue to rebalance and improve the game for many years. This will come through both new content and changes that allow more types of builds to handle the existing content.


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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.


I am still very worried about the nerf to ES and Inner Force nodes making EB builds not viable though. I guess I will see soon...
Last edited by johnce6#2478 on Jun 3, 2013, 6:51:52 PM
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Freemasonary wrote:
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ShogunGunshow wrote:
You guys are such overreacting spazzes. Your builds are going to do just fine.


Show me the maths. Do the maths for RF. Surely you haven't done your homework.


Would you care to show me YOUR math? The one where you decry a build as broken based on numbers that haven't been released yet?
I am unreasonably hyped about the ability to shift-click to reroll/add quality. This is going to save me so many clicks lol
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ShogunGunshow wrote:
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Freemasonary wrote:
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ShogunGunshow wrote:
You guys are such overreacting spazzes. Your builds are going to do just fine.


Show me the maths. Do the maths for RF. Surely you haven't done your homework.


Would you care to show me YOUR math? The one where you decry a build as broken based on numbers that haven't been released yet?


Based on numbers that haven't been released yet? Not sure if you're one of those TLDR guys. I don't know what more numbers you need to figure out that at least for life based RF build you're not gonna out regen the degen without a ruby flask.
With the reduction of health nodes you're making the total health pool for blood magic users lesser, and with a reduced pool BM users have reduced regeneration for skills, and reduced health for aura reservations. Shouldn't you be reducing the mana cost of skills for BM as well? like, blood magic keystone have a % reduced mana cost of skills? Something directly proportional to the reduction in node effectiveness.

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(BUFF BUFF BUFF BUFF BUFF BUFF PLEASEEEEEEEEEEEE)
great work with the game by the way. Very excited for the deployment.
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Would you care to show me YOUR math? The one where you decry a build as broken based on numbers that haven't been released yet?


You wouldn't understand

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