0.11.0 Patch Notes

Chris, how are these changes going to affect Raise Spectre? Their damage and hp are based off of monster damage and hp.

"Monster damage has been reduced in all difficulties to accompany the general reduction of Life and Energy Shield passive skills."


If I'm reading this correctly, then this will substantially reduce the damage output of Spectres. Overall, player abilities aren't doing more or less damage because of this patch. Is this drop in damage an unintended consequence for Raise Spectre?

"Unrighteous Fire has been reduced to reflect the different relationship between Life and Damage in monsters."


Again, will this substantially lower the damage of Unrighteous Fire Spectres?

"Life values for minions and totems has been reduced to reflect new damage values for monsters."

Spectre life is based off of monster life. Monster life isn't changing because of this patch. Are Spectres going to have more life than intended because of this patch?
Yep, did it again. Just to be sure!

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johnce6 wrote:
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Sori3n wrote:


Also FP being nerfed... I've played so many builds and FP really isn't OP at all. Especially considering that it needs some pretty amazing gear to be at it's full potential. EK I understand due to the changes to the belt. Spark I really don't understand. I mean I'm excited for this patch but I really think that the nerf to FP's dmg + the nerf to static blows is a wee bit of overkill to that particular build.



I definitely agree with this. Now Freezing Pulse will suck as bad as every other ice skill. I don't run FP but many friends do and I have never seen it at all as OP other than a few threads on the boards saying that with 0 proof other than a lot of people use it, which seems to be a result of every other ice skill being no good other than Ice Shot.

I run EK now and do not feel it is OP compared to many other skills I have use don many level 70+ characters but the changes to the belt might have made it OP with no damage reduction.

FP was OP. you say it yourself... compare it to say arctic breath.

FP being OP doesnt have to do with its damage. its the ability to shotgun things and with gmp and crit freeze and shock stack things from range.

its mechanics as a piercing, overlapping, projectile, spell that does status ailment and has insane quality bonus...is incredibly op.
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grubworm wrote:
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.



Hahahaha. This will be enough to fuel my ROFLCopter for the next few weeks.
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CliveHowlitzer wrote:
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fillfill wrote:
hmm did i miss it or is the armor reduction formula not changed?

By lowering monster damage, armor immediately becomes better because it scales much better against weaker hits.


Finally the balance everybody was asking for, crit melee elemental templar YAY
When are we going to find out what the new ring and ammy types do?
IGN: Iolar
Really looking forward to trying a crit melee Templar.

Hope it's worth giving up RT in order to get high enough crit and accuracy to make it viable.
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Chris wrote:
Version 0.11.0

[li]Fixed a bug where items would sometimes not drop from monsters killed by Fire Trap.[/li]


It's not only FireTrap its burning dmg overall.
IGN = DeizeCoC, DeizeCi, DeizeNUTS
Didn't think Inner Force needed to be nerfed 30% was only OP with elemental adaptation + purity. Now that elemental adaptation got nerfed I think it just frees up more points for damage =/
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Ellohir wrote:
Can you ggg pls update the passive tree on website? i would really like to plan my new build right now, and not having to wait until patch realese.


This won't happen. The update to the site's passive tree is directly linked to the in-game version. Unfortunate but that's the way it is.
https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.

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