0.11.0 Patch Notes
Any major rebalance will elicit a lot of cries from lazy kids that don't understand the danger of power creep for the long-term longevity of a game. If your build dominates the metagame then you can expect a nerf in the future from any team that actually cares about build diversity and meaningful challenge in their game.
But obviously you won't put thought into why something is nerfed or buffed, or read every other change that is related to it. You'll latch to one word in one sentence and begin writing your angry comment. If you decide to quit the game over that, good riddance, I enjoy playing games more when there are less idiots. |
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" It is my experience that the internet turns most of us into myopic twits now and then. We fixate on minutiae and lose perspective of the whole. I don't think anyone's entirely guilt-free there. __ Here's my personal method of avoiding disappointment when beta-testing a game with obvious balance issues: use the weakest things to their full extent. When they're (eventually) buffed, rejoice. And if they're not...quit. Either way, 'nerfs' don't bother me because I never set myself up for the disappointment in the first place. YMMV and all that. https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.
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" Well, saying that the nerfs to EK and FP are not big enough to make those builds weak is pretty vague, but at the same time should calm down all the whining. Last edited by Endrju82#2201 on Jun 3, 2013, 8:38:19 PM
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I like this patch, people need to carm down a little. GGG have the best interests of the players at heart. Plus this is beta too, if they are going to change things and if that be large changes, now is the time to do them.
GGG have shown nothing but great player respect and interest in feedback, I trust them. |
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The complaints about the high HP RF build have nothing to do with it being "nerfed". It just isn't at all possible any more if there aren't more changes outside of these patch notes. In no way was that build OP. The damage mostly came from the tiny ring of fire around your character, put you in melee range of every monster you needed to kill and there are a ton of curses and map mods that destroy you with RF enabled. At best, the build was good but it didn't come anywhere near having the versatility and damage that most of the high end builds have. I think this build took an unintended hit and I hope the devs find a way to make it viable again.
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Come on guys, this is GGG. This shit has been tested, and tested.
This isn't Actiblizz, where shit is thought about, and the time that should be spent testing is spent getting it ready for a console release... Man_Mode
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There is no pleasing some people, they spew their idiocy without thinking or actually grasping the meaning of changes they're complaining over.
Patch looks looks, can't wait to plunge into it and try things. Even if some builds, like FP or EK were massively nerfed, it's all good. Just roll with the changes, try something new. IGN : Jovial
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i love these notes, anarchy is definitely going to bring me back from Neverwinter and the nerfs to FP, EK and spark are long overdue.
My big concern is the extra life leech buff on the Claw passives for shadows. These buffs look great, but without some kind of modifier for the life leech formula, this really wont make a huge difference. Until we can somehow increase the rate, not just the duration, of the leech effect, any leech over a very small amount becomes insignificant for any melee user, save for an 'after combat' heal. |
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i'm glad the mana flasks were buffed, and clarity's regen was buffed, this should help players with 5/6 linked spells later on from being unable to cast them for more than a few seconds due to the horrible penalty of using mana over blood magic for everything.
however, why were life flasks not updated accordingly? endgame players, without kaoms, have 3500-4k life with average gear, and the most powerful flask is 30 levels out of date and restores less than a quarter of that over 8 seconds. we need flasks for level 61 that restore 1440/8, and ones for 67 that restore 1760/7 a lot more than we need better mana flasks. mana flasks aren't really supposed to be used anyway, they're just a stopgap while you fix your resource consumption so as to be able to cast indefinitely without them. i guess with the reduction in overall life from passives, the discrepancy from being level 80 and using level 53 flasks won't be as severe, but it'll still be pretty gamebreaking and a major incentive to always build everything for shavronnes+CI. |
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Don't lose faith GGG, haters are always going to hate...
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