0.11.0 Patch Notes

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StygianSoul wrote:
After patch 11 you won't see everybody with the same build anymore (all goes inner force)
As well as the buff on other nodes meaning 1 build will not be working after patch but with multiple new builds available, I don't see what a big deal with this.

oh, not to mention the buff for RF from last patch (increase burning damage gem)

The increase from burning damage increases the damage from RF on yourself as well. There is literally no way to out-regen RF with that gem connected with it.
I'm quite sad about the restriction against the potential 100% resistance reachability. As the system is currently, it's only possible with the Inner Force passive trio, Saffell's Frame and a corresponding flask (which lasts 3.5 seconds). In my own opinion, that is a lot of investment to put in for a mere 3.5 seconds of invincibility versus one damage type.

I can see the benefit in limiting maximum resistances, but why not flat cap it at 95%? It strikes me that if you're spending so many passives and equipment slots on maximizing resistances, the payoff should at least be worth the effort. Provided, without the patch released yet I don't know what will happen to my resist Templar (who hinges on an occasional 3.5s 100% fire resist) but the worry still sticks out in my head. Makes me think Righteous Fire might become yet again a painfully ambitious endeavour.

At any rate! Looking forward to trying out new builds based on the changes forthcoming. The potential for more armour based builds is extremely exciting! :D (Please don't shaft Righteous Fire though! It's so much fun!)
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KrisBeard wrote:
I can see the benefit in limiting maximum resistances, but why not flat cap it at 95%?


+1 absolutely

This would be a reasonable compromise for everybody. (and yes I see the irony from my previous post about everybody winning :P )
Why spend time nerfing skills when you can instead spend time buffing other skills? I know seeing the main three skills might get boring but GGG seems to be getting lazy.
Lol funny how people are bitching about nuking spell damage all thogether. it was overpowered to begin with and now phys attacks are getting the balanced to spell damage. thank god.
FORUM POST ON NEEDED CHANGES BEFOR OPEN BETA!
http://www.pathofexile.com/forum/view-thread/380033
GUILD FORUM POST FOR GUILD FUNCTIONALITY
http://www.pathofexile.com/forum/view-thread/1029282
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Sophung wrote:
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KrisBeard wrote:
I can see the benefit in limiting maximum resistances, but why not flat cap it at 95%?


+1 absolutely

This would be a reasonable compromise for everybody. (and yes I see the irony from my previous post about everybody winning :P )


because they would plain out be retarded due to pvp. If you guys thought about it in my opinion
all this bitching about a free game.. its beta.. let them do their thing and balance out THEIR GAME.

All you guys bitching about stuff did not even put 1 Cent to this game. Its not like they put this patch out there without extensive testing. just because they nuked more notible Lighting damage people are crying cause they cant do insane damage that was very unbalanced anyways. Just like etheral knives. and spamming shock. you all know those were OP and so does GGG now they fixing it and you guys complaining its just COMEDY.
FORUM POST ON NEEDED CHANGES BEFOR OPEN BETA!
http://www.pathofexile.com/forum/view-thread/380033
GUILD FORUM POST FOR GUILD FUNCTIONALITY
http://www.pathofexile.com/forum/view-thread/1029282
Last edited by OGcaliko#2816 on Jun 4, 2013, 12:28:25 AM
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VegaszfinestALT wrote:
Why spend time nerfing skills when you can instead spend time buffing other skills? I know seeing the main three skills might get boring but GGG seems to be getting lazy.


It's amazing, all the people using that comment are so short sighted. To boost armor and yet keep the same mechanism they had to reduce mob damage significantly, if you knew something about the armor mechanism that would be obvious to you why. If they took damage down they have to rebalance all the rest, not to mention the fact that all the cookie cutter builds like rf dual spark, fp a,d ek are immensely op compare to any other build around anyway. Just wait for a couple of days to try it, then complain. People that play HC are used to reroll anyway, it's a sane practice in a rpg, your toon shouldn't be some kind of immortal god anyway, poe is this kind of game that enforce that old school vision on rpg, deal with it.
Last edited by Halagaz#4583 on Jun 4, 2013, 12:35:41 AM
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OGcaliko wrote:
because they would plain out be retarded due to pvp. If you guys thought about it in my opinion


It's not like it changes much. Characters today can easily exceed 89%, add a flask with Inner Force and I'm there, They'll drop it to an easy 86%(75+4%purity+5%saffell+2%EA) + the 10% flask (not including IF) tomorrow so the easy(again using the word 'easy' loosely here) cap is 96%, the above idea mitigates the basic acquisition of resistances by 1%. not much difference :P

Edit: I should add there actually is another difference between the two ideas; GGG obviously doesn't want us to reach 100% max resistance which is very reasonable of them. However, how many new uniques will have + max resistance mods if they don't implement this idea? If you want more uniques like Phoenix then you need to want this idea to happen first.
Last edited by Sophung#2030 on Jun 4, 2013, 12:51:50 AM
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sanleon wrote:
  • Granite Flasks have been reduced to providing 3000 armour

Bad too weak imo

  • The Rustic Sash implicit mod has been increased from 3-5% to 12-24%.

Nice

  • Life percentage passives and most Energy Shield percentage passives have been reduced in line with the changes to monster damage.

Bad. ES will need bigger pool than life imo


  • General and weapon-specific physical damage bonuses have been increased throughout the tree.

Too nice. 4% was pretty much weak. Spending 20 points in phys dmg with a phys weapon and ending with 20x more ele dmg wasnt nice


  • Fixed a bug where Rain of Arrows would treat missed targets as though they had entered the area during the delay and hit them anyway.

Too bad, now you need accuracy so every other bow skill will be superior imo. RIP RoA


  • Fixed a bug where the Energy Shield stun avoidance check would not apply in the case of a shield block.

Not sure if that happens too often but maybe it helps CI chars without chayula. Nice

  • Mana recovery from the Clarity aura has been increased.

Nice, maybe it will be usefull now with small mana pools (1.5k and so)

  • The damage progression of Ethereal Knives has been reduced.

Nice. this skill was too strong

  • The base critical strike chance of Spark has been reduced from 6% to 4%, in line with the critical strike rate of other lightning skills.

Nice, less crit chance thus less shocks, and im not sure if fork was bugged with this skill but i hope you cant clear a map with 1 spork totem now. balance i like

  • Freezing Pulse's damage has been reduced.

Nice, more skill diversity.

  • Damage reflection mods for monster auras and maps have been reduced from 20% to 18%.

Nice but its a crap design


  • Elemental Adaptation has been reduced to 2% maximum resists. More changes to maximum resistances are coming in the future. The intention is that players cannot hit 100%.

Nice 5% max resistances was way too OP. Now its balanced

  • Inner Force has been reduced from 18% increased buff effect to 12%. The other increased buff effect passives have been reduced from 6% to 3%.

Yay 3 free passive skill points now! useless points

  • Static Blows: the shock duration bonus has been reduced from 45% to 20%.

Still nice so i wont respect these points i think




Overall great patch. But there are a few things i would like to know:

-When is blood rage going to be fixed?

-Why you didnt change the mana flask recovery passives in the witch area? Im pretty sure that NOBODY uses those passives

Thanks for the awesome patch notes


ES was always scaling higher you needed koams to reach ES.

EA wasn't OP it was stacking the other maximum resists in conjunction w/ EA.

It's a 12% nerf to inner force quick everyone spec out now!

1.5k is small mana pool? not everyone stacks ES w/ EB you know.

Pretty sure you couldn't clear whole maps w/ one spell totem keep on hyperbowling. End game sparkers are still going to be shock stacking till the cows come home this is just a early game nerf which i don't like already takes forever just to start using dual spark.

Dmg reflection is crap design? it stops people from lol'ing around w/ to much dps. And it makes people focus not afk hold down a button.

Last edited by Lifendeath#3204 on Jun 4, 2013, 12:45:27 AM
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Lifendeath wrote:

It's a 12% nerf to inner force quick everyone spec out now!


Actually it's a 40% nerf, 12% is just the difference.

btw:
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KrisBeard wrote:
I can see the benefit in limiting maximum resistances, but why not flat cap it at 95%?


+1
IGN: Darkrox (not my main, just for easy contact)
~ Yes i'm the Darkrox from Runes of Magic - World's #1 Guild Pravum 2009 - 2011 ~
Last edited by Darkrox#0968 on Jun 4, 2013, 1:05:49 AM

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