0.11.0 Patch Notes

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


There is such a bloody simple answer for this.

95% + 1 unique that adds 5% to max = 100% resistance. End of.
Beta Member Since 0.9.0 | Current Character : ExExCorpse
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I still feel like reflect in general is a bad mechanic. It relies on one having some source of regeneration and basically goes against the idea of having more damage. Now, I don't know about you, but when I play ARPG's, I want to have as much damage as possible while still surviving. This makes it so that I have to have LESS damage in order to survive, which is just silly.

When I played D3 glass cannon, I loved dying to reflect mobs, or a particular mob which got changed to reflect. There was absolutely nothing I could do about it other than use the really crappy skills (there were quite a bit, actually..) to reduce my damage. It was pretty stupid.

In Hardcore, it's even stupider. Having reflect as a mechanic makes the high-DPS, low-survivability builds EVEN worse than they currently are, which is pretty much complete shit with mobs that flickerstrike. I always found semi-glass cannon on HC one of the funnest things you could do, where you actually kill mobs and position yourself perfectly so that you never die. Reflect ruins this!!

People saying that it prevents people from getting too much DPS... That's pretty stupid, since the whole purpose of getting more loot is to become stronger, ya know? If you want to prevent people from getting too much DPS, nerf damage, not add reflect mechanics. Though, they DID nerf it, which I suppose is a good thing.
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Amalaira wrote:
I still feel like reflect in general is a bad mechanic. It relies on one having some source of regeneration and basically goes against the idea of having more damage. Now, I don't know about you, but when I play ARPG's, I want to have as much damage as possible while still surviving. This makes it so that I have to have LESS damage in order to survive, which is just silly.

When I played D3 glass cannon, I loved dying to reflect mobs, or a particular mob which got changed to reflect. There was absolutely nothing I could do about it other than use the really crappy skills (there were quite a bit, actually..) to reduce my damage. It was pretty stupid.

In Hardcore, it's even stupider. Having reflect as a mechanic makes the high-DPS, low-survivability builds EVEN worse than they currently are, which is pretty much complete shit with mobs that flickerstrike. I always found semi-glass cannon on HC one of the funnest things you could do, where you actually kill mobs and position yourself perfectly so that you never die. Reflect ruins this!!

People saying that it prevents people from getting too much DPS... That's pretty stupid, since the whole purpose of getting more loot is to become stronger, ya know? If you want to prevent people from getting too much DPS, nerf damage, not add reflect mechanics. Though, they DID nerf it, which I suppose is a good thing.


Stupider is not a word... and how else would you die end game if you had 100% resistance.. and how would u die in PVP.. worst idea in the world..

They are trying to even out all the mechanics. just like the other person said.. if they change 1 then everything has to be changed due to that change of mechanism.. let them do what they do. Not like its a random patch without extensive testing....
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, 2:16:47 AM
still, we won't get our auras back so ...

yes, that is the one and only thing i complain about.
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
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popohim wrote:
Love the patch , it really gonna change the meta game. Tanky char is too powerful now, and is the only viable option for end game progression

Now there are some incentive to build mire dps oriented builds


Reflect wants to say hello to your reduced life and es pool.
IGN: Arlianth
Check out my LA build: 1782214
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Nephalim wrote:
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popohim wrote:
Love the patch , it really gonna change the meta game. Tanky char is too powerful now, and is the only viable option for end game progression

Now there are some incentive to build mire dps oriented builds


Reflect wants to say hello to your reduced life and es pool.


which is the only way u can really die... at end game
take this equation out and everyone be level 100 already.

makes you stop and think about what you are doing instead of spamming your shit non stop. keep it in
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, 2:18:44 AM
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davros70 wrote:
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KrisBeard wrote:
I can see the benefit in limiting maximum resistances, but why not flat cap it at 95%?


There is such a bloody simple answer for this.

95% + 1 unique that adds 5% to max = 100% resistance. End of.


Clearly you missed the point. Flat Cap = Hard Cap, the unique wouldn't be able to push it past 95%. Nothing would.
"What is a strongbox? A miserable little pile of loot. But enough RNG, Have at you!"
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Skeleton elemental projectile spells have been reduced in all difficulties (beyond the general monster rebalance).


God, I just ripped to this today...shame!
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Reset all Passives


YAY! Great!^

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Added a new currency item - Eternal Orb


Nice, i like it, most usefull orb :)

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New vendor recipes have been added


Cant wait, want to find them all ^

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A party leader can choose an item allocation mode for the party


HURRAY! Long time we wait for there options. YES!
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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.


Rly good idea, nice. +1

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Endurance Charges now only provide 4%


Nerf... but ok, not too much.

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


That's all? Wow! Endurance Charges got nerfed much more... it's doesnt look like nerf or w/o ;_;

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Granite Flasks have been reduced to providing 3000 armour.


:D Hehehe :) So now i need to buy +100% Inc Arm Granite Flask? Ok will try...

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Mana recovery from the Clarity aura has been increased.

+1 i need it a long time, Thank You!

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Nerf EK, FP, Spark

YES!!!! YES YES YES YES YES!!! That's what we need and wait for (no sarcasm). Hate how OP was EK and FP... I cant belive that so OP gems still in game, they still will be OP even after all nerfs.

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Life percentage passives and most Energy Shield percentage passives have been reduced


Rly? O.o'... Why? Bcs Kaom's and Shav? Better delete Kaom's + Shav and dont nerf Life and ES! I want to play DMG builds but stll need A LOT OF LIFE + ES... Maybe 3/4 or more of all skill points is on defensive + es + life, so now i need ALL points. Ye, great, i think balanced lol (:cry) I rly H O P E that mobs will got NERFED much much more than nerf es + life. Btw now life rolls will be Higher in prices x2 or x3 times, special on HC and leagues :) Yep i gonna cry somewhere, dont look ;_;

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Elemental Adaptation has been reduced to 2% maximum resists.

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Inner Force has been reduced from 18% increased buff effect to 12%

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The Strength bonus on Heart of the Gladiator (in the Marauder start area) has been reduced to +10


Ok, dont get it. First you nerf ES and Life, after nerf surviv passives...? Sry what? Why? Is it gonna help new players or make better builds or what? Is there any proof (give a link if there any) on build that make you get 100% of all resists. Where? Huh? Now im gonna cry more :'(
;_;

Still thx GGG, will try new Leagues but that nerf for ES + Life + Surv not help


What might be cool when it comes to max resists is to have seperate nodes for increasing the resist cap for each element rather than having it all on the same node. :P

So you could have a few nodes for max fire resist, max cold resist, max lightning resist spread out across the tree.

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