0.9.13 Patch Notes
" Nvm I'm a dumb. Haven't played in a long time and I forgot there's faster attacks and faster casting T.T |
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" Pretty sure it will work with faster attacks otherwise that would be a bug as it's an attack Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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What will the good be in using Forking projectiles when we have Chaining projectiles? Assuming the damage is similar, chaining sounds vastly superior and I cant think of how forking would be better.
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So happy my fav class got some love (Duelist) with allllll those changes. :D
" <3 "In a state of physical balance and security, power, intellectual as well as physical, would be out of place."
- H. G. Wells, The Time Machine |
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" Maybe Fork is level 15 and Chaining 24? And: you can combine them... ^^ invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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" I remember trying to make a character named 'Raffin' a wee while ago and was surprised to see his name mangled. I put it down to a local PC error and restarted with a different guy. :X Last edited by skunk27#6732 on Oct 31, 2012, 3:28:08 AM
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Excuse me, this is not a bug!
" Addit: " Lead Brutus all the way back to the entrance. Right. Players actually do this? POE is a constantly evolving game, so expect balance changes, buffs and nerfs STILL! Last edited by THEHORNEDRAT#1516 on Oct 31, 2012, 3:31:14 AM
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" related to this, for being affected mostly by slower attacks: is there a chance to balance the behaviour of blocking own attacks vs. monster attacks (better)? its sometimes very disappointing that I can (and will) be hit and my attack wents to useless while its animation still runs - but even if I have killed monsters, I can get hit from attacks/spells they made before... To be kind of equal, its okay (of course) to get hit/stunned/etc in situation a), but this should not affect the hitchance of an attack like it does now. As comparison, it should behave like the ADSR logic on sounds: A=attack=the "real" time to cast the attack/spell and also the timeframe where I can do no other things like move, D=delay=a possible, short lockout after A - both together define the phase where I can be interrupted without bringing the skill to effect S=sustain and R=release define the 'work' phase(s) of the skill: skill animation like with ground slam or flying projectiles as (S) and time effects (DoT) as (R). Being hit/stunned in this phases should not erase the attack - like it works for DoT already. invited by timer @ 10.12.2011 -- deutsche Community: www.exiled.eu & ts.exiled.eu Last edited by Mr_Cee#0334 on Oct 31, 2012, 3:42:21 AM
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i cant wait
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Awesome sweeping patch! So is the engine counting an exploding minion as a melee attack now? Or is it not that simple? Will IIR and IIQ gems be triggered by the explosion?
Last edited by FinalForm#2481 on Oct 31, 2012, 5:46:46 AM
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