1.0.1 Patch Notes

I have read the last 70ish pages of this thread, so here are my thoughts. I do understand that it was a very good gem and it certainly needed a nerf. I was using 3 of these things just for giggles on the third because I could not think of anything else to do with open socket on my 4Ls. It did take away a bit from the game play in my opinion though.

It was very nice to add decoy totem and molten shell for free as well as gain a couple free AoE attacks. None of these things I would use in a normal build since it is too annoying. The biggest thing for me was the easy curses. It really made it much better. Curse on hit on the other hand is just unusable in it's current state. I really think that the other trigger gems need to be buffed up, specifically make them not needed to link to a specific attack to take effect. I loved CwDT since it was just in its own item. I still plan to use CwDT at lvl 1 with lvl 8 decoy totem and lvl 5 enfeeble, but I will be self casting enduring cry again.

The biggest thing that needs to be done to make this nerf not such a big deal is to inverse the current level scaling. There really needs to be an incentive to level every gem. The only other gems that some people do not level are movement abilities or gems that they cannot support the required str / dex / int. There really should be a reason / reward to leveling up any gem and I just find it kind of sad to have no use for lvling these.

TLDR: Inverse the damage taken requirements per level to give a reason to level this gem so we can use normal skills with it.
I don't like the changes to cwdt but it's GGG's game and thgey can do whatever they like with it. If we don;t like that we can vote with our feet and leave.

However GGG need to fix desynch because that has been present since the first build.
Yep, a lot of us will be self casting Molten Shell, Devouring Totem, Flammability, Elemental Weakness, Warlord's Mark, Shock Nova, Enduring Cry right before Discharging.

RIP the most fun build in the game.
"
LostBearz wrote:
"

If you have 1.5k Life(+ES) than it's because of one of those 3 things:
1) you are low level. Therefore your lowlevel CWDT triggers earlier anyways
2) you rely on Life(or ES) regeneration or Lifeleech for tanking. So I don't get why you even post your absolute value of Life, since amount of Life is not what you are relying on to begin with.
3) you are not a tanking character. Then why do you think you should profit from a skill that is named Cast when Damage Taken.


63 Duelist, not low level. I am solo, which means I will tank the damage from monsters higher than White.


So I take it you have quite some Life -leech or -regeneration that you rely on, right? So your defense is not your absolute life value and a ~level 15-17 CWDT (fitting to your level 63 character) will trigger before your health gets critical under normal circumstances.
I am wondering, was this nerf a result of people using CWDT offensively? All the dischargers coming out of hiding again with autocasted curses etc? I can only assume this gem was originally planned for defensive builds, not as a way to play offensively. (defense through superior offense is a viable point here)



I would love to see some explanations as to why you felt the need to nerf it to this degree.
Yes, the gem combo was very strong, and people were able to farm maps/do harder content, easier. Isn't this what you want though? To keep people farming? Keep them playing?

All in all, i'm against this nerf. Just because it seperates the gap between good gear and bad gear that much more. I wouldnt want some supersquishy guy taking all my map portals.
Oh good, lovely to see an RPG game that actually gets balance updates. I remember the old days where Arkaine's Valor was the 1 and only armor to look for in Diablo 1 simply absolute no-brainer best. Awesome my Scion now gets a dance!! And more bounty on maps and spectral throws good lookin. I do have to point out that now that Spell Damage on Scion is 6% I will have to get a lot of Orb of Regret to regret the 6%spell damage 1 regret the 6% damage node 2 and regret the 6% spell damage 3 and regret anything that was along that line so I can remove them. As levels become harder and harder to come by at high levels I can't afford to waste 3 skill points on a tiny 6%. But good news is I can now undo Bandits quest reward and get the 18% physical damage I should've taken!! Idk whats going to be the recipe for the book that undoes it but I'll look into it.
the "meh" buff on mortal conviction was step to help out blood magic. You also need to add life or life % to blood magic and push the % of mortal conviction to 65%. this way a life build could use 2 auras. As it stands now Blood magic is a dead fish on the beach gathering flies.

Don't need to say anymore on the "fix" to CWDt. Everyone knows it was a awful "fix".
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Jakabov wrote:
You really need to address how absolutely horrible the facilities for manual casting of utility spells are if you want to take away the thing that fixed that problem. CwDT is universally loved not because it's a bit overpowered but because it takes away the unbearable burden it was to constantly cast curses, Enduring Cry, Molten Shell etc., especially on characters without faster cast gear/passives.

People were finally enthusiastic about the long-suffering melee gameplay and then you choose to nerf this in a way that completely negates most of its purpose. It should be possible to nerf it in a way that doesn't feel like you finally got a splint on your broken limb only to promptly have it forcefully ripped off again.

CwDT's ability to automate your curse and Molten Shell does not enable some new, previously unavailable power, it just made it bearable where it previously wasn't. Molten Shell has always been available but most ignored it because it's *too fucking irritating to use manually.* The power to spam it was already there, it was just so annoying that people chose not to.

CwDT does not override cooldowns or make skills more powerful, it just relieved a burden so heavy that it previously made most players opt out. Surely nobody can claim that curses and MS are inherently overpowered and should not be usable often -- they always were. CwDT doesn't allow you to do something you couldn't do before, it just removes a problem so big that people solved it by refraining from using some of their skills.

Wouldn't it have been better to, say, implement an internal cooldown for each individual spell linked to CwDT and applying part of their mana cost when triggered? Surely the problem isn't that level 20 MS is too powerful or that the game is too easy when mobs are consistently affected by your curse of choice. If that were the case, people would be using MS and Hex Master in every build.

If you insist on restoring the excessive chore of manually casting several utility spells, you should acknowledge that it *was* too much of a chore before and alleviate the burden somewhat. Perhaps make it so casting a non-damage spell doesn't take a full second for builds in the bottom half of the skill tree. Maybe make it so a higher-level curse doesn't cost like 70 mana, an amount that many builds don't even have available now that auras reserve so much mana that just two of them will take upwards of 90% of your total even when linked to Reduced Mana.

Enduring Cry, paradoxically the one utility skill that wasn't unreasonably steep and cumbersome to use before CwDT, is the only one largely unaffected since its usefulness isn't completely hosed by having to use a low-level gem because using a high-level CwDT is basically out of the question as it tragicomically remains the one skill gem in the game that gets worse as you level it up. The skill that remains useful with CwDT is the one skill that didn't need automation.

Please find a different way to accomplish what CwDT did. It made the game so much better.


Would be wise of GGG to read this, cwdt was one of the things that made me come back, it made melee builds fun (always have preferred melee) i knew a change was needed but this was NOT the change that was needed.

Another thing that really really annoys me is that big changes like these that ruin a character while we are mid seasson must stop...The currency i need to fix my builds i simply don't have, and i pretty much don't feel like leveling another build that i make just to find they will nerf something pivotal of that build right when i grind my ass off to high level.

What i ask myself now is "should i keep leveling my cast on crit toon that im loving or not"? i don't know if that gem will also be nerfed and it will leave me with a broken toon. For now im finding less apeal on playing. Maybe is time to stop the 2 week big ass patches and maybe do monthly balance patch to at least give SOME time to enjoy powerful stuff.

Wasn't finding op stuff the coolness of playing arpgs???? but on a 2 week cycle it blows.
i like the changes to spectral throw and charges optics!

took me 2 chaos to adapt to the gem changes, also i need to press one additional button. some combos are almost as effective as before the change to cwdt, won´t keep me from reeching lvl 80 in nemesis in a "few" hours playtime. except there is another one-hit-wonder- mob running arround ; )
"
ofcorpse wrote:
"

Continued to incrementally improve the sound, art, effects and environments.


Will this improve my FPS by any chance or make it worse?

There is no point in buying cosmetic items when my game looks like this
Spoiler
texture_quality 10 and custom resolution


And I still get mean FPS spikes.

I really don't feel like buying a new computer/parts just to maybe get rid of my FPS issues with Path of Exile when I can play pretty much any other game just fine.


what is your system gfx card now? maybe there could be done some updates and tricks or stuff like that...

and i guess this one for playing is really ugly never seen this again be4...
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