1.0.1 Patch Notes

Wow, that CoDT nerf is pretty huge and severely hurts players using it currently; those players *will not be able to use the link combo at all* until their CoDT gem is leveled massively, and at that point the combo wouldn't even be worth using thanks to CoDT needing a shitload of damage taken at higher levels.

CoDT is the only gem I know of that gets *worse* as you level it, and now we're being forced to level it anyway just to use it at all. That's pretty ridiculous, you could have at least buffed its later levels so that you don't need to sit around for 20 minutes waiting to take 2000+ damage.
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habbey wrote:
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K4Rt1k wrote:
Has the update gone live yet? I mean my game didnt get upadated to 1.0.1 yet..via Steam!


It won't go live til tomorrow 12-18 hours from now would be normal.


Oh! Ok thanks.. :)
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faerwin wrote:
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elitedesolator wrote:
Thanks for screwing solo players further.


wait what?


Nerf to Purity means solo players get the shaft.

Group players can coordinate 3 defensive auras to get capped resists. Plus they have 5 other people taking damage either way.

They also decided to buff group play again with the increased monster health part.

It's more and more obvious that they're trying to force group play now.

It's always a choice between solo play and group play. And right now GGG is (deliberately or not) making group play much, much more attractive.
Last edited by elitedesolator#6827 on Nov 12, 2013, 4:04:16 AM
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elitedesolator wrote:
They also decided to buff group play again with the increased monster health part.

It's more and more obvious that they're trying to force group play now.


The much higher monster life in 1.0.0 for groups has really disincentivised playing in them. There was a major shift towards solo play. That's why we reduced the new group monster health bonus slightly in this patch.
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elitedesolator wrote:
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faerwin wrote:
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elitedesolator wrote:
Thanks for screwing solo players further.


wait what?


Nerf to Purity means solo players get the shaft.

Group players can coordinate 3 defensive auras to get capped resists. Plus they have 5 other people taking damage either way.



I feel like people use this line of arguing don't ever play in groups. If two people are running grace and determination to get massive armor totals because they're constantly in melee range, one of them isn't going to suddenly stop using those auras in order to run two purities. Why? Well because if they end up not next to the other guy then their armor will drop by 75%, and they'll RIP.

Where they will sub out those auras is the same places a solo person would, facing a map boss like the crematorium boss (massive fire damage).

Except in groups where there are dedicated supports this change will effect groups and solo pretty identically everywhere except for in theorycrafting.
Last edited by habbey#4136 on Nov 12, 2013, 4:11:29 AM
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Why? For what? Enfeeble was best for EVA based players...
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Chris wrote:
The much higher monster life in 1.0.0 for groups has really disincentivised playing in them. There was a major shift towards solo play. That's why we reduced the new group monster health bonus slightly in this patch.


Thanks for the reply Chris.

If you don't mind, could you explain in detail what you meant by "there was a major shift towards solo play"?

I can definitely see how someone just starting out and leveling through Cruel or someone who is farming Merciless Docks would be incentivised towards solo play. Hell, that's how I did it for my newest character.

But by my knowledge most people (and especially the players in Nemesis) are playing exclusively in groups when maps are involved. And by the way things are moving right now, that would remain as the superior way of playing through maps.

What are your thoughts on this?
Last edited by elitedesolator#6827 on Nov 12, 2013, 4:11:44 AM
Rest in peace, CODT.
You will be missed.

I loved having my level 20 molten shell proc instantly, and my rejuv totem.
I don't feel as if it was overpowered.
Oh well, I guess it's ironic chris' name ingame is Nerf.
Last edited by Mythicpoe#7612 on Nov 12, 2013, 4:20:56 AM
1 31 33 23 70% 440 179,320
2 33 35 24 66% 490 225,766
3 35 37 25 62% 560 282,073
4 37 39 27 58% 620 349,759
5 39 40 28 54% 700 431,204
6 41 42 29 50% 780 528,465
7 43 44 31 46% 880 644,165
8 45 46 32 42% 980 782,325
9 47 48 33 38% 1090 945,554
10 49 50 35 34% 1220 1,138,877
11 51 52 36 30% 1350 1,368,223
12 53 54 37 26% 1500 1,638,338
13 55 56 39 22% 1670 1,956,648
14 57 57 40 18% 1850 2,329,968
15 59 59 41 14% 2060 9,826,462
16 61 61 43 10% 2280 21,126,787
17 63 63 44 6% 2520 50,254,96



So now i need to take 1.5k damage in order for the gem to work at lvl 12 :/ can u ppl at least lower the damage that u have to take in order for the gem to proc!
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Last edited by Evraeisjebus#5887 on Nov 12, 2013, 4:15:08 AM
I still don't see Cast when damage taken fix as a permanent one, as people will find that sweet spot between synchronizing how much to level it. Higher levels are still make the gem worthless. Unless there's a change there that wasn't noted in the list.

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