1.0.1 Patch Notes

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Chris wrote:
A fair number of people are misunderstanding the change to Cast when Damage Taken. A level 1 CwDT gem can support higher than level 1 versions of other gems. It's the level requirement that is checked, not the actual level.

We've tested many, many builds with this change and most characters still gain a lot of benefit from the skill. We'll keep an eye on how it performs after the patch hits and will adjust balance further (the damage thresholds, potentially) based on data.


I've had to read it like 4 times to get it. But I think I get it now. Sometimes, GGG should consider a POE for dummies (no offence intended, cuz I'd be the first to use it). :)

Therefore, my last comment is half-wrong, and I apologize. It just means we'll be able to use lvl 4-6 gems on lvl 1 CWDT, which, although better than initially thought, is still a bummer. :)

The idea for a CWDT balance change I gave still stands.

LE: I forgot to say that all in all the patch is real nice. Your work is very much appreciated.
Last edited by JoanGrimm#4213 on Nov 12, 2013, 5:59:52 AM
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darkjoy wrote:
Your game lags and desyncs like no other and yet all you seem to want to do is "balance" skills in an action rpg.

i agree here
improve the game performance
and stop nerfing a gem wich u just implemented
by basicly destroying it current state completely
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DirkAustin wrote:
games need testing and sometimes the testing takes place in the released version. Ever hear of the godmode wizard bug in D3? I bet you want that in POE too, being invincible and OP as hell.

GGG does what they have to in order to balance things and if that means taking a OP skill and making it balanced turning it into what has been intended then so be it.


There's a reason why there is Alpha and Beta testers. These gems never made it to the beta testers but went straight to Launch. They could of hot fixed this gem but they didn't, instead they let what I'm going to assume the majority of the players waste there time with this gem. GGG is a small company and they probably have a few hundred or maybe a couple thousand Alpha testers. Clearly, they did not test this well enough. I just don't think the amount of GGG employees and Alpha testers is a big enough sample size to represent the current player base. I'm a System Analyst during the day and in every company I have consulted for they had at least 3 servers, one for developing, one for testing, and one live server, if not hundreds more. For any change to occur people spend months in the development server and even more months in the testing servers. The problem I see is that GGG is pushing out these patches way too quick, every 2 weeks. Personally, I think a lot of people at GGG have tunnel vision. They are so focused on their goals and meeting them on time that they are missing some obvious things. There's clearly not enough employees there to provide an objective point of view. In the tech world, rushing through things will always cost you in the long run. My problem isn't with the nerfs but with their over zealousness. At this current rate this game will be like a Diablo 3 more than it will ever be like Diablo 2, but only time will tell if I'm right or wrong.
i love that ggg listens so much to the comunity (map boss dropp + high level map dropps)
ign: ALLRAUDER
Anyone find the bandit recipe yet?
Luna's Blackguards - a guild of bronies - is now recruiting! If you're a fan of our favourite chromatic marshmallow equines, hit me up with an add or whisper, and I'll invite you!
IGN: HopeYouAreFireProof
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darkjoy wrote:
Your game lags and desyncs like no other and yet all you seem to want to do is "balance" skills in an action rpg.


+1
CoDT needs to just needs to have a Percentage Health Threshold to proc(That scales with Gem Level) and make it a CHANCE to cast (Much like Cast When Stunned or Cast on Critical Strike)

But who knows /shrug

Seriously though, if you're whining about having to cast another ability or two you probably shouldn't be playing PoE anyway.
Last edited by Phatty2phat#6131 on Nov 12, 2013, 5:56:54 AM
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RaistlinM wrote:
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Chris wrote:
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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.


Every player contributes around 80% more dps. The health increase of mobs was moot at best, it only mattered when you separated from the group, which shouldn't happen, or if party aoe was bad and nobody focus fired.

Parties got a huge buff to auras, solo players got a huge nerf. Coupled with the fact that when in a party ele status on mobs is still calculated from the monster's base hp, it's still far easier for a group to keep a pack of mobs completely frozen/shocked with any dedicated ele prolif player.

I remember when this was posted this in the Dev Manifesto, now nowhere to be found(from what I can tell)

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Our core design goal for the multiplayer aspects of Path of Exile is that multiplayer and singleplayer are equally viable. We're often quoted as saying that we want to make sure the whole game can be soloed (a lot of people prefer to play this way). The less quoted philosophy is that we want the game to actually be challenging when playing with a group.


Equally viable...not simply viable, but equally viable.

As of now that statement should be more akin to "Our core design is to allow parties to advance faster and have every edge over solo players, solo play is still viable, but parties will lvl faster, having better items, and be able to run end game content consistently"

As for the challenging when playing in a group part.
parties get more XP, more iir/iiq, have more dps per player because of auras, have more survivability from more auras and splitting monster damage/focus. Put simply, parties are easier than solo.

When a new league starts, who's always the first to the top ten? The people in the parties. Who finishes the top ten? members of those parties who didn't die/died less. There's not a single solo player that can make it on the ladder top 50 let alone 10 w/o parting for the majority of their run. Sure the few guys who solo while the rest of the party members are working/sleeping will get ahead, but the party enabled all of that.

I don't really mind if the ladder was meant mostly for parties to top, but calling solo play viable in the end game is just plain wrong. W/O a stockpile of orbs that one can only get from RMT or spending more time hustling goods than actually playing, no solo player can keep a end game map base in the 70+. Maybe we weren't supposed to run 70+ maps consistently, but parties can do it, solo players can't.

Hands down parties have every leg-up over solo players



+2 :D
seriously i spent nearly all my currency to get orbs of regret to make my build around the is gem, now that is useless are they going to reset the passive tree?
Good time for a break from POE I guess. I'm sure i'll be back once there's been another large update but CODT made the game so much more fun for me. I understand that something needed to change but this change is just as bad as the implementation of the gem in the first place.

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