1.0.1 Patch Notes

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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.



Oh my god!!!

So some players, played solo because grouping was no longer 'quite' the faceroll it was in OB. But still a very safe faceroll.

And you, see that as a problem?

Chris, you just said it plain and simple, you bluntly just said without a doubt, that you are encouraging group play and discouraging solo play.

The aura changes, all of them, are quite clear now.

Thing is, Chris, if there was suddenly a shift, to group play, would THAT be seen as something that needed looking into to resolve the cause?

You have "really disincentivised playing" solo since the year dot.
Casually casual.

Last edited by TheAnuhart#4741 on Nov 12, 2013, 8:04:59 AM
Any info on which Rare Monsters weren't spawning? I'm missing 9 or 10 I believe, and I'm wondering how many of those are bugged and how many of those I just haven't stumbled across yet.

One in particular that I'm about 99% sure was bugged is the Shadow Archer from Blackwoods.
IGN: CorpsejackMenace
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Opus132 wrote:
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Thepathan wrote:
and guess what? They havent made it completely useless. Just find a damage threshold you're comfortable with and stop leveling the gem / supported skill altogether.


I'd rather just cast full level 20 molten shell manually, thank you very much. CwDT was a convenience gem. If i have to lose power in exchange for the convenience, i'd rather sacrifice the convenience. This is why the gem is worthless.

Plus, as i said, this idea of having to decide which level gem you want to use is simply wrong, not the least because it takes currency to delevel a gem and time to level it. Finding the "optimal" level of a gem is not a game i'm interested in playing.


so true
We failed once, We failed twice, We must fail again!

WE'll b@ng ok?
Why ruining so many fun aspects of the Game? Spark, Totems, CwDT, Spell caster fucked generally,Purity Nerf, Hidden ele Reflect Buff,implementing new Mobs-all are bursting insane DMG, its heading more and more into the "Path of Tank'ile" direction. Big Dislike. Where is the Point when its not feeling fun playing your Char?
Ig : SoiioS | MUCH_ARROW_SUCH_DMG_WOW | SoyoS | SoiiioS | Maik_Litoris
Last edited by szoyos89#6804 on Nov 12, 2013, 8:04:40 AM
DUEL is it included in the patch?
Another thought of how you should be doing changes.

When you bring new stuff to the table you leave it as is, you're just screwing us players with your poor judgement. We make a fun/strong/cool build and just when we can start playing with it you nerf us.

I'm sure you have something lined up to fix some problems but that won't be the day after the patch it'll be atlreast 2 weeks from now (which i doubt).

You also said you won't make big changes during the 4 month league, well these are pretty fucking MAJOR changes you guys are making. What you should do is implement new stuff, with no nerfs, as the 4 month leagues progress. After the leagues end you announce what changes, nerfs/buffs, passives you'll be changing heavily.

That would be acceptable, but what you're doing now is just a thumb up our... Because this ain't a mmo, we can't just respec a character to make them viable after every patch.

Skills are there to make a build around, if you nerf a skill you destroy a build. Don't expect us to play if you destoy our builds with every 2 week update, we value our time spent aswell you know.
IGN: FoughtBledAndWeptForGod, WoE_HitoZ

stream: http://www.twitch.tv/hitokirizoro
Cast when damage taken whine is so obvious i wont even talk about it further, seems like you just forgot that it's not beta anymore

the real question is map drop changes
would i be able to sustain at least lvl72 maps solo?
given the fact that it's much more expensive to manage your maps solo than in the group of 6 men, the fact that you can get zero maps out of 110% IIQ map makes it even worse
please, provide us with numeric explanation of changes to map drops, it's really necessary to restore some faith in you
IGN: SilentWrath
Last edited by SilentWrath#6947 on Nov 12, 2013, 8:09:08 AM
.
Casually casual.

Last edited by TheAnuhart#4741 on Nov 12, 2013, 8:05:17 AM
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DirkAustin wrote:
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Mr_Bill wrote:
Your rapid fire content patches are biting you in the ass and tearing down a great reputation that you built up over the course of the Betas.

You really need to rethink your patch/content strategy now that we are in release.




What changed at release? They gotta let gems be OP?


I see it's still ok with some for this untested overpowered bullshit to make it into the game. It's obviously a ploy for more MTXs. GGG releases really fun thing...people get excited...buy more highly overpriced stash tabs. GGG over the next few days nerfs the living shit out of super fun item.. and the cycle continues.

GGG giveth and GGG taketh away.
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AlixWolveriaNeo wrote:
Simple solution would be just to make it % base on health like the others mentioned.
Lvl1 : 60% HP to Cast affected Gems
2: 58%
3: 56%
4: 54%
5: 52%
.
.
.
20:22%

For each 1% quality, adds a -0.3% HP needed.

It gives life builds much more flexibility.
Noted that a Level20 20Q of this gem need a 16%HP damage taken to cast the affected skills.
Based on common Life builds with a minimum of 4k Life, It requires 640HP to cast it.
For builds with 5k Life, it requires 800HP to cast.

By doing the current change, you require someone to take at least a 2k HP hit to their health pool before casting the affect spells, that single hit required is too much imo.
Not everyone has a base HP pool of 5-7k.


Loving this!

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