0.10.0 Patch Notes

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Chris wrote:
As you may have seen, we reverted our policy on the microtransactions. They can now be freely reclaimed from items and used on other items at no cost.


Thanks Chris! I now look forward to seeing what item effects you have in store for us.
what about the bug with chain and something like split arrow? it crashes the game.. did it get fixed?
nice list
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PhreEkGarden wrote:
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raics wrote:
Great, now Equilibrium is well and throughly broken, -100% resist if stacking two elements really seems a bit much. People don't use the keystone because it's fiddly, not because it's not powerful enough, as a long time fan of EE I can assure you it is.

Well, these things aren't set in stone anyway, good job overall guys.


I posted this in another thread but I'll copy here in reply to this.

I didn't quite understand the patch notes and how it is different than before.

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The Elemental Equilibrium keystone passive skill now grants a flat amount (+25%) of resistance to each element you hit with and a resistance penalty (-50%) to each element not present in the hit.


Is it saying that now if you hit it with Fire, it gets -50% to Cold AND Lightning?

Where before, you had to hit it with Fire & Cold to get a -50% debuff to Lightning?

Although the downside is it sounds like it won't work any more if you hit it with all 3 elements at the same time, that it does nothing.

Where before you could hit it with Fire & Cold to get -50% lightning, then spam a lightning spell that has a bit of cold and fire in it, without taking off the debuff.

Although now, you can just hit it with Fire and it gets -50% to the other elements, then you switch and hit it with Lightning, then it has -50% to the others.

Am I way off here in understanding this?


Edit: It seems to be worded differently, I don't see how you can get -100% with the way its worded. To me it seems like they reworked it so you can get -50% resist easier, but not double stack it.


I haven't seen the thread. Now that you mention it, it is worded a bit differently. It seems to imply that it won't stack the third element penalty anymore for two-element attacks.
It might be a good thing as it doesn't force you to put off-damage gems on your totem anymore saving your mana. It kinda breaks the 'equilibrium' theme, should be +50% to one and -50% to others then but this will make it a bit more accessible i guess.

Further clarification from the devs needed!
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Jan 23, 2013, 6:59:35 AM
That will be awesome.
CASUAL GAMER
Okay first of all, I'm sorry if this has been asked and/or answered already somewhere, but couldn't find it.

Added a new Keystone Passive - Zealot's Oath: Life regeneration applies to energy shield instead of life.

Okay. When you drink a life flask, and have your "defensive" statistics open, your life regeneration gets a buff while the flask is on.

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So does this mean, that drinking life flasks now affect energy shield instead of life and you actually can use life flasks with CI? If so, CI builds' nerf is nowhere as huge as everyone says it is.
^ good question
Clarity: Reduced in effectiveness by around 20%.

Fire Trap: Now does more damage at earlier levels.

Hmmm....so now as Ranger I have to even get more mana reg skills to get instant mana reg :((

I started use fire trap due to his overpower and now they are going to increase dmg on earlier levels ???

I would have honestly reduced Clarity only of 10% and reduce the dmg (dot) of fire trap.

Oh well it seems that there's still lots of work to well balance this game, and it wont be an easy task if we do not feed GGG with our comments/ideas

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Karvarousku wrote:
Okay first of all, I'm sorry if this has been asked and/or answered already somewhere, but couldn't find it.

Added a new Keystone Passive - Zealot's Oath: Life regeneration applies to energy shield instead of life.

Okay. When you drink a life flask, and have your "defensive" statistics open, your life regeneration gets a buff while the flask is on.

---
So does this mean, that drinking life flasks now affect energy shield instead of life and you actually can use life flasks with CI? If so, CI builds' nerf is nowhere as huge as everyone says it is.


Doubt it, sounds like a templar passive, I'd guess it converts only lie regen on passives and gear.

One other thing:
Discharge is quite strong enough early on, it needs a better progression, not an early boost.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Jan 23, 2013, 8:10:33 AM
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raics wrote:
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Karvarousku wrote:
Okay first of all, I'm sorry if this has been asked and/or answered already somewhere, but couldn't find it.

Added a new Keystone Passive - Zealot's Oath: Life regeneration applies to energy shield instead of life.

Okay. When you drink a life flask, and have your "defensive" statistics open, your life regeneration gets a buff while the flask is on.

---
So does this mean, that drinking life flasks now affect energy shield instead of life and you actually can use life flasks with CI? If so, CI builds' nerf is nowhere as huge as everyone says it is.


Doubt it, sounds like a templar passive, I'd guess it converts only lie regen on passives and gear.


Yeah that is what I think it will do too, but -
As it is worded currently, it should. So I am looking for an official reply for this, because this would make CI - atleast in my eyes - really powerfull. Maybe even more powerfull as it is in closed beta. I would spend even 40 points (it would be something like 10-15 probably) on my CI build just for this node. Complete chaos immunity with the cost of no life, but you still could use life flasks.

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