1.1.2 Patch Notes

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CharanJaydemyr wrote:
No mention of Fidelitas, but I know he is back. <3

__

Arc is really good now. Not overpowered (thank goodness), but the higher damage removes the 'need' for arc to bounce back to the original target. And the extra chains are basically like a free Chain support gem.

Much love.


It's a good thing there are players willing to do some dedicated testing on certain skills :-)
PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910
Really nice job guys I'm glad to see arc get a buff it really needed it, Any chance we got some chaos spells down the line?
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BldSwtTrs wrote:
Chris, the evangelist nerf is understandable, but the smoke mine nerf is completely unreasonable. There is no reason you should take away utility/easy of life from a build. Smoke mine is what made summoners playable imo. Being able to save your spectres and minions is HUGE. Playing a summoner is going to be a huge headache.

When I read patch notes these days, more often than not it seems as though GGG doesn't actually play their own game. At least not in the sense that it's meant to be played "hardcore". This is extremely evident in your balancing and nerfing. Nerfs often kill builds, this shouldn't be the case. And balancing seems to be quick, dirty, and over/under tuned.

On a side note, I don't even like playing summoners. But the smoke mine ability made the build, once snap shoting is gone the build will be all but dead.


I'll show you a gleaming example of this. Clearly whoever is making unique items does not understand the full potential of certain builds. Windripper is by far the best elemental bow in the game, infact the DPS one can achieve is similar if not surpassing that of a PERFECT mirrored bow. On top of that it has added rarity and quantity stats. How exactly does this slip past those designing uniques? they clearly don't understand elemental builds very well. The second I saw that bow, I knew ppl would be running around with 30k+ potential split arrow.

I do enjoy items that inspire builds, build design is the only reason I play the game. But if your intentions is to keep uniques on a lower tier than rares, you really fucked up with that bow. And it was glaringly obvious. Not to mention split arrow and bow builds have the most efficient and quickest clear speed in the game, by a decent margin.


Meanwhile you continue nerfing builds based around whatever the flavor of the month is. Take a different approach, this method kills player retention. If you make a league that pigeon holes people, you should expect to see one build rise to the top. Experiment with one week races, nerf between leagues, and make sure you REALLY understand the psychology of hardcore, before you add a bunch of one shot boss's and kill your league.


My name is NoeNoe and i approve of this message.
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Chris wrote:
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reboticon wrote:
Fix Sacrifice At Midnight drop rate, please.


This is in the patch notes!


Apologies, I took "Vaal Fragments" to mean the "Mortal" Sets, not the "Sacrifice" sets.

Anarchy/Onslaught T shirt
Domination/Nemesis T shirt
Tempest/War Bands T shirt
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Lurius wrote:
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Maxsheld wrote:
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DLKY wrote:
I really don't agree with the changes to smoke mine, minions tend to get stuck or go down the wrong corridor and having them to reposition was a real pain before smoke mine. Unless there has been an improvement to minion path finding or a better way to control/direct them, the gems functionality should stay as is.


This.


+1

Back to running (mostly) outdoor maps. Otherwise it's half of the minions staring at imaginary paintings on adjacent corridors, ignoring all enemies attacking them.


100% agree, the evanglists nerf was fair enough, but smoke mine made a huge difference for 50% of maps and at high level drops rates makes it all the harder to level unless you want the worst minion AI in any game. Took a break due to desync few weeks back, think I'll take a longer one this is so unnecessary.
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JcFreak wrote:
Nice nerf patch .... sigh ggg good thing ftl made a update something to play.
way to fuct smoke mine. what was it "people are using this skill.... a aa a kill it."
???????????



I like how the patch has tons of dramatic buffs and you called it a "nerf patch".

Honestly the only thing I can understand people being upset about is smoke mine. Everything else seems entirely fine.
While I disagree with the rest of his post, this:

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Dellusions wrote:
...we've been telling you for over a year about stupid shit like the "your buddy logged in/out" toast windows overlapping the loot delve windows and you don't do a thing about it.


is for real.

The game is in full release. This still being there now, after the first mini-expansion, is almost beyond sloppy.
More summoner nerfs, fuck sake.
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Lurius wrote:
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Maxsheld wrote:
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DLKY wrote:
I really don't agree with the changes to smoke mine, minions tend to get stuck or go down the wrong corridor and having them to reposition was a real pain before smoke mine. Unless there has been an improvement to minion path finding or a better way to control/direct them, the gems functionality should stay as is.


This.


+1

Back to running (mostly) outdoor maps. Otherwise it's half of the minions staring at imaginary paintings on adjacent corridors, ignoring all enemies attacking them.


This. Minion pathing is *awful*. Smoke mine made it tolerable.
"Substantially rebalanced Invasion bosses, including changing their abilities. Many of the more extreme ones are now easier. Corrupted secret area bosses and Rogue Exiles were also updated in this process."

It's about damn time. I can't believe it took you guys this long to realize how broken these bosses were.

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