1.1.2 Patch Notes
" Yes, because the same people work on all those things, therefore working on one takes away from the others. Bloody idiots. Support a free Hong Kong.
I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. -Galileo Galilei |
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Removing minions teleporting with the summoner if smoke mine is used? This needs to change back again.
Minions are not smart enough to know when to run around tight corners, and sometimes they don't even fit through tight gaps. Sometimes zombies can get past, but some spectres can't. You simply NEED a way to make minion follow, or a way to pull the out of danger when they are not smart enough to do so themselves. Zombies leaving poison on the ground etc. your minions love to stand in that shit, and you need to resummon shortly after. I play a summoner, and I can't do the Tunnels map, because of all the narrow ways your minions get stuck. With smoke mine I could run around the corners and make minions follow me without too much problems. |
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mmm reviving at checkpoints love them d3 mechanics in poe.. LOL
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" this... indoor maps are now a pain as a summoner. sure, you don't want people abusing the smoke mine for atziri or whatnot, but you guys shouldn't remove a very necessary mechanic that summoners should have... | |
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Would have preferred it if you improved minion AI before removing smoke mine teleporting. They get stuck way too often.
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Looks like a great patch! The only thing I'm not a fan of are the Summoner nerfs, but I really don't care that much. I will still love my summoner and dominate anyway. I never used Smoke Mine and still cleared cave maps with ease. The Evangelist nerf hurts a bit, but they will still be awesome.
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Aw, what a bummer about smoke mine!
As a new player and summoner, I remember finding it, testing it, and realizing my minions followed too. AWESOME! This is going to make game play so much more rewarding! I had a few bad smoke mines... and I learned my lessons 10% exp at a time. Now, 50 levels later, I loved how much I could manage as a summoner. Keeping minions up, totems going, curses dropping, and of course, smoke mine as my escape/recall button. It has been strategic, and rewarding. Losing the smoke mine effect means losing a piece of the fun, and a piece of the active participation I seek in games like this. Please consider putting smoke mine back. |
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Oh god the Undying Evangelists. Thank you so much for this change. I hated how one would have proximity shield up shielding the 3 others while they used their stupid AOE nuke thing, then they would just rotate who had shield up until I died. So frustrating. I'm grateful for the checkpoints too, I would always slap myself when I died without setting up a portal. And I'm wondering if the Poison Arrow buffs would make it more viable now? I'm in no position to be theory-crafting, so I'll leave that to the smart people haha.
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" If i got everything right, the combination of evangelists shield and being able to pull them to you immediatly made a very overpowerd build, that was basically immortal. GGG recognized that (after the same guy won 3 one weeks with it, i belief), panicked, and nerfed every aspect that contributed to its opness ign: kahunB
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