1.2.0 Patch Notes - Forsaken Masters

There are many many things about this patch (in fact about 99 %) I really like! But I have 3 questions Chris.

1.) Doesn't it get boring to do the "Path of we hate melees" thing over and over again since closed beta Chris?
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Chris wrote:
Version 1.2.0: Forsaken Masters

Skill Reworks:
  • Cyclone: This skill can no longer be supported by the Multistrike support gem.


Skill Nerfs:
  • Enfeeble: In addition to the general curse reduction, the duration of Enfeeble has been reduced.


Passive Skill Tree Balance:
  • Percentage-based life increases have been reduced slightly and redistributed more evenly through the tree. Players receive more life per level now to compensate.



2.) Really? Ok, I have to admid there are a few bosses my archer is not able to oneshot but...
"

Item Balance:
  • All bows have had their base damage increased by 11%. This affects ones that already existed including Unique items.



3.) That low level Jungle Valley map was already harder than any high level map so you decided to increase the Weaver's life. WTF? Please don't let me die stupid and explain this to me!!!!
"

Specific Monster Balance:
  • The Weaver's life has been increased, following changes to her resistances.



Apart from that strange shit - great patch!


German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team."
top2000: "let me bend your rear for a moment exile"
What's with the energy shield nerfs that aren't even in the patch notes?
I am sending you this message to let you know that I have removed your signature as it is designed to mislead others. Please refrain from using similar signatures in the future. - Rob_GGG
Nice work of a patch for a free to play game. I think you are the best developer ever!
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Skyforth wrote:
What's with the energy shield nerfs that aren't even in the patch notes?


That's really strange tho. From what I've heard so far (other people ofc), quality on items now will give not "20% more", but "20% increased" multiplier. Therefore we gonna get less defences from armor pieces. Not sure if that's true, didn't calculate anything since I saw it few minutes ago.

Waiting for clarification from GGG...
"cyclone no longer supported by multistrike" great, now my build is ruined, pointless rebalance? my cyclone went from 17k to just 12k thanks to this, and is now basically useless since i used to couple it with life gain on hit (from 6 hits per sec down to just 3), you guys just hate melee characters don't you?
I'm hurting inside due to the nerfs and one of my favorite characters run on Spectral Throw but I guess it's for the best(plus we get a free respec). I'll probably test a bow character soon seeing that you guys have taken the time to buff bows.

I think another reason why they stopped allowing cyclone to be supported by multi-strike due to the desync that people get when using such combo. Also why don't you guys buff melee as well instead of nerfing it? There's probably an underlying reason that I don't know but meh. :P

The rest of the patch notes are awesome, I'm excited to get my own hideout later on. Cheers for the hard work GGG.
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CreviiiS wrote:

Same here!

I dedicated hours and hours to up my char....
and finally when i was happy with him, this expansion came to fuck my char!!

GGG, you destroyed bow users.


I'm a physical bow user and my damage got increased by 50% total since the patch thanks to the improved tree. Also vulnerability and projectile weakness curses only received a 5% reduction to their extra dmg part (was 34% at lvl 20, now 29% at lvl 20) so no big deal.
Tech guy
Last edited by Warrax#2850 on Aug 20, 2014, 9:13:07 PM
Great patch...great work GGG.
OB: BazzVone - 83 Dual Spork Totem Templar /w CI and minions
CB: BazzVfourteen - 80 Dual Spork Totem Templar /w CI
CB: BazzVtwo - 73 Dual Spork Totem/LS Templar
CB: BazzVseven - 76 Lightning Strike Mara
CB: BazzVfive - 78 Lightning Strike Mara
Great patch, already found 2 masters and been searching for the others.

However there is one thing that really bugs me. The randomness of monsters in normal non-map zones. Seeing this monsters appear randomly and out of context has been really breaking the immersion of the zones. It feels like monsters where randomly added to new zones, this is the only element I dislike of the new patch.
Julius's path of exile wine bundle for mac here: http://www.pathofexile.com/forum/view-thread/48708/page/1
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Chris wrote:
  • Quality on armour is now additive with other bonuses. Previously armour quality was multiplicative with final values. This is now consistent with how weapons work.

Can someone able to please update pathofexile.gamepedia.com/Quality regarding this ?

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