Content Update 2.1.0 Patch Notes

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Na_Krul wrote:
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blackjack11 wrote:
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Chris wrote:
Incinerate is no longer affected by Spell Echo, as was intended in 2.0.0. Incinerate now only adds 50% more damage for each stage, down from 100% more damage. Incinerate's damage has been increased by 15% at level 1 and reduced by approximately 8% at level 20


So a ~60% nerf on incinerate while other spells get 20% buff. How could that ever go wrong and make incinerate obsolete. Aren't you tired of overnerfing the meta skills and making them underplayed and plain horrible. I won't even bother listing all the skills that had the same faith, because anyone playing the game for years on a high level know its the simple truth. Since i am a fan of the game and company i refuse to think you are doing it out of stupidity and not learning from past mistakes. I suspect you are doing to shake up the meta on purpose. Riot games level of balancing. Just sad.


No joke, I am trying to wrap my head around the reasoning and I have got nothing.
It's cant be because of Controlled Destruction or w/e that support is.
Where else is Incinerate going to get 70% Cast speed, or even damage from?
It can't crit, and without using Controlled Destruction and RH + other stuff, it's almost 100% dead for end game.


In the current state it is 100% dead. It's a spell that can't crit, immobilizes you, has limited range and low damage now. It seems strictly worse than dozens of spells now.
Last edited by dietsnapple135#7278 on Dec 9, 2015, 1:23:05 AM
note on melee skills mana cost and why i think it solves precisely nothing

a) mana skills cost were perfectly fine when supported with mana regen/mana leech/mana on hit. it took ~4-5 mana nodes (that also contained stuff like Intelligence required for str-melee anyway)

b) people were using Blood Magic (GEM!! not passive! for their skills not because they werent able to sustain mana (bad players were not but that was a l2p issue) but because of ability to reserve entire mana pool.

your change does not change 1) (as it was a non-issue before) nor 2) (with Blasphemy mana reserve is much more valuable than before)

so what will we see?

melee players using Elron jewelry (you will be sorry for this addition.. you most probably already are.. it was very very damaging to the game) and -2% mana reserved unique jewel to reserve almost all mana OR will continue with BM gem as it was proven already that the loss of one support is (in practice) worth it as it allows skipping all this resource management mess and cyclone deals enough damage anyway

because you know that cyclone is still the go-to skill? hard to beat damage on the move, stun immunity and sick LGoH synergy
Dat lightning strike buff, along with Point Blank, Maybe it's time I revisit the skill again *o*

Planning time :d.
yay gj ggg!
CHRIS. LEAP SLAM FOR UNARMED PLEASE. MAKE OUR LIVES EASIER. TY.
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░▒▓██████▓▓▓▓▓▒▒▒▒▒▒░░░░░▀▄▀ IGN: DEMENTAL ▀▄▀
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Melzas wrote:
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Elfenyu wrote:
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The damage of this skill has been increased by around 37% at level 1, but reduced by around 42% by level 20. This reduction is more than compensated for by supporting the skill with the new supports.


Can someone explain to me how this works? simple math would say it doesn't? given that we deal 42% less base damage at lvl 20 but we gain 2 gems that give most likely around 29% more damage. Yes with both of the gems you probably will deal little more damage, but you also just spent 2 slots.


You don't gain two gems. You have two gems that are alternatives to what you already would support Caustic Arrow with. So one or both of those gems needs to do 100% or more damage than the alternatives, which I think are Slower Projectiles, Concentrated Effect, Increased AoE and Empower.

Those new gems are NOT going to make up for the reduction in damage (which will get worse the higher the gems level goes) and the tree already doesn't make up for it unless you like having 150% less evasion and 60% less life most comparable builds go from around 320% damage in the tree to about 380%.

High chance that CA is yet another dumpster gem.


This is exactly what I'm trying to say :) You don't have 2 free slots for the new gems and that's why I was saying can someone explain it to me because it doesn't make sense to me.

As for the new tree - it hardly offers you more than it used to. You could already get all the damage you need from it, now you can maybe get little more damage, but as a HC player you really cant because you would have to sacrifice defences
spectral throw buff omg :D
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Added a new Unique Sword: The Goddess Unleashed


Oh my goddess o_o!
Considering the amount of hoops you had to jump through to support it? I agree.
I was able to farm Uber with my build, but only because I was able to support a terrible Damage Effectiveness, Defense stats and survivablity, Mana regen, and actual damage. None of that came cheap.

As incinerate we don't get crit, flat damage the spell costs an arm and leg to support mana wise...It's almost embarrassing how much work it takes to actually use it


It's a shame
Last edited by Na_Krul#2918 on Dec 9, 2015, 1:38:17 AM
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Sallazzang (the Terrace Map boss) no longer performs its "machine gun ethereal knives" skill, as it was unfair to players. Sallazang instead spawns more devourers. This boss is now much easier than it was before but is still entertaining to encounter. Tier Seven maps were underplayed and this was one of the factors.
Shock and Horror (the Torture Chamber boss), now has her totems die when she dies. Her spawn no longer create lightning storms when they die.

Monster Balance Changes:
The rare resistance aura mods will no longer occur on monsters before level 40.
A short instance-wide cooldown has been added to many monster skills. Monsters with "bursty" skills have had this cooldown applied to reduce player deaths from fast, hard-to-predict damage. This includes skills such as Leap Slam, Flicker Strike, Shield Charge, Lightning Warp and Arctic Breath. Most of the affected skills are appropriate as initiation skills, but are not ideal when many monsters perform them simultaneously.
After fixing a bug that caused the bleed from Atziri's puncture skill to do negligible damage, you should expect to take more bleed damage from her spear puncture attacks. It now deals around deals 12 times more damage when not moving and 2.5 times as much damage when moving.
Torchoak Grove, the unique Vakali Totem from Kaom's Dream has had a variety of bug fixes and reductions to damage in order to reduce his unreasonable lethality.
Nightwane (the unique Voll's Vanguard monster in The Dried Lake) and the Mirage of Bones have had their life halved. Visual changes have been made to make them and their clones larger, so they stand out from normal monsters in the area. AI changes have been made to Mirage of Bones to make him less clone-spammy. You should be able to identify him better by the fact he moves more frequently.



Still a little sad about no Skelies change, but this is really good piece of news. :D
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.

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