0.1.0d Patch Notes
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This is just a bad JOKE GGG. Why do u kill Cast on freeeze. WTF. Now the EA is so dead for me. It was way too much struggle to even get that shit gogin. Thank you for nothing. Holy f
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40 hours in the trash. ty GGG's testers, keep getting your salary
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I'm a bit taken aback by the 'Cast on X' nerfs.
PoE 1 was all about making fun builds that just did a bunch of stuff all at once, zooming around the map with flickerstrike cast on builds, or having bombs go off of bombs go off of bombs. It was a huge part of the reason I enjoyed playing it. Such a massive change entirely shifts away from the feel PoE1 had with builds and it just isn't fun. I saw patch notes and I was excited and hoping that they fixed the bug with Cast on Freeze + Cold Snap making enemies immune to freeze, or the issue where Freeze buildup shifted randomly, instead, I hopped on to find one of my favorite things to do (just watch spells go off all over the place) not working anymore. If anything, a nerf to damage would've been fine. But the buildup just feels unpleasant now. I've always done 'cast on x' builds. This just kinda sucks lol |
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nerf is required, but it's too much for player built around it.
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This is 92 pages of a tiny tiny violin
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"Early access" is not "Access to a complete fully finished product", so GGG has all rights to make whatever changes, rebalances, nerfs they think will bring alive their idea for a "diablo+souls-like" game concept in PoE2. That also means that we are all now QA staff, so get used to it and stop whining :D
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"Leech has been buffed."
Is blood mage Vitality Siphon just not working then? I one shot a mob with spell damage and get no noticeable recovery from leech. This is in act 4, so wouldnt expect leech resistance to be scaled up at that point, right? Also, am already forced to not level skill gems due to escalating mana costs translating into higher health costs with blood mage (Sanguimancy ascendancy passive) and just deleting myself whenever not chugging flasks. Was really hoping leech would do something to help mitigate that self damage, but this is ridiculous. I know I'm not the most hardcore player in the game, but blood mage feels unplayable still. |
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Well I agree with most here, that the nerf was death for the build. The trigger chance was way to high agreed, but generally speaking the damage of sorc and maybe even casters in general is way too low (which is the inherent problem, why people went for CoF/CoC in my opinion). Seeing a monk freezing everything while doing amazing damage while my Spark/Arc Dorc did literally no damage and could kill yellow mobs in a period of a minute or so did feel bad. So I switched to CoF and it felt good and on par. My Monk mate cleares nearly as fast and does decent single target as well, my warrior friend one shots nearly all bosses (after armour break).
I am now back to zero clear and little to no boss killing. There is decent gear on myself (at least for Cold skills atm). So that is not the problem. If you nerf the trigger abilities (which is ok for me, eventhough it is/was fun), the buff the damage of any other cast, give a free reset or revert some Cast-on generating mechanic. Changing gear on sorc is definitely expensive enough since you potentially have to change at least weapon slots and several skill gems along with corresponding Jeweler's Orbs. |