0.2.0c Patch Notes (restartless)
Huge hotfix, love the changes especially to spear for early game leveling. For minions I think the dmg buffs will definitely help a lot and both are a jump in the right direction.
Minions are basically unplayable early (pre act 3) because of the following: 1. Mobs that ignore minions and b line it for the player. Early game we tend to not have high move speed boots and I was getting run down with 10% ms boots by those mobs. For example act 2, in the snake lady zone there is a big beige beetle mob that basically always ignores minions. This incentivizes the player to just delete all their minion gems and use those slots for personal caster power instead. Note: these mobs aren’t that bad once you get 30% move speed boots and more power. 2. Minions resistances base are so low they basically die all the time to any visual attack and even to basic attacks of white mobs especially early on since you don’t have passive tree points and gear to buff their defenses. 3. Boss fights are pretty horrendous with early minions because of their lack of survivability options early (pre act 3). For example bosses can basically always 1 shot minions with every attack since the meaningful combat is dodging and avoiding these attacks and being punished for not dodging. The minions will not dodge, I’ve actually tried minion command to make them dodge and if you have 3+ minions they will not move in time so it’s usually not worth unless very early telegraphed ability like act 3 end boss skyslam. Because minions are kinda always gonna face tank the abilities you need to build high resists on them to allow them to survive single hits so that the res timer isn’t always resetting until all minions are dead. But you don’t have any option to do that early game. The alternative early game is using last grasp but that has 2 problems. First it usually means you can only use one minion type early for boss fights or you are just adding more res timer resets wasting time. And the other problem is that last gasp doesn’t work on a lot of boss fights. For example jamanra end of act 2 on dreadnaught he can instakill skele warriors with some attacks, I haven’t figured out why but it seems like they are attacks that do big dmg number hits consecutively (2-3) times really fast and the first one is caught by last gasp but follow up hits instakill them long before the 4 second timer of last grasp. If that’s the intended way for it to work i guess that’s okay but I would rather them not be able to be killed for 4 seconds after being reduced to 0 hp with last gasp to help stop res timer more consistently from resetting to failure Potential resolution paths: - add/shift more +resistance nodes towards witch start in passive tree where there are a lot of 10% health buffs. This would allow them to survive more than 1 hit especially on bosses which is the main pain point of early minions. - make the res timer start on first persistent minion death and never reset when another minion dies. iirc currently it resets when another minion dies unless a lot have died recently then it will just count down even if more die to prevent stale gameplay. Alternatively if no reset on res clock is not the vision then you could also lower the threshold of minions that die before timer will stop resetting. - add higher innate taunt or active taunt to some minion like (skele warriors) to allow taunting those b line mobs. - make last gasp more consistent in boss fights or a bit longer duration even by like 1 second - add more currency/gear drops early game to enable minion survivability early on Keep in mind: I’m not saying do all of these potential solutions, one or two of them together could fix the whole issue also the main issue is campaign minions which also could be fixed by more currency drops in general during campaign to allow more gear chances like minion levels, allies/minions buff modifiers on scepter etc just offering my 2 cents |
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fix rollbacks . ty
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We are back baby!
Trust your mind and strengthen your abilities!
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" huh, spears aint nearly fixed. if anything it feels slower somehow. |
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When is there a fix for the Ancestral Spirits bug where they don;t even appear! Please.. let's not forget some losers play Totems :D
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pog
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I wish you'd lower mana cost of Necromantic Conduit with Unholy Might buff (Lich ascendancy), like from 5% to like 3% per second. Hence you lose the buff after you hit the "Low mana" state, yet the mana keeps running out regardessly.
After the patch, mana maintenance became alot more difficult than before and this 5% as it is now really is hard to maintain if you simultaneously are using any skills during the buff. |
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Can you allow us just to play? Every 5 minutes rollback.
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DC DC DC Bad Patch DC DC
This Game is such a joke |
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I don't know if it's me or the servers, game keeps disconnecting every five minutes and rollbacks 2-3 minutes. Server EU-Milan, Huntress but using crossbow, playing on pc with controller.
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