1.0.1 Patch Notes

The cast on damage taken nerf is... absolutely terrible.

Not in that it happened, but I have ALL THESE GEMS at higher level requirements now that are completely useless, and now cast on damage taken at level 1 is useless and won't proc any of them.

You are literally breaking the game by going ahead with this nerf.

I can't think of a single time you have done something like this to a gem before and it's... well terrible based on your game design.


Why the gem doesn't trigger every 10% hp you lose ? instead of flat damage (after reduction !)

Losing 2500hp means you're going to die anyway ...
"Gkek#1581":
*People with any semblance of intelligence don't watch an entire season of a TV show just to see if it's any good lol*
Last edited by Jayserix#4932 on Nov 12, 2013, 10:47:10 AM
I like all the changes even the CoTD nerf, clearly it was way too op.

But you guys need to start getting it right (or closer) when you introduce new things because as it stands to plan a build is a waste of time with the way you are handling the nerfs.

As a solo player not being able to rely on my build is detrimental and takes the solo fun out of POE..solo is not viable because of constant changes.

So last night I started a Scion build but now I wonder if it will be worthwhile to continue or if it will be bombed by more changes..
"
DDUH wrote:
"
Ludak021 wrote:
"
DDUH wrote:
Auto-discharge with life leech, multiple auto-curse, auto-charges - may be you all want to auto-run, auto-loot and auto-leveling?

That's what I'll tell all of you - F*CK YOU LAZY WHINERS!!!


that's not true. Sometimes (all the time!) you want to enfeeble/curse mobs BEFORE you engage. You want to get ECharges BEFORE you engage (meaning multiple gems needed or Ecry can't be linked to CwDT) so it wasn't that simple as you are trying to present it.

What?? Three CwDT in three 4L items solves all of that. You need just pull mobs and have good armor and res. There is no difference between one discharge with two charges or two discharge with one.


yea beacuse you play discharger everyone plays discarger. How about my FP build? Or my ranger? What, you pull Map Piety to you then wait for her to hit you to get charges? Maybe MAp Vaal as well, let him smash you a couple of times then discharge? Sounds to me all you do is docks...

edit: figures, lvl 77 templar, prolly still on docks...
"Path of Exile be a online Action RPG set up in tha dark fantasy ghetto of Wraeclast. Well shiiiit..."
- Uzicorn, for teh children.
Last edited by Ludak021#0643 on Nov 12, 2013, 10:48:22 AM
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comparn wrote:
For me, the perfect balance would be for CODT is the higher the level CODT the lower damage it needs to trigger supported gem (vice versa).
Per % quality could stay as it is. Period.


This !
"Gkek#1581":
*People with any semblance of intelligence don't watch an entire season of a TV show just to see if it's any good lol*
"
Wittgenstein wrote:
A CoDT nerf should have been expected, it became much to prevalent and had little to no downside. Still, the way it was nerfed was a bit to harsh, a better route would have been to say that the CoDT gem had to be within X levels of all gems it was attached to. I think 3-4 would have been nice.

Also, given the fact that this gem basically became a must-use for a large % of the playerbase, a free respec I think is in order. If for nothing else, it will keep the villagers from grabbing their pitchforks.



Its not about the nerf per se, its about how the situation was handled.
This nerfs are about the basics of the gem, if they had so little grasp of the repercussions of this gem, they shouldnt release it. It seems there were some serious flaws on the testing aspect, be it for lack of time, be it for lack of quality testers.
Like many have posted... having it only proc after 2k+ dmg to cast almost always defensive skills on a pack of mobs thats already dead (or you're dead) is pretty useless.

Nerf it to get rid of the abusive non-active casting builds but leave it viable for defense.

Upping the -% dmg to 100% at level 1 should do that also... no?

Prevents damage spell abuse but keeps the part of the gem that makes it great.
IGN: @Chopatron
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Chesis wrote:
Mortal Conviction -> 40% Less mana reserved. ( this implicate to take Blood Magic )

This mean for an aura who required 40% mana, linked to reduced mana, the aura won't reserve any life ?


no..

40% reduction is 40% not 100% =)

In other words, a 40% reserved aura with a 40% reduction would result in
24%(60% x 0.6) reservation instead . And if you would add a reduced mana gem, lets say it takes away another 20% that would give you 16% (40% x 0.4) reserved mana.

Same as many people, for some reason, misunderstand the crit chanse %, is that the % ain't a flat addition to the % you already have, but instead multiply with the base value.

ex. 5% crit chanse with spark, and you take a talent passive that increase spell crit chanse with 60% you would now have 8% chanse to crit (5% x 1.6) and not 65%.
Nope I understand fully how the codt change works and it still sucks.
Funny that so many people are raging about the cwdt nerf before they ever tried how it works after the patch. Saying it's completely useless is yes, retarded. How hard is it to be creative? I guess way too hard for most of you build copying idiots. Yes they should never have made this gem so powerful, I hope they learned from this mistake and test it more before releasing it. But that aside a nerf was absolutely needed, it really makes no sense that with a simple 4 link you almost became immortal as melee, open your god damn eyes and stop thinking about me me me my build me me now I have to think again nooo me me me.
Last edited by leto2626#2588 on Nov 12, 2013, 10:54:55 AM

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