Path of Exile 0.11.0

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Tanakeah написал:
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rayzer147 написал:
I don't understand these types of responses. Did you even read the post:

"Defensive options such as armour are substantially stronger now, more than offsetting the lower life totals."

Armor will now have more influence on effective health than before. How can they state it any more clearly?


I read it just fine, thank you. All it says is that armor is 'substantially stronger now', which is rather vague. Ok...fine...it's stronger, but how? Does it mean that armor is going to reduce the spikiness of larger hits better? Does it mean that 'crushing blows' that seem to burst through armor are going away or will be much more reduced? Does it potentially mean that armor may help fight against stuns from hits? What does it mean when they say that 'armor is substantially stronger'...that's the specifics I am asking about and wanting to know. Because if armor isn't going to be helping against larger spike/burst damage in terms of those mechanics staying the same as they are and all armor ends up doing is making already weaker hits even weaker, then big deal.

Now, please understand that I am NOT trying to be a 'Negative Nancy'...I am approaching this with a healthy dose of skepticism and waiting until I see more specific information, especially in terms of builds. And I do not think I am the only one who is wanting to know that.


Whereas life node %'s will be lowered, monsters being rebalanced with lower damage (due to the lower life) your armour is stronger.
Beta Member Since 0.9.0 | Current Character : ExExCorpse
Creator of Prismatic Rings AND Unique Thief's Torment Prismatic Ring
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The Guide to Loot Filters - Here
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Desbris написал:
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Powster написал:
make onslaught mini turbo like planned but also with anarchy npcs......


^ What he said. Can't believe onslaught won't have these.

Perhaps if this quote pyramid grows large enough, it will!
IGN: KoTao
I'll never have the time (damn days only have 24h!) to play these challenges properly and I'll maybe only get one or two of them in the end, but either way they sound awesome, particularly Anarchy. I'm looking forward to at the very least try that one :)
If the new uniques are based off of the new item types this leads me to a question. If you find and stash a bunch of these new item types, but don't find the unique for them... will it be possible to chance them in the permanent leagues when you die or get moved over in 4 months?
question:
With melee buffs and skill rebalances will the bandit rewards change in any significant way?
And will there be an option to respec the bandit skills?
"there is no spoone" - The Matricks
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Tanakeah написал:
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rayzer147 написал:
I don't understand these types of responses. Did you even read the post:

"Defensive options such as armour are substantially stronger now, more than offsetting the lower life totals."

Armor will now have more influence on effective health than before. How can they state it any more clearly?


I read it just fine, thank you. All it says is that armor is 'substantially stronger now', which is rather vague. Ok...fine...it's stronger, but how? Does it mean that armor is going to reduce the spikiness of larger hits better? Does it mean that 'crushing blows' that seem to burst through armor are going away or will be much more reduced? Does it potentially mean that armor may help fight against stuns from hits? What does it mean when they say that 'armor is substantially stronger'...that's the specifics I am asking about and wanting to know. Because if armor isn't going to be helping against larger spike/burst damage in terms of those mechanics staying the same as they are and all armor ends up doing is making already weaker hits even weaker, then big deal.

Now, please understand that I am NOT trying to be a 'Negative Nancy'...I am approaching this with a healthy dose of skepticism and waiting until I see more specific information, especially in terms of builds. And I do not think I am the only one who is wanting to know that.


Those were not patch notes, just a list of features. I'm sure Chris will go into more detail once the actual patch notes are known to the public, so hopefully things should become more clear then.
I'm looking forward to the rebalance. Hopefully it will no longer be the "PATH OF LIFE NODES" anymore. Would be nice to see other builds.
Can somebody explain to me how eternal orb is considered a new currency item if it is untradeable???

Also you should scrap the current onslaught league and replace it with an hc anarchy league.

And one last thing, rare/magic/unique map drops should go to the map maker. If noobs are sad about not having maps then maybe they should farm piety for a bit like everyone else does.
These guys are so damn awesome, why can't all the game companies have a relationship with their playerbase like GGG?? <3 GGG team
GGG please consider this
Flat bonus hp on items will become even more mandatory than now. Because bonus from life nodes will be weaker, so life nodes will be probably not worth to stack as it is now. Previously you could stack life nodes to give you good amount of hp. After patch you won't be able to do that. You will need good hp items.

In other words. If I had 250% hp from life nodes, and I had ring with 60 flat hp, I knew it will give me 210 hp. So I could make a calulation how much 210 hp is worth for me. I had 1312 flat hp. One 8% life node would give me 105hp. So I could evaluate the ring for a 2 passives.
And now if lets say life nodes will be 40% weaker. I have now 150% bonus from tree. 60 flat hp ring would give me 150hp. One life node (40% lower) would give me 63 hp. Now the ring becomes not 2 passive points but 2,4 passive.

It works this way because previously your hp bonus from tree would give you 250%. So a total of 350% of flat hp value. Now tree 150%, so 250%. The tree bonus is now 40% weaker but total bonus is only 29% weaker.

And because of those 2 points Kaom's will be more OP than it is now. Simple math to what I said before. 1000HP chest with 250% from tree = 3500HP (evaluated as 3500/105 = 33,3 passive points). After life nodes nerf 1000HP chest with 150% bonus = 2500HP (evaluated as 2500/63= 39,7 passive points).

If you nerf life nodes, life modes on items should be nerfed as well.

Последняя редакция: CookieVortex#2622. Время: 31 мая 2013 г., 20:42:44

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