0.11.6 Patch Notes

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danny868686 escreveu:
LOL really?

"we removed the detailed auras because they were making players lag like hell"

but hey were going to bring them out in the micro cash shop LOL...... wtf GGG?

so its ok to lag the whole party out if you pay?


They realized the old auras looked good and made them look like crap on purpose just for this.

Scumbag GGG.

Very disappointing to hear that voidbearers are being nerfed. Not too long before there isn't a semi-challenging mob left in this game. Check another viable spectre off the list. GG FFs.
ॐ "Metal Gear!?!?!?" ॐ
Onslaught: FixinToDie + Awnslot
Última edição por Fluffhead em 24 de set de 2013 12:28:38
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Kochise escreveu:
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Chris escreveu:
Version 0.11.6
  • Reave is now not replaced with a Default attack when you are out of mana. This is to prevent losing Area of Effect stacks when using the skill.



How about fixing Reave stacks being reset when you use a pot or cast a curse, or doing anything other than using Reave. This is a huge annoyance. Hey in the middle of a huge pack and need to pot or refresh curses..welp gotta rebuild stacks. If this is truly intended why?

You do not lose Reave stacks when you use a flask.


Daniel I most certainly do loose Reave stacks when I use a flask. I'm up to lvl 62 using Reave and I most certainly do. I loose stacks doing the following:

1. Use potion/flask...whether it be a health or utility
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2. Use another attack... ie Frenzy to build charges..or Leap Slam for mobility.

I was just on and playing this morning. I will test again soon. How would you like this information relayed to you that it does wipe stacks?


EDIT - I just tested on my lunch break...and I did NOT loose stacks on pot/flask use. This is very odd and confusing as I was having this happen to me this morning..now it doesn't...I can't explain but I was wrong.

Item 2 still stands.. these wipe the stacks. So again why?
Última edição por Kochise em 24 de set de 2013 12:45:27
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raics escreveu:
I'm kinda interested in that too, but in the worst case we'll see tomorrow.

And I'm really indifferent about the change myself, wasn't really bothered by the whole mechanics and I doubt that will change now, if I can't sustain reave I sincerely doubt a couple of weak-ass normal blows will change that or keep me alive. However I did notice a load of people in almost every reave thread complaining about losing charges on low mana so that's it.


in all threads i have seen about reave the people were complaining that reave sucks in general ;)

i can understand the issue people have with the charges. but i think this is because most people use reave as ranged skill like lightning strike (build up charges and stay save in that case. most likely with an high-aps-build, so that running out of mana and switching to standard happens more often.)

i dont think my build will be affected very much because - as said before - it only happens in sepcific situations that i run out of mana at all. and my duellist is tanky and rather slow (only ~5 aps). he is right in the mess anyways, casting enduring-cry and curses, so losing charges was never an issue (you can build them up really fast again). and he can take some hits while... doing nothing (and i really hope its only till the charges expire if out of mana and no regen...).

but i really think its odd, doesnt fit with the other skill-behaviour and only caters to a specific playstyle. thats the reason for my post :)


"Glattes Eis, ein Paradeis, für den, der gut zu tanzen weiß" - F. Nietzsche
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Kochise escreveu:

Item 2 still stands.. these wipe the stacks. So again why?[/b]


Because the skill needs some kind of a drawback. Would you like an ol' boring damage penalty more?

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Clownkrieger escreveu:
in all threads i have seen about reave the people were complaining that reave sucks in general ;)

i can understand the issue people have with the charges. but i think this is because most people use reave as ranged skill like lightning strike (build up charges and stay save in that case. most likely with an high-aps-build, so that running out of mana and switching to standard happens more often.)

but i really think its odd, doesnt fit with the other skill-behaviour and only caters to a specific playstyle. thats the reason for my post :)


Yeah, that too, devs fixed the hit detection fairly quickly but it took streamers an unusually long time to make some praise videos of reave, it must be that :)
Guess those guys are much more credible than me, 'the skill has potential', 'it will be fixed soon', 'you can get unmatched area coverage with it and keep your dps'... but no, what the hell do I know.

Unfortunately, shift-spamming is pretty much a necessary evil with reave because it still tries to hit the enemy from a meter away even though you can reach the edge of the screen with an area build. I'm kinda seeing it as an int-focused melee AoE more then dex, and semi-rangedness fits the playstyle.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Última edição por raics em 24 de set de 2013 13:12:19
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PabloCappone escreveu:
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Chris escreveu:

[li]The Fetid Pool now has a new layout that should make it easier to find every monster.[/li]
[li]Flamebearers now fire in bursts, with a cooldown between each spray.[/li]


please stop to make this game easy...

it's nice stay in docks and a firebear with mult shot appear... c'mon... don't make it easy PLEASE

Finding the remaining one monster is not difficult gameplay -- it's simply annoying gameplay.
A Belligerent Expert System
Última edição por Rogomatic em 24 de set de 2013 13:16:06
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Chris escreveu:
Version 0.11.6

Content:
  • Added a new Intelligence/Dexterity skill - Lightning Trap: Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
  • Lightning Trap is available to the Shadow, Ranger and Witch from A Caged Brute, and to the Templar from Delving Into Sin in Normal Difficulty.
  • Added a new Dexterity/Intelligence skill - Smoke Mine: Places a mine that will teleport you to it when detonated. It covers both your escape and arrival with a cloud of smoke that blinds enemies, and gives you a temporary buff to movement speed.
  • Smoke Mine is available to the Shadow, Ranger and Duelist from Lost in Love on Normal Difficulty.
  • Added a new strength support gem - Endurance Charge on Melee Stun.
  • Endurance Charge on Melee Stun is available to the Templar, Marauder and Duelist from Sever the Right Hand.
  • Added a new Dexterity/Intelligence support gem - Multiple Traps.
  • Multiple Traps is available to the Shadow, Ranger, Duelist and Witch from Mercy Mission on Cruel Difficulty.
  • Added four new Unique items, two of which were designed by supporters.
  • Added two new microtransaction aura effects: Arctic Skull Hatred and Lightning Skull Wrath.
  • The Fetid Pool now has a new layout that should make it easier to find every monster.
  • Bone Crunchers and Hairy Bonecrunchers now have Cleave available as a skill.
  • Clarissa has a new voice.
  • The Duelist has a few new attack animations.
  • The boss in the Upper Submerged Passage now spawns with a boss pack.
  • Dockworker Ghosts in the docks now spawn with a wider variety of weapon types.
  • Added a new run animations to the City Stalkers.
  • The naming of "urban" Map areas has been improved.
  • Continued to incrementally improve the sound, art, effects and environments.


Balance:
  • The damage wave of Ground Slam is no longer connected to attack speed, so no matter how fast you attack, the damage wave will still move at the same speed. This does not prevent you from repeat attacking.
  • All trap and mine durations have been standardised to 30 seconds.
  • Freeze Mine now gives enemies it freezes a 15% penalty to Cold Resistance.
  • The imaginary freeze damage used to calculate the freeze duration for Freeze Mine has been increased at higher levels. It is 15% more effective by level 15.
  • Ground Slam: increased from 70% to 80% weapon damage. Its reduced stun threshold has been reduced from 35% to 25%.
  • Heavy Strike: reduced stun threshold reduction from 30% to 25%.
  • Stun support gem: stun threshold reduction increased by 10% at every level.
  • Reave is now not replaced with a Default attack when you are out of mana. This is to prevent losing Area of Effect stacks when using the skill.
  • Trap and Mine stats seen on passives have been split into separate stats. There is a different stat used for Mines than for Traps. Passives that had the combined stats will get both of the new equivalent ones.
  • Mines will now die if all players travel a significant distance away from the mine. This is to prevent issues caused when the mine goes to sleep.
  • The minimum value on the highest tier of the various hybrid defences mods has been changed from 100% to 101%. It no longer overlaps with the maximum of the second highest hybrid defence modifiers. This will only affect new rolls of the modifier, either on new equipment or rerolled with Divine Orbs.
  • Arcanist Slippers and Conjurer Boots have had their base values changed so they no longer have the same requirements and defences.
  • Flamebearers now fire in bursts, with a cooldown between each spray.
  • Spiders will not move away or strafe as frequently, unless they are using Flicker Strike.
  • The Empower support gem now has its quality bonus apply at all levels, to handle the case where you put a level 2 gem in an item that has +1 to gem levels.


Bug Fixes:
  • Fixed inconsistencies between actual minion life and displayed minion life. Note this does not change the life minions have, it is just now displayed accurately.
  • Fixed a bug in the user interface that will improve client performance.
  • Added Cold Damage now affects Freeze Mine’s freeze effect.
  • Rejuvenation Totem now works when created with a Trap.
  • Fixed a bug where the aura from Death’s Oath would activate when a player was revived in a PvP match even if the item was disabled.
  • Curse cast speed no longer affects Freeze Mine cast time.
  • Empower now correctly shows a support symbol on supported skills.
  • Fixed an issue where Arctic Weapon did not appear in the Item Effects section of the store.
  • The Ship Graveyard area has been changed to remove sections that could be traveled to only with movement skills.
  • Fixed a bug where applying microtransaction effects to items cause disable the effect of Tempest Shield.
  • You can no longer use an Imprint on an equipped item.
  • Fixed a display error with Flask Charges Used in the Character panel.
  • Users are now notified in chat when their Twitch stream disconnects and are informed about why it was disconnected.


It was mentioned in the past that the coding behind flicker strike location syncing may be revisited to prevent all the glitches on local desyncs. Will this issue be addressed before public launch or will we basically need to abandon flicker strike builds in order to avoid that issue.
" I... didn't actually understand the impact of the change. " -Chris 3.19 - 2022
4 new gems in one patch =0 wowie! GJ guys!
Where is the:

- Fixed Desync
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ZeuZLoD escreveu:
Where is the:

- Fixed Desync


Desync will never be fixed. It is inherent in the platform being used. It can be minimized to a certain extent, but never fixed. It's kinda like asking for sound to go the speed of light.

Laws of physics cannot be broken.
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ibugsy escreveu:
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ZeuZLoD escreveu:
Where is the:

- Fixed Desync


Desync will never be fixed. It is inherent in the platform being used. It can be minimized to a certain extent, but never fixed. It's kinda like asking for sound to go the speed of light.

Laws of physics cannot be broken.


Well that sucks. Maybe they need to change platforms because there are other games that work perfectly fine that are of the same type. Hell even games that are nearly 20 years old run fine without this ridiculous desync problem. Just recently started playing Marvel Heroes (awesome game which has some of the old guys that worked on our beloved D2) and the game has no desync at all.

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