1.0.1 Patch Notes

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Jayserix escreveu:
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foufa escreveu:
I did not like the way CwDT worked, it was like an expensive bot playing 40% at your place. For me the charm of playing a melee is the way i engage mobs not standing far away and shooting till they die, it has an amount of challenge to it. Hearing you all speak about "why should i manually cast that and this" maybe you would like a support gem "Cast when monsters nearby" that way you only need one finger to play. and being a game developer my self let me tell you that mistakes are the best teachers. But GGG always worked that way and doing so they get a lot of feedback. just remember phase run, the will always be a hate and noobs raging. you all are going to adapt to the changes.


Ridiculous post : noone needs to cast shit when monsters are nearby, but when you take dmg, and again when you take 2500 dmg you're either dying or already cleared the pack, so what's the point ?

We're going to adapt ? Maybe : by rerolling trappers and summoners > until they get nerfed as well haha


None need to be cast when monsters nearby ? attacks ? duh. and also my poiny wasn't literally read between the lines and get the idea.
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Ahskay escreveu:
Great job on nerfing CwDT, it basically was a macro for lazy players delivered ingame. Now they actually need to think while playing again. Maybe a bit too much nerfed but you can adjust it still in a later patch when all the QQ is gone.

Good job on the whole patch!


Sorry for being "lazy", I didn't realize I was at work when playing PoE. When can I cash in?
You guys cant do small adjustments? This gem just went from amazingly good perhaps OP to totally worthless like many other of the trigger gems.
Like other said who in their right mind would sacrifice 2 gem slots in a skill for curse trigger gem? lol...
Well keep up the good work releasing crap support gems =)
WTB more Cast on Death for Nemesis please, or curse on Hit, or animate weapon ...
"Zazan":
*Cast On Damage Taken: The level requirement of gems augmented by Cast on Damage Taken may not exceed the level requirement of the Cast on Damage Taken gem.
*Fixed a bug where people logged in to play
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Ahskay escreveu:
Great job on nerfing CwDT, it basically was a macro for lazy players delivered ingame. Now they actually need to think while playing again. Maybe a bit too much nerfed but you can adjust it still in a later patch when all the QQ is gone.

Good job on the whole patch!


They need to THINK?! It basically makes you press 3 spells on every pack and waste 5 seconds. Nothing to think about there.
http://i.imgur.com/8fqgfAh.png
Well GG CoDT. Maybe change the HP to percent based start at 30% at 1st level then drops to like 15% at 20th level and drop the cooldowns. You really are screwing your players over GGG.

And purity, oh purity... That 2%, I'm going to miss it dearly. It's pretty much one of the major reasons for using purity, now it's gone...
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Jakabov escreveu:
You really need to address how absolutely horrible the facilities for manual casting of utility spells are if you want to take away the thing that fixed that problem. CwDT is universally loved not because it's a bit overpowered but because it takes away the unbearable burden it was to constantly cast curses, Enduring Cry, Molten Shell etc., especially on characters without faster cast gear/passives.

People were finally enthusiastic about the long-suffering melee gameplay and then you choose to nerf this in a way that completely negates most of its purpose. It should be possible to nerf it in a way that doesn't feel like you finally got a splint on your broken limb only to promptly have it forcefully ripped off again.

CwDT's ability to automate your curse and Molten Shell does not enable some new, previously unavailable power, it just made it bearable where it previously wasn't. Molten Shell has always been available but most ignored it because it's *too fucking irritating to use manually.* The power to spam it was already there, it was just so annoying that people chose not to.

CwDT does not override cooldowns or make skills more powerful, it just relieved a burden so heavy that it previously made most players opt out. Surely nobody can claim that curses and MS are inherently overpowered and should not be usable often -- they always were. CwDT doesn't allow you to do something you couldn't do before, it just removes a problem so big that people solved it by refraining from using some of their skills.

Wouldn't it have been better to, say, implement an internal cooldown for each individual spell linked to CwDT and applying part of their mana cost when triggered? Surely the problem isn't that level 20 MS is too powerful or that the game is too easy when mobs are consistently affected by your curse of choice. If that were the case, people would be using MS and Hex Master in every build.

If you insist on restoring the excessive chore of manually casting several utility spells, you should acknowledge that it *was* too much of a chore before and alleviate the burden somewhat. Perhaps make it so casting a non-damage spell doesn't take a full second for builds in the bottom half of the skill tree. Maybe make it so a higher-level curse doesn't cost like 70 mana, an amount that many builds don't even have available now that auras reserve so much mana that just two of them will take upwards of 90% of your total even when linked to Reduced Mana.

Enduring Cry, paradoxically the one utility skill that wasn't unreasonably steep and cumbersome to use before CwDT, is the only one largely unaffected since its usefulness isn't completely hosed by having to use a low-level gem because using a high-level CwDT is basically out of the question as it tragicomically remains the one skill gem in the game that gets worse as you level it up. The skill that remains useful with CwDT is the one skill that didn't need automation.

Please find a different way to accomplish what CwDT did. It made the game so much better.
Yeah purity allowed you to be less gear dependant, now ? Make sure you get tri res + life gear before starting to farm maps !
"Zazan":
*Cast On Damage Taken: The level requirement of gems augmented by Cast on Damage Taken may not exceed the level requirement of the Cast on Damage Taken gem.
*Fixed a bug where people logged in to play
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taimaishu4 escreveu:
Well GG CoDT. Maybe change the HP to percent based start at 30% at 1st level then drops to like 15% at 20th level and drop the cooldowns. You really are screwing your players over GGG.

And purity, oh purity... That 2%, I'm going to miss it dearly. It's pretty much one of the major reasons for using purity, now it's gone...

How about CI build? if they go that way, they need to change the keystone to allow CoDT use ES instead of life
Vitality: Mana reservation cost reduced from 60% to 40%.
Animated Guardian: The Guardian now recovers 25% of its life whenever a new armour piece is added to it.

makes my game a lot nicer =D

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