1.0.1 Patch Notes

"
Comply_cat_Ed escreveu:
"
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.



Also:


________________________________________________________________________________
Sir, I have good and bad news.
The good news is: Our initative "BANANA ON DAMAGE TAKEN" has proven to be really popular. High concentrations of vitamines, sugar and trace elements have severly increased the survivability of our community.
Especially the formerly unpopular scurvy- and famine-ridden melee fighter caste has recieved an influx of applicants related to the healthiness of the banana initiative.
The banana has become a vital aspect of almost every citizens life.


And the bad news?


Well, people are becoming too dependend on bananas. Also they are eating them in their firm and tasty yellow-almost-green state instead of waiting until they get brown and squishy, as we intended them to be eaten. People could get fat and lazy if they rely too much on bananas.
And worst of all: They would enjoy it!


We can't let that happen! What should we do?


Well, we should increase the appeal to let the bananas age before consumption by somehow removing the squishy treats of the mature state. And maybe we can inject the fresh bananas with a slight bitter aroma which fades over time.
People would have the choice between immediate consumption at a price or higher enjoyment at a later time.


Nonsense! We need to act fast! Extract most of the nutrients and re-inject them only if someone presents a squishy banana!

But what about all the people who are dependend on ready-to-eat-bananas? What about the melee caste? Should they go back to growing spinach with one hand while slaying dragons with the other?


Damn right. Send them a box of eye-patches so they can be scurvy-pirates.


But sir, there will be a lot of complaints!
What about the ongoing campaign against evil? Whole platoons dependent on bananas will become inoperable because of malnourishment in the middle of the campaign!


Shut up landlubber or I'll have ye keelhauled! Arrrrr
________________________________________________________________________________


Okay, seriously. Cast On Damage Taken was OP, but this nerf is ridiculous and comes to the most mistimed moments of all.
It wouldn't have hurt to properly rethink the CODT mechanic before issuing a destruction patch of doom.
Just my opinion.
"
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.


But that's EXACTLY what the new CWDT does. Just that you need to level it and it won't trigger at a ridiculously little 440damage, but at 2000 or 3000 damage.
"
Xcezzs escreveu:
"
Comply_cat_Ed escreveu:
"
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.



Also:


________________________________________________________________________________
Sir, I have good and bad news.
The good news is: Our initative "BANANA ON DAMAGE TAKEN" has proven to be really popular. High concentrations of vitamines, sugar and trace elements have severly increased the survivability of our community.
Especially the formerly unpopular scurvy- and famine-ridden melee fighter caste has recieved an influx of applicants related to the healthiness of the banana initiative.
The banana has become a vital aspect of almost every citizens life.


And the bad news?


Well, people are becoming too dependend on bananas. Also they are eating them in their firm and tasty yellow-almost-green state instead of waiting until they get brown and squishy, as we intended them to be eaten. People could get fat and lazy if they rely too much on bananas.
And worst of all: They would enjoy it!


We can't let that happen! What should we do?


Well, we should increase the appeal to let the bananas age before consumption by somehow removing the squishy treats of the mature state. And maybe we can inject the fresh bananas with a slight bitter aroma which fades over time.
People would have the choice between immediate consumption at a price or higher enjoyment at a later time.


Nonsense! We need to act fast! Extract most of the nutrients and re-inject them only if someone presents a squishy banana!

But what about all the people who are dependend on ready-to-eat-bananas? What about the melee caste? Should they go back to growing spinach with one hand while slaying dragons with the other?


Damn right. Send them a box of eye-patches so they can be scurvy-pirates.


But sir, there will be a lot of complaints!
What about the ongoing campaign against evil? Whole platoons dependent on bananas will become inoperable because of malnourishment in the middle of the campaign!


Shut up landlubber or I'll have ye keelhauled! Arrrrr
________________________________________________________________________________


Okay, seriously. Cast On Damage Taken was OP, but this nerf is ridiculous and comes to the most mistimed moments of all.
It wouldn't have hurt to properly rethink the CODT mechanic before issuing a destruction patch of doom.
Just my opinion.

"
Frozen_Beans escreveu:
"
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.


But that's EXACTLY what the new CWDT does. Just that you need to level it and it won't trigger at a ridiculously little 440damage, but at 2000 or 3000 damage.


Yeeah trigger at 2k HP when I have 1,5k HP. :DDD

"
Xcezzs escreveu:
"
Comply_cat_Ed escreveu:
"
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.



Also:


________________________________________________________________________________
Sir, I have good and bad news.
The good news is: Our initative "BANANA ON DAMAGE TAKEN" has proven to be really popular. High concentrations of vitamines, sugar and trace elements have severly increased the survivability of our community.
Especially the formerly unpopular scurvy- and famine-ridden melee fighter caste has recieved an influx of applicants related to the healthiness of the banana initiative.
The banana has become a vital aspect of almost every citizens life.


And the bad news?


Well, people are becoming too dependend on bananas. Also they are eating them in their firm and tasty yellow-almost-green state instead of waiting until they get brown and squishy, as we intended them to be eaten. People could get fat and lazy if they rely too much on bananas.
And worst of all: They would enjoy it!


We can't let that happen! What should we do?


Well, we should increase the appeal to let the bananas age before consumption by somehow removing the squishy treats of the mature state. And maybe we can inject the fresh bananas with a slight bitter aroma which fades over time.
People would have the choice between immediate consumption at a price or higher enjoyment at a later time.


Nonsense! We need to act fast! Extract most of the nutrients and re-inject them only if someone presents a squishy banana!

But what about all the people who are dependend on ready-to-eat-bananas? What about the melee caste? Should they go back to growing spinach with one hand while slaying dragons with the other?


Damn right. Send them a box of eye-patches so they can be scurvy-pirates.


But sir, there will be a lot of complaints!
What about the ongoing campaign against evil? Whole platoons dependent on bananas will become inoperable because of malnourishment in the middle of the campaign!


Shut up landlubber or I'll have ye keelhauled! Arrrrr
________________________________________________________________________________


Okay, seriously. Cast On Damage Taken was OP, but this nerf is ridiculous and comes to the most mistimed moments of all.
It wouldn't have hurt to properly rethink the CODT mechanic before issuing a destruction patch of doom.
Just my opinion.


Nice post :)
Really, bad decisionmaking here. Bye POE, it was fun while it lasted.
"
bad0men escreveu:
"
MrHuynh escreveu:
"
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.
DEVS, I understand that anyone NEW coming to the game, this will not matter. Still you have ppl that have played long and hard all through beta. Invested money even. I 100% understand why you had to make changes. I think you should have maybe based it on something else. If this thread will get to 1,000 pages and, if so, you know its thousands more that are upset and wont bother to post, why not offer a free reskill? Even half the points. You can have ppl spend hours building around a gem which you offered and it was fair to do as they only went based on what you gave them. Now to take that away and render all that time useless. If you continue to stand by your decision, then you NEED to fix this. YOU NEED TO FIX THIS. Keep in mind that no matter how high a person is or what they offer, its the consumer and word of mouth that can destroy something as fast as it made it. Fix the gem to work differently or offer free reskill. Make an effort. Just try to make a real effort and show you care about the players and thankful they made your game what it is. Prove you do. Make an effort
I think by now we should all agree that the vast majority of the playerbase was fond of that gem. Hell,130 forum pages right here to prove that.

The main reason i ran that gem was because i have pc/isp issues,and being a Nemesis/HC player,that gem was the most amazing thing ever if you had the bad luck to get disconnected or the desync gods really hated you.

I however agree that it was a bit too much,but instead of literally ruining it,you could have found a better fix for it. It's prolly the only gem in game that's not worth leveling... ever. If with some gems you stop at lvl 10-12,you don`t do it because the gem gets freaking horrible.

Anyway...sad to see it destroyed.
"
Comply_cat_Ed escreveu:
"
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.



Also:


________________________________________________________________________________
Sir, I have good and bad news.
The good news is: Our initative "BANANA ON DAMAGE TAKEN" has proven to be really popular. High concentrations of vitamines, sugar and trace elements have severly increased the survivability of our community.
Especially the formerly unpopular scurvy- and famine-ridden melee fighter caste has recieved an influx of applicants related to the healthiness of the banana initiative.
The banana has become a vital aspect of almost every citizens life.


And the bad news?


Well, people are becoming too dependend on bananas. Also they are eating them in their firm and tasty yellow-almost-green state instead of waiting until they get brown and squishy, as we intended them to be eaten. People could get fat and lazy if they rely too much on bananas.
And worst of all: They would enjoy it!


We can't let that happen! What should we do?


Well, we should increase the appeal to let the bananas age before consumption by somehow removing the squishy treats of the mature state. And maybe we can inject the fresh bananas with a slight bitter aroma which fades over time.
People would have the choice between immediate consumption at a price or higher enjoyment at a later time.


Nonsense! We need to act fast! Extract most of the nutrients and re-inject them only if someone presents a squishy banana!

But what about all the people who are dependend on ready-to-eat-bananas? What about the melee caste? Should they go back to growing spinach with one hand while slaying dragons with the other?


Damn right. Send them a box of eye-patches so they can be scurvy-pirates.


But sir, there will be a lot of complaints!
What about the ongoing campaign against evil? Whole platoons dependent on bananas will become inoperable because of malnourishment in the middle of the campaign!


Shut up landlubber or I'll have ye keelhauled! Arrrrr
________________________________________________________________________________


Okay, seriously. Cast On Damage Taken was OP, but this nerf is ridiculous and comes to the most mistimed moments of all.
It wouldn't have hurt to properly rethink the CODT mechanic before issuing a destruction patch of doom.
Just my opinion.

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