1. #6741
    Quote Originally Posted by Gumboy View Post
    Thats been in there for awhile now! You don't want to run into them for sure though, bad news :P

    Was one of the new types in the last league.
    I played two characters to 75+ I don't know how I missed it or I just don't remember it lol.

  2. #6742
    Deleted
    Dammit, thought I could just join now and it was open beta or something

    Only have net the next day or so and wanted to just goof a bit

  3. #6743
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    Quote Originally Posted by Yakobro View Post
    Dammit, thought I could just join now and it was open beta or something

    Only have net the next day or so and wanted to just goof a bit
    Not open yet . Not sure if it will be ever, its kind of exactly the same as live with slightly different levelling gems, until act IV of course. Which is much harder than three :P Which is good!

    - - - Updated - - -

    Quote Originally Posted by Iamanerd View Post
    I played two characters to 75+ I don't know how I missed it or I just don't remember it lol.
    I always had to pay attention to it because I was playing a melee most of the league and if I didn't notice it=dead guy.
    You're a towel.

  4. #6744
    Quote Originally Posted by Iamanerd View Post
    I played two characters to 75+ I don't know how I missed it or I just don't remember it lol.
    A sign that you played the game to much...when you see this post and think to your self "I must have deleted at least 10 75+ characters.". :P

  5. #6745
    Quote Originally Posted by Redblade View Post
    A sign that you played the game to much...when you see this post and think to your self "I must have deleted at least 10 75+ characters.". :P
    Lol, I wish I could play more! I should have wrote those two characters where from the last challenge leagues but still if I had more time I would've done a few more builds!

  6. #6746
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    Quote Originally Posted by Redblade View Post
    A sign that you played the game to much...when you see this post and think to your self "I must have deleted at least 10 75+ characters.". :P
    I probably do something kind of dumb, anytime I die in the HC leagues (only ones I've ever played) i just delete the char instantly..should probably sell some of my better gear so I have some currency randomly saved up on normal :P
    You're a towel.

  7. #6747
    Quote Originally Posted by Gumboy View Post
    I probably do something kind of dumb, anytime I die in the HC leagues (only ones I've ever played) i just delete the char instantly..should probably sell some of my better gear so I have some currency randomly saved up on normal :P
    I save all my shit in standard as far as legacy leagues go, HC legacy is redundant at this point. It's nice to have characters and stuff in legacy league to be able to test stuff or just grind away on your super OP char every now and then. For challenge leagues it depends a bit on the challenges even though I like HC better.

  8. #6748
    I always felt like there should not be a hardcore legacy. HC characters should die or retire "undefeated" at the end of a league. Like you're own 'hall of fame' wall on character select with HC characters alive at league end above level 60.

    HC Legacy seems not particularly useful due to low participation. In practice you are basically playing alone in HCL.

  9. #6749
    Quote Originally Posted by Fencers View Post
    I always felt like there should not be a hardcore legacy. HC characters should die or retire "undefeated" at the end of a league. Like you're own 'hall of fame' wall on character select with HC characters alive at league end above level 60.

    HC Legacy seems not particularly useful due to low participation. In practice you are basically playing alone in HCL.
    Yeah, I asked about it once if GGG would, in retrospect, have chosen not to have two legacy leagues and the dev who answered kinda agreed that it is redundant in retrospect but that it now has a place in game.

    Edit: Had an idea that I posted on the beta forums, figured I paste it here as well just to see if there's any thought on it.

    So while laying in bed unable to sleep I started thinking about how jewels could be used to allow us to gain access to keystones that otherwise would require extensive travel or make the build not viable or bland at best.

    I'll use BM as an example but can be applied to any keystone, BM just helps illustrate it as it has a gated passive.

    Lets say we're making a crit based caster on the witch/shadow part of the tree and we would like to go BM (yes perhaps unrealistic but stay with me). Now this would require a lot of travel to obtain, somewhere around 12-15 points at least. What we could do is have jewels be able to grant you BM instead, obviously having one jewel grant it would be overpowered so the idea is to break it in to three pieces. This would require you to used 5-6 points to get the jewel sockets to obtain BM, if said sockets are close to your paths, saving you 7-10 points of travel.

    Now the power of rare jewels at the moment seems to be about three passives worth if they are rolled well which means that the sacrifice you do giving up 3 jewel slots would be on par with the travel you save. You also would be giving up any passives behind the keystone as in the case with BM you wouldn't get the reserve reduction.

    As I said it was a late night thought so might be some flaws in it but as far as I can see it should be reasonably balanced as either you save enough to justify giving up the jewel slots or it's not worth going for this approach as you would gain more by traveling if it's close enough.

    Thoughts?
    Last edited by Redblade; 2015-05-05 at 10:04 AM.

  10. #6750
    I like that idea 10/10
    I've often felt keystones were one of the things that horribly restricts certain classes to certain archetypes and I would have loved to have been able to grab EB without spending 15 points on it when I made a MoM Ranger in the past.

  11. #6751
    There is NO WIPE with this update. This is a set of minor adjustments, while we clean up the build for a major patch for next week. Note: This not include Lockstep yet, although I am hoping we can get something up next week.

    This is not a comprehensive list of changes, just some highlights.

    Further adjustments to chance of Torment Spirits occurring.
    Vigilant Strike no longer has the Duration tag.
    Several Aura reservations costs have been reduced.
    Enlighten now has a mana multiplier instead of affecting gem experience gain.
    Reduced Mana now no longer affects the mana cost multiplier, it just has reduced mana cost stat & Quality (so will not affect Aura reservations).
    Enhance now has 115% mana Cost Multiplier.
    Fixed Impact Sounds not being on the Maraketh Two Hand Swords & Two Hand Maces.
    Reduced local crit on the Maraketh Two Handed Axes.
    Hook Swords have had their implicit changed, slowed in speed.
    Frostwall has changed, there may be further changes.
    Reduced the amount of overkill damage turned into Ignite and the radius on herald of Ash.
    Chaos Golem balance has been adjusted.
    Damage adjusted on Arctic breath.
    Flameblast adjusted slightly (denerfed slightly in light of other changes).
    Freezing pulse damage adjusted.
    Skill Balance on Sweep, Ball Lightning and Ice Nova.
    Clarity has been rebalanced.
    Balance changes to the explosion damage of Dominus' demons in higher difficulties.
    Adjustments to crit on bows and staves.
    Adjusted Mana Costs and increased the radius of Rain of Arrows.
    Elemental Hit now has additional chance to cause status ailments. Damage changes (likely improved) are yet to come.
    Several changes have been made to Jewels, however the rework of rare jewel mods is not yet ready.
    Added currency items to Act 4 vendors these are currently a copy of the Act 3 currency vended currency.
    Reduced area of effect on Lightning Tendrils.
    The two passives prior to the Smashing Strikes notable have had their values swapped, the Critical Strike Chance and Damage were the wrong way around.

  12. #6752
    http://www.pathofexile.com/forum/view-thread/1262596

    Deterministic Lockstep late next week on beta, probably next Friday
    Blizzard White Knighting is not allowed

  13. #6753
    Quote Originally Posted by Redblade View Post
    I'll say what I said on the forum:

    They'll make reduced mana a flat value, and it'll probably start at like 5 and go up to like 25 and the quality will boost it to 35 or something, which will essentially let you socket it and make your spammable skill completely free to cast. They'll make the 60% auras 50% and the 40% auras and heralds 25% so you can stack 2-3 auras on any character, use a reduced mana gem on your attack, and it'll be the exact same as live, except you won't need mana leech, you won't be spending life every time you swing your sword, and getting dedicated aura nodes/enlighten will prove to be even more powerful (because taking as little as 12% reduction from the tree will let you drop the reduced mana gem for another support). As a consequence, Soul Taker will drop to like 10c in price and will only really be used by dom blow builds and collectors and people will forget all about their tears.

    Will the changes make it harder for aura-stacking mana-based attackers (notably ele builds)? No, only more expensive, now you will need enlightens instead of reduced manas but it will still be possible I expect. Considering how outrageously easy ele builds are to make right now, only needing leveled up auras to do huge damage naked, this is probably a good thing. Especially when considering things like ranged attack totem aren't half bad anymore.

    These changes might suck, yes, but nobody knows that yet. It's just as possible they end up great.

  14. #6754
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    Reduced mama was kind of lame anyway. The skill perks may be more useful Now that reduce reserved.
    You're a towel.

  15. #6755
    Quote Originally Posted by Lysah View Post
    I'll say what I said on the forum:

    They'll make reduced mana a flat value, and it'll probably start at like 5 and go up to like 25 and the quality will boost it to 35 or something, which will essentially let you socket it and make your spammable skill completely free to cast. They'll make the 60% auras 50% and the 40% auras and heralds 25% so you can stack 2-3 auras on any character, use a reduced mana gem on your attack, and it'll be the exact same as live, except you won't need mana leech, you won't be spending life every time you swing your sword, and getting dedicated aura nodes/enlighten will prove to be even more powerful (because taking as little as 12% reduction from the tree will let you drop the reduced mana gem for another support). As a consequence, Soul Taker will drop to like 10c in price and will only really be used by dom blow builds and collectors and people will forget all about their tears.

    Will the changes make it harder for aura-stacking mana-based attackers (notably ele builds)? No, only more expensive, now you will need enlightens instead of reduced manas but it will still be possible I expect. Considering how outrageously easy ele builds are to make right now, only needing leveled up auras to do huge damage naked, this is probably a good thing. Especially when considering things like ranged attack totem aren't half bad anymore.

    These changes might suck, yes, but nobody knows that yet. It's just as possible they end up great.
    New aura values are 60 > 50, 40 > 35, 30 > 25. With the added jewels and what not you can still achieve the same amount of reduction or more with enlighten. And reduced mana is ~30% cost reduction on skills.

    It's not that bad tbh, we'll see how it ends up as it's still beta but much crying over nothing. The pic was just poking some fun at the whole thing.

  16. #6756
    I agree much crying over nothing either way, but I would expect reduced mana to get turned into a flat value at some point, otherwise it really will be a useless gem. Giving up a support slot to not have to use mana is a fair trade, imo, and it doesn't make blood magic have no value because tons of skill setups will exceed the value a reduced mana could give if they made it start low and only grow by 1 per level.

  17. #6757
    Quote Originally Posted by Lysah View Post
    I agree much crying over nothing either way, but I would expect reduced mana to get turned into a flat value at some point, otherwise it really will be a useless gem. Giving up a support slot to not have to use mana is a fair trade, imo, and it doesn't make blood magic have no value because tons of skill setups will exceed the value a reduced mana could give if they made it start low and only grow by 1 per level.
    I don't think it will happen but if it does my incinerate would be happy.

  18. #6758
    In the entire time I played POE I can not recall a single build which did not include the following: Lightning Warp/Leap Slam, Auras and Reduced Mana.

    Not sad to see Reduced Mana changed and Aura's rebalanced around RM's new ineffectiveness.

  19. #6759
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    I've played with just smoke mine to get away from lock boxes and nothing else to move lol. Was weird to get used to but I liked it. Now I use blink arrow or something mostly.
    You're a towel.

  20. #6760
    Quote Originally Posted by Gumboy View Post
    I've played with just smoke mine to get away from lock boxes and nothing else to move lol. Was weird to get used to but I liked it. Now I use blink arrow or something mostly.
    Smoke mine is the best once you get the hang of it.

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