1.0.5 Patch Notes

So they also fixed the portal character selection thing?

It was so convenient... :(
I am suprised to say this but after changing ek to fireball my coc build is okay. Not OP but fine.
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Qarl wrote:
Version 1.0.5
Trade chat has been rate-limited to prevent message flooding. The speed that it is set to (3 seconds per message) is still faster than the amount that is classified as abusive. If this reduces the amount of repeated messages in trade chat then we may be able to make the trade channels larger, so that messages get more exposure.

3 seconds... make that 30sec at least per channel next patch

Freeze Mine now deals damage, increasing as it goes up in levels. It always freezes and the freeze duration is longer than the damage would normally cause.

Probably lost 15% of the top ladder players on this one, or just added a few bosses to the "skip" list best case

Searing bond no longer stacks damage from multiple beams.

Did they just nerf searing bond???

The damage of Searing Bond has been increased by around 400%.

My bad :) I'll try it out but I don't expect this to be viable with 400% increase... should be more like 4000% increase

Vorici can shove his fuse up his [removed]
Spoiler
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Qarl wrote:
Version 1.0.5
Major Features/Content:
  • Added a new Intelligence support gem - Enlighten: This is a world-drop-only gem with three levels that only performs its function at level two and above. It increases the experience gained by active skills that it supports.
  • Added four new Unique items, two of which were designed by supporters.
  • Added two new cosmetic microtransactions: Medusa Snakes Helmet Skin and Bell Lizard Pet.
  • Added two new Achievements: Raise the Bar and Full Clear: Archives.
  • Added one new vendor recipe.

Minor Features/Content:
  • Trade chat has been rate-limited to prevent message flooding. The speed that it is set to (3 seconds per message) is still faster than the amount that is classified as abusive. If this reduces the amount of repeated messages in trade chat then we may be able to make the trade channels larger, so that messages get more exposure.
  • Added race rewards for Race Season Six.
  • Added alternate Demigod's Touch art for special race rewards.
  • The art for Exalted Orbs has been updated.
  • The art for the Empower skill gem has been updated.
  • Added a buff icon for being under the effects of Proximity Shield.
  • Added some new slashing sounds.
  • The buff name and description for Flameblast has been updated.
  • Microtransaction helmet effects have had some names and descriptions updated to be consistent.
  • Various improvements have been made to monster death animations.

Balance:
  • Freeze Mine now deals damage, increasing as it goes up in levels. It always freezes and the freeze duration is longer than the damage would normally cause.
  • Punishment has had its base damage reflection increased by a flat 6%. Damage reflection against higher rarity monsters has been also been increased. For example, damage reflection against unique monsters has been increased by a flat 11%.
  • Flame Totem has had its cast duration slowed from 80ms to 200ms. Its damage has been increased by 270% at level 1 of the gem, increasing to 294% at level 15 of the gem.
  • Searing bond no longer stacks damage from multiple beams. The damage of Searing Bond has been increased by around 400%.
  • Cast on Critical Strike now has a 10 millisecond cooldown. The chance to cast supported skills has been increased by a flat 20%.
  • If Multiple Traps supports a skill gem that can raise minions and those minions use traps, those traps are now supported by Multiple Traps.

Bug Fixes:
  • Fixed a bug where not all Flame Totem attacks would deal damage.
  • Physical percentage based damage reduction and Immortal Call now correctly mitigate damage from physical degeneration damage.
  • Fixed more issues related to having an unarmed main hand with other offhand weapons.
  • Fixed various issues with skill gem and skill bar descriptions.
  • Fixed an issue with overlapping resistance auras where maximum resistance benefits were prioritised after resistance gains, and characters did not get the maximum resistance they could get from those auras.
  • Fixed some issues with visual clipping with the Templar and some armours.
  • Fixed an issue where you were unable to leave the Torture Chamber's boss room.
  • Fixed an issue where Undying Incinerators with Soul Conduit did not correctly grant experience and loot when self-exploding.
  • Fixed a bug where monsters could spawn in an inaccessible area in the Hedge Maze.
  • Fixed a crash related to the Shock and Horror beam.
  • Fixed a crash related to casting Portals.
  • Fixed a crash related to Cyclone.
  • Fixed a crash in the Courtyard map.
  • Fixed an instance crash related to Proximity Shield.
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Earthslug wrote:

My bad :) I'll try it out but I don't expect this to be viable with 400% increase... should be more like 4000% increase


Oh, I don't expect it will be 'clean&sweep high-tier maps' either but it should be a nice support skill. For example, it might do well on cyclone-RF-equilibrium build, it takes just a split second to cast the totem before you dive in and it surely can't hurt, also, that build probably already has some burning damage bonuses so the synergy is good too.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics on Jan 10, 2014, 5:14:43 AM
Increase the 3 secs, still too much spam. Also it's kinda annoying that in act 3 cruel all stuff you see when you go look for a party is people WTS or WTB. Give them a seperate tab, like trade grouping or something or finally make an auction house so we can actually have a better trade system instead of this thing of the 80's where you are forced to spam trade chat every 5 minutes in the hopes someone is online and in that specific channel to buy it.

It's all so very cumbersome.
I get an "your client needs to be updated" message, when I am already in the main menu now. But when I restart, PoE doesnt want to update ...anyone else got the same problem?
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Ahskay wrote:
Increase the 3 secs, still too much spam. Also it's kinda annoying that in act 3 cruel all stuff you see when you go look for a party is people WTS or WTB. Give them a seperate tab,


You probably mean Merciless but indeed...


In anarchy there were +-21 MSG on that board

5 luna runs
5 dox runs
5 maps runs
5 help with quests

1 WTS/WTB


Now its 30 WTS WTB and ZERO party
Vorici can shove his fuse up his [removed]
"
Chris wrote:
"
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Qarl wrote:
Trade chat has been rate-limited to prevent message flooding. The speed that it is set to (3 seconds per message) is still faster than the amount that is classified as abusive. If this reduces the amount of repeated messages in trade chat then we may be able to make the trade channels larger, so that messages get more exposure.
Highly disappointed that after all this time, you finally address this huge issue, and go with such a low number that it might not even do anything. It should be 10 seconds min, if not 20 to 30.


We're starting small and going up based on observing behaviour. Slapping a 30 second cooldown on trade chat out of the gate could really hamper trade. This is one thing that's hard to test in-house.


tbh i've been watching trade chat for weeks and months .. and a 3 second delay won't stop the spam at all .. it really needs a 10 sec delay at least. there are still plenty of other opportunities for trading like poe.xyz and the forum here, so people won't be bothered by it except the usual spammers (which get reported or ignored anyways)
ig: rokki_xXx
Last edited by rokki82 on Jan 10, 2014, 7:45:14 AM
what the trade chat really need is a way of filtering the messages.

give us a panel where we can choose what a message needs to contain (or not to) to be shown in our client.
that means :
1) a box for keywords required in the message

2) a box for "forbidden" keywords (ie : messages with keywords in this box are discarded)
(such a box is also required in the party window)

3) lists of the object types (going from general types to specifics base types) to tick, with possibility of choosing the rarity.

first list should be something like :
¤ weapons (¤ normal |¤ magic |¤ rare |¤ unique)
¤ armours (¤ normal |¤ magic |¤ rare |¤ unique)
¤ jewellery (¤ normal |¤ magic |¤ rare |¤ unique)
¤ potions (¤ normal |¤ magic |¤ rare |¤ unique)

then you get a list expanding weapons :
¤ claw (¤ normal |¤ magic |¤ rare |¤ unique)
¤ dagger (¤ normal |¤ magic |¤ rare |¤ unique)
¤ 1h sword (¤ normal |¤ magic |¤ rare |¤ unique)
¤ 2h sword (¤ normal |¤ magic |¤ rare |¤ unique)
¤ wand (¤ normal |¤ magic |¤ rare |¤ unique)
¤ staff (¤ normal |¤ magic |¤ rare |¤ unique)
¤ 1h mace (¤ normal |¤ magic |¤ rare |¤ unique)
¤ 2h mace (¤ normal |¤ magic |¤ rare |¤ unique)
¤ 1h axe (¤ normal |¤ magic |¤ rare |¤ unique)
¤ 2h axe (¤ normal |¤ magic |¤ rare |¤ unique)
¤ bow (¤ normal |¤ magic |¤ rare |¤ unique)

same for amours, jewellery and potions, and possibly some lists expanding claw, dagger etc in their base types (nailed fist, sharktooth claw, awl etc).

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