1.0.5 Patch Notes

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Completed 1 ChallengeAhskay 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
GGG does great job on their 3D art, still waiting for the day to see a 3D Void Battery!!! :)
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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 January 10, 2014 12:45 PM
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).
view-thread/945501
Was it a nerf or a buff in gerneal? More damage but less castspeed. Is there anyone out there with a viable dualflame totem build?

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Qarl wrote:
Version 1.0.5

Balance:
  • 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.
ign: SheIsUntouchable
ign: NichtLieb
Last edited by Deutonium on January 10, 2014 3:59 PM
Welp, the (totally necessary) change to cast on crit obliterated my character.

I suppose it serves me right for building a character to specifically highlight just how broken that mechanic was. I kinda wish I got a GGG pat on the head or something, with a respec. I can't use that character any longer.

The second somehow less-necessary stealth nerf which deducts a crit charge when casting a spell using cast on crit.. that's a complete killer for me. I do have some interesting ways around that, and I'm sure others will discover the mechanic soon enough.. but since my character isn't viable single or multi-target, and has poor survivability .. well what's the point in playing it?
IGNs: Yayul, Yarthel, JeZappe
Can't believe you scrubs are still crying about the chisel recipe.
Sad.

Also, good idea:
"
blaes wrote:
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).
IGN: JohnVonNeumann
Last edited by Orbifold on January 10, 2014 8:40 PM
I am very surprised to see so many complaints over the CoCS balance.
I tested out my CoCS build as soon as the patch hit and it felt more like a buff than a nerf.

https://www.youtube.com/watch?v=4jyGw5c5N6w

And that's not even a huge density.
When I run into rooms packed with mobs I still wreck my parties FPS.

Works just as good as it did before, maybe even better.
Maybe it's just my specific build but I have no complaints.

Had this been Blizzard they would have completely removed CoCS from the game like theyre going to do with Critical Mass.

Thanks GGG!
Cool
Another solid patch, keep up the good work GGG :) Don't listen to the haters.
aww yeah
http://www.twitch.tv/poenugstash | Steam:Gonejah | http://i.imgur.com/pTJns6r.png
https://www.youtube.com/watch?v=S1tTuGe6mSQ | http://www.pathofexile.com/forum/view-thread/6267

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