Garena Open Beta 1.2.0 Patchnote
" if it's an aura, it will make shavronne/low life build even more stronger. Not low life = elemental build will do less dmg with anger/wrath nerf, low life = more dmg because new aura xD nerf arc so we will see op srs everywhere in new league ^^ Nerf st really ?? rip 2 hander st build/ phys crit st build... Last edited by keta#3989 on Aug 13, 2014, 1:54:20 PM
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" Not an aura. IGN: Chundaziri
8/8 Ambush/Invasion Complete - 21/06/2014 8/8 Warbands/Tempest Complete - 10/08/2015 |
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" True, but it still reserves mana, however, giving a bonus to low-lifer direct damage builds. Essentially, summoners get left out. It's more like tempest shield. IGN: Fiona_Falconstrike, Geldar_the_Barbarian, Natalie_Fellshadow
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" Well.. with how good Summon Raging Spirits is doing... I'd say it's fair enough ^.^ IGN: Chundaziri
8/8 Ambush/Invasion Complete - 21/06/2014 8/8 Warbands/Tempest Complete - 10/08/2015 |
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One thing to keep in mind is the reduction to mana costs, and the increased life gain. With a life pool and resource management being mandatory for everything, these changes could potentially make substantial differences. When you will have to invest (hopefully moderately) less into those two aspects, it will allow to you focus more on other things (Damage).
Like with curse. Curses get nerfed, but will now have more talents effecting them. So if you're spending less points than you did before on Life and/or Mana Regen, then you can take the points you would have spent, and put them into the new Curse talents. Same amount of points used, same Life, same Mana Regen, but now with better Curses. Now perhaps the change to Curses is GGG's way of somewhat removing the idea of auto-include gems. So instead of: Main Attack/Single Target Attack Maybe Secondary Attack/AoE Attack Movement Ability Auras One Curse because they're pretty much just a more annoying 7th socket. CWDT It will hopefully look more like: Main Attack/Single Target Attack Maybe Secondary Attack/AoE Attack Whatever the fuck you want. Now obviously this is all speculation, particularly my interpretation of the Curse change. But from what I've seen, FM seems like it will add a lot more (worthwhile) choices to the game. Also Tree isn't out yet, Patch Notes (Our Patch Notes) aren't out yet, and the actual numerical changes aren't out yet (Nerf could mean 7% nerf, or it could mean 35% nerf; how the fuck do we know). Last edited by Chancellor314#3639 on Aug 13, 2014, 5:47:14 PM
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" Artic Armor |
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Well they nerfed Mana-Costs and nerfed Clarity to make builds less dependant on it. This means natural mana-reg might be enough if you spent a few points and get a bit on gear to use skills without reserving mana for clarity or using mana-leech or Eldritch Battery.
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Interesting thread you got here ;]
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Increased attack speed early on is great as long as you don't spike down at higher levels, I'm just hoping for a gradual increase in attack speed as iLvl goes up from the now higher base. This change was mentioned in the Manifesto months ago, I'm glad that it's supposedly being implemented.
Generosity+Aura+Reduced Cost in one item, Herald of your choice in another, and there's no downside (considering mana cost reduction from this patch, it's a straight buff to solo AND party play). I'd like to see the Heralds add slight damage, but also have a chance to apply the relevant elemental status effect, to differentiate them from the existing Auras. I'm PRAYING that the new effects system (trails, and much more) is being implemented in 1.2.0, because I'm a sucker for technical advancements. A new water shader would be great, considering my first thought when playing PoE, years ago, was "Ehhhh, the water makes a hard line against the beach..." immediately followed by "Oooooh, me likey" after dying to Hailrake. If anyone from GGG reads this, before and after comparisons for anything impacted when making visual or performance adjustments would be sweet regardless of how small the change is. Bow implicits are a good idea. Some with crit chance, crit damage, chance to bleed, knockback, etc would be awesome and hugely expand choice for archer builds. If the starting skill changes are accurate, it's a nice change thematically and is telling as to how flexible GGG are keeping the way they look at gems. Personally, I'd love to see every skill gem usable at level 1 provided you have the right stats (which could be quite demanding or outright unrealistic without all of your items focusing on the stats you need, instead of more useful mods), with Supports still having level requirements. I also feel that the overall amount of gems needs to be greatly increased. I understand that there will be more added over time, but 1.2.5 or what have you should focus on gems, adding a good 20 or 30, split between Actives and Supports and distributed throughout all levels of gameplay. The gems you get in quest rewards now are enough though, so new ones should seriously be world drop only. It's a great feeling to drop a gem off a random mob, but not so much when you JUST picked it as a quest reward or already have five of it. Add more gems, and make them painfully rare (regardless of level requirements) and you'll have collectors hooked for life. Really though, I poop myself at the thought of logging in years from now and realizing I have the choice (or RNGesus has the choice, for SF) from over 300 gems. Mmmph. Heh, just my 12 cents. *You call into the void. You hear a sound in the distance.*
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" Nope, Sorry my bad. xD. It should be SEA and near Countries which they Operate not in all Asia :)) IGN: IWandToKill (Deadeye Ranger)
Build: Vaal Power Siphon |
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