0.9.3b Patch Notes
The purpose of this patch was to fix some early 0.9.3 issues and to make the game harder. The difficulty changes are intentional and are designed to cause a higher rate of character deaths.
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I have a feeling I'm going to die horribly next patch.
Keyblades!
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Holy shit.
You guys are serious about making the game difficult eh? Well, challenge accepted! ps: removing the life bonus on strength is a low blow =/ Closed beta player, August 2011 Last edited by BitmapFrogs on Nov 14, 2011, 5:20:04 PM
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The game was hard enough, christ :(
Gangplank - Level 73 Mara.
"I ate some oranges and it was k" |
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"I disagree with this. Scrolls: They drop enough. Considering waypoints, and log in-out, and party sharing, and flask recharging, and other stuff, they really don't need to be used very often. They have no value at shops, which I thought was the whole point of having certain things as currency items, so items don't lose value. Giving an item the ability to do something doesn't mean it wont' become valueless. For instance gold in Diablo let you repair/refill items, resurrect mercenaries, and even gamble for really good rare, unique, and set and magic items. health: Apparently, Characters end up dealing a lot more damage than they have health later on, which makes for terrible PvP, and makes reflect damage effect on monsters overpowered. I don't have numbers myself, but I heard it's an issue. Fresh cakes for all occasions. Delivery in 30 eons or less Call 1-800-DOMINUS Remember - 'Dominus Delivers' Last edited by Xapti on Nov 14, 2011, 5:26:49 PM
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" Portal scrolls? So far I've had no problem with these. Unlike Identify scrolls - there are way to little of them given the numbers of items to identify. " Is Jeweler's Orb suppose to change links between sockets? It does now, but as far as I understood it shouldn't. ingame: FeelLuckyPunk standard
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" Is this really warranted? Playing as a level 28 witch I haven't picked up any of the dedicated mana passives and am already ridiculously mana starved, to the point that I have to go back to town during regular dungeon running for no other purpose than to refill mana. Adding a damage support to any spell that sees frequent use is completely out of the question for me even without these changes. Last edited by gilligan on Nov 14, 2011, 5:31:45 PM
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" +1 the constant mana drinking is annoying, with only 1 support gem my nova costs almost 50 mana ... IGN Crakk Last edited by maryn on Nov 14, 2011, 5:31:04 PM
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" In our internal testing, damage reflection wasn't completely lethal. The fights should be taken with care and/or avoided, but we didn't encounter instant death scenarios. Our intention is to have some unwinnable fights. The values of damage reflection and such can be tweaked as PvP has a multiplier on damage to address this issue. This will also be tweaked in the future. " It'll add random links between newly added sockets. " It's intentional that characters either: a) choose mana passives or b) get a decent amount of +mana on items or c) use less support gems or d) have more mana flasks than life flasks or e) run back to town frequently That way there's actually a mana game that players can gain mastery of, rather than just allowing unlimited casting of augmented spells. We can of course change this easily based on future feedback, but the purpose of the beta test is to test, and this is what we want to test today :) | |
Are these changes retroactive, for example reducing the life of high lvl characters because of the lower life per level gain?
Last edited by siis on Nov 14, 2011, 5:39:27 PM
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