0.9.5 Patch Notes

No avatar of fire nerf ?

Otherwise a very good patch. Can't wait to try it.
Build of the week #2 : http://tinyurl.com/ce75gf4
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Chris wrote:

  • We've changed how flasks heal your life and mana so that they are slower than before but heal substantially more in total. They also take more monster kills to refill. This change should make your life and mana totals more relevant than just the speed your flasks recover at. There are more (drastic) flask changes scheduled for 0.9.6 but we're interested in feedback on these ones first.
  • Made higher difficulties harder.
  • Removed the 10% damage bonus that monsters get per additional party member.
  • Added additional life passives and increased the size of existing ones so that players are able to gain more life than before if they choose to specialise in it.
Evidently, we're going to have to reevaluate our hardcore strategies. With the increased difficulty and the removal of increased monster damage in parties, it looks like grouping up is the best option. However, that's going to be hell on flask charges. Refilling flasks is already hard enough with more party members, now it's going to be even more difficult. I guess we'll have to wait to play to find out how this is going to work out.
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FaceLicker wrote:
Evidently, we're going to have to reevaluate our hardcore strategies. With the increased difficulty and the removal of increased monster damage in parties, it looks like grouping up is the best option. However, that's going to be hell on flask charges. Refilling flasks is already hard enough with more party members, now it's going to be even more difficult. I guess we'll have to wait to play to find out how this is going to work out.


You get more flask charges from each kill in a larger party.
In the current build, killing any magic monster in a party of 6 is an instant fill of all flasks lol. Shouldn't be too much of a problem I don't think, but we'll see.
IGN: Jerk, Princess

http://orbswap.info - the easy way to trade currency
Last edited by taekvideo on Dec 21, 2011, 7:27:33 PM
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berialSD wrote:
(sidenote....if I try writing something AFTER the quote tags, it's not showing at all in the post, end of quote tag is end of post as well...that's why this is posted in the begining. any1 has similar problems?)
Try closing your last "list" tag. At the end of your post you have an open "list". Make it "/list".
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taekvideo wrote:
You get more flask charges from each kill in a larger party.
In the current build, killing any magic monster in a party of 6 is an instant fill of all flasks lol. Shouldn't be too much of a problem I don't think, but we'll see.
For the person who makes the kill.

In larger parties, monsters have increased health. That extra health means you have to expend a proportionate amount of mana to make the kill. It's not always feasible to 'cooperate' and alternate kills ensuring maximum flask efficiency. Increased flask charges per party member really doesn't solve the whole problem. In every patch, I have always found it much more difficult to keep flasks full in a party than solo.

Like I said, we'll have to wait to play to get a better feel.
Last edited by FaceLicker on Dec 21, 2011, 7:38:03 PM
Updated patch notes with:

- Reduced the number of Scrolls of Wisdom you start with to 3.
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FaceLicker wrote:
For the person who makes the kill.

In larger parties, monsters have increased health. That extra health means you have to expend a proportionate amount of mana to make the kill. It's not always feasible to 'cooperate' and alternate kills ensuring maximum flask efficiency. Increased flask charges per party member really doesn't solve the whole problem.

Like I said, we'll have to wait to play to get a better feel.


Yea I really don't like how flask charges are shared in parties right now. Would make more sense to have everyone get a portion, and maybe double charges for whoever gets the killing blow. So in a party of 5, give 1/3 to the killer and 1/6 to each of the others in the party.
IGN: Jerk, Princess

http://orbswap.info - the easy way to trade currency
I haven't tried any party play on this version, so I can't comment on that aspect of flask management. In my opinion, the changes to flasks are a step in the right direction. They make managing your flasks, health, and especially mana much more important than before. You can't just go blazing into every group of mobs knowing that flasks are a sure-fire safety net. You can't spam them as much due to the new recharge costs.
Closed Beta/Alpha Tester back after a 10-year hiatus.
Kiwi pets and Spark spam FTW.
Looks good, can't wait to get right into it.
Ouch... witches got some pretty harsh hits from reading these over:

Nerfed AoE passives
Nerfed cast speed passives
Nerfed connection line to 6th class

Guess it's time to perhaps make some boosts towards the elemental nodes within the remote area around the witch? The 4% per node seems terribly low. Time to test it all out soon!

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