0.9.11e Patch Notes

Version 0.9.11e
General Changes:
  • Non-spell critical strikes can now be evaded.
  • Adjusted some critical strike multiplier Passive Skills.
  • Rebalanced some Map mods to compensate for their difficulty.


Cut-throat League Changes:
  • Disabled instance join and leave notifications in cut-throat leagues.
  • Portals in cut-throat leagues now cannot be used until they have been open for five seconds.
  • The death penalty in cut-throat leagues has been increased by an additional 20% of the player's current level.
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Note that cut-throat leagues are not permanently enabled yet. We're running one as a test tomorrow.
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The change to evasion (where it can now also cause critical strikes to fail) will hopefully resolve the high variance that evasive characters felt. It's quite a big difference in our testing.
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Progammer wrote:
"
Chris wrote:
Version 0.9.11e
  • Adjusted some critical strike multiplier Passive Skills.



Nothing special, just the 3 crit multiplier nodes in the center that was out of the norm (15% instead of the usual 10%)


3 were reduced, 6 were increased.
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"
Founder1168 wrote:
Sounds to me like before if a monster rolled a critical strike, it would skip any evasion check and automatically hit your character. Now a successful critical strike roll will still perform an accuracy vs evasion check.

So before if you were playing an evasion character and, say, two or three mobs all happened to roll a critical hit at once, all of their (big!) swings would hit you automatically. Instead, you will now have a chance to dodge them and maybe only get hit by 1 of the swings. This will cause damage to be less spikey -- or at least wildly reduce the odds of your being instagibbed by crits.


No, it's now that you get two evasion rolls for the crit damage.

If someone hits you, you roll evasion. Then you check the critical strike chance. Previously, it'd then crit you. Now, evasion is checked *again* and the crit is only applied if that one fails to evade.
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Immortalsoul wrote:
So does it mean that if a monster hit me, I'll receive damage if my first evasion roll fail and if the hit taken also has a successful critical strike roll and I manage to dodge for the second evasion roll, I end up only taking the base damage without the critical hit?


Yes.

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dust7 wrote:
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Chris wrote:
  • Disabled instance join and leave notifications in cut-throat leagues.

Hey Chris, could you give an explanation for this change, please? I feel it puts the instance raider at a great advantage. The invader knows he is about to fight another player, while the player whose instance got raided will be caught by surprise and probably have a curse upon him or three arrows in his back before he realizes what's up.

The advantage is even greater when you consider that the invader can /whois the other player (as the player name is shown in the instance select menu) so he roughly knows what to expect.


We're testing various combinations. This one is probably temporary. Last time, people just instantly left the second they were invaded, which reduced the fun.
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