Why did you break alt-weapon set auras?

fuck yeah
This really makes builds with a major focus on summons alot less interesting.
You would have to link your summon skills, and combined with curses, a defensive skill and a curse and the more or less need for auras to further buff your minions, you dont really have any slots left for a supported main skill, which means you stand there poking, or your minions feeling lackluster :/

I for one really do not approve of this change, and hope it either gets rethough or just changed back to the way it was, i can agree that you should have to have the gem equipped tho.

EDIT: I have been searching for a presentation by GGG where they talk about having meaningful stats on items and similair. But cant find it sadly.
The point is, during the presentation the GGG dev said something like "players thinks that it is fun to feel like they are abusing the game" when he was talking about diamond flasks 100% crit chance and got a question from the crowd of how that was op.
This change kinda goes against that, Auras wasnt really that game breaking, but it felt fun to use, partly because you felt like you abused the game mechanics.
EDIT: http://www.youtube.com/watch?v=4gX6ZBydHH4
That is the video, it is mentioned in another post later aswell^^
Last edited by Norre#1556 on Sep 22, 2012, 9:19:33 PM
This patch has PERFECT timing, I can build my FULL support witch now that only uses auras and no skills.

Previously people could slap on 2-5 auras with relatively low cost too them (0 slot cost, some mana cost), but now after the change characters that run auras hold more importance
Last edited by Metronomy#6891 on Sep 22, 2012, 7:42:12 AM
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Torin wrote:
"
Vold316 wrote:
From my point of view, the secondary weapons are equiped but not in use. The following makes sense to me:

1) Nothing from them work while not in use (gems, mods, stats, etc).
2) Some of the mods and gems work while not in use (IIQ, IIR, auras, etc).

They've chosen the 1st option which is valid. They did not break anything as it was never meant to be working that way.

We are playing in a closed beta game, they gave us the opportunity to help them make this game better, not by crying but by playing.

Except #1 is not true. You can use both traps and curses from second weapon slot and swap it back and both are still there. If auras/summons/totems were bugs then this is not a good excuse.
I would prefer if they said "OK, using some of these skills from second weapon set was considered OP after testing so we changed it."
I don't buy this "bugfix" story.


Traps and Curses are a fire and forget thing. You use the skill, and the trap or curse inhabits that area, it's a seperate entity from you at that point. Saying they are inherently similar to Auras is both disingenuous and frankly insulting to the intelligence of other people. Auras are a maintained skill, not a fire and forget and should not be compared at all.
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ghostcub wrote:


Traps and Curses are a fire and forget thing. You use the skill, and the trap or curse inhabits that area, it's a seperate entity from you at that point. Saying they are inherently similar to Auras is both disingenuous and frankly insulting to the intelligence of other people. Auras are a maintained skill, not a fire and forget and should not be compared at all.


Then why do zombies die when you switch? They, if something should be a seperate entity.
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ghostcub wrote:

Then why do zombies die when you switch? They, if something should be a seperate entity.


Traps create charges that are disposed. Curses are applied to other entities and maintain till they run out. Minions are summond with the help of a gem, they are spellbound... makes perfect sense to me.

Srsly, guys... if gamedesign and logic isnt enough: the devs dont want you to have active, usable spells on offhand gear thats not equipped. Live with it, adapt to it, or bring better arguments than "you have stolen my precious toy, give it back or i wont play with you anymore". Ther are enough people who will...
"Glattes Eis, ein Paradeis, für den, der gut zu tanzen weiß" - F. Nietzsche
Last edited by Clownkrieger#0827 on Sep 22, 2012, 2:51:41 PM
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Darkheart wrote:

My argument for off-hand has just been presented. If all you can muster up for your argument is that "it was a bug" then you just like pissing on peoples corn-flakes.

-DH


My argument: The game is still in beta. You compared it to full releases. Beta is a time of frequent change, and bugs/exploits get fixed if the developers are skilled enough, and GGG very much is.

People who cannot handle a single change to a beta are the wrong people to be doing beta testing in the first place.
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Clownkrieger wrote:
"
ghostcub wrote:

Then why do zombies die when you switch? They, if something should be a seperate entity.


Traps create charges that are disposed. Curses are applied to other entities and maintain till they run out. Minions are summond with the help of a gem, they are spellbound... makes perfect sense to me.

Srsly, guys... if gamedesign and logic isnt enough: the devs dont want you to have active, usable spells on offhand gear thats not equipped. Live with it, adapt to it, or bring better arguments than "you have stolen my precious toy, give it back or i wont play with you anymore". Ther are enough people who will...

And who maintains magic for curses once you switch to other weapon set?
Sorry but traps are also maintained by the gem after you use it. There is no difference in logic. You can try to rationalize it so it fits your story but it does not make it true.

Doesn't matter to me anyways. Due to losing my HC character to lag/desync today and not willing to play anymore with lag/desync I am quitting until open beta. This aura change also helped but I cannot play with so much lag/desync. For same reason I quit D3 after 2 days of playing and came back 3-4 weeks later to finish it. Hopefully PoE will fix its problems in time, I am not going to play anymore until they do.

Last edited by Torin#1843 on Sep 22, 2012, 5:33:12 PM
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Clownkrieger wrote:
"
ghostcub wrote:

Then why do zombies die when you switch? They, if something should be a seperate entity.



Srsly, guys... if gamedesign and logic isnt enough: the devs dont want you to have active, usable spells on offhand gear thats not equipped. Live with it, adapt to it, or bring better arguments than "you have stolen my precious toy, give it back or i wont play with you anymore". Ther are enough people who will...


here is the funny thing , i don't have to live with it, for some reason people fail to that there are alternatives to path of exile. and that we PLAYED path of exile because of these quirky different mechanics.

take out those quirks and the game really is no different from diablo 2 , or diablo 3 or torch light 1 /2 or titan quest.

i have titan quest
i have diablos 1 - 3
i have torchlight 1 -2

i don't want to play a game that does the same crap as the others.
taking this mechanic out just removes one more selling point for the game . and if they keep doing this ... well .. im just gona move on and i know i am not the only one who feels this way.

hell right now , i am playing torchlight 2 , not because torchlight 2 is a fantastic or genre defining game ( its not). but because my play style in path of exile was just nerfed to the ground and I no longer have the will to play it.
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Saltychipmunk wrote:
"
Clownkrieger wrote:
"
ghostcub wrote:

Then why do zombies die when you switch? They, if something should be a seperate entity.



Srsly, guys... if gamedesign and logic isnt enough: the devs dont want you to have active, usable spells on offhand gear thats not equipped. Live with it, adapt to it, or bring better arguments than "you have stolen my precious toy, give it back or i wont play with you anymore". Ther are enough people who will...


here is the funny thing , i don't have to live with it, for some reason people fail to that there are alternatives to path of exile. and that we PLAYED path of exile because of these quirky different mechanics.



Major flaw in your statement there. You never played POE, you tested it.

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