1.0.2 Patch Notes

The additional quantity granted by the "of Hemomancy" mod has been increased to 25 from 15.

LOL who gives a fuck about hemomancy, everyone rerolls it. Way to make it even more useless and more of a total waste of chaos orbs. Play your own game, goddamnit.

And lol @ DOT 'buff'
those supporter packs looks gud i got my tshirt few weeks ago and my key chain so nice quality thanks GGG :)
Welp, my EA got nerfed :) By like 25%. What the fuck, seriously. I'm not sure about the exact dps of my current EA, but my domination char which I'm making right now will only have like 75000 on a 5l now, and that's FULLY buffed, which means triple curse, EE, 0% base resist, triple shock stack. That's pretty pathetic for tri curse and tri shock.
Old april 2012 account got stolen
Last edited by Freeslana on Nov 29, 2013, 5:19:33 AM
Any chance you going to post this new vendor recipe or unique items descriptions ?
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maciekfisz wrote:
Any chance you going to post this new vendor recipe or unique items descriptions ?

That has never happened before. It's up to the players to find out about them. ;)

EDIT: Take a look at this thread. Three of the new uniques have already been discovered.
Crit happens.
Last edited by Inarion1986 on Nov 29, 2013, 5:01:43 AM
Great chance....but now Burning Arrow for a non elemental/hybird user is useless.
I see that ignite target life doens't go down.
Even with added fire dmg and increased burning dmg.
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afvskrap wrote:
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twiztedmind wrote:
Grats, keep up the good work !

oh... and btw..

"On hit effects do not apply to damage over time."

Can I have an example please... didn't get that :D


Life Gain on Hit comes to mind.


That is exactly what I don't understand, about the "On hit effects do not apply to damage over time." ... Life gain gain on hit has never been applied to DOTs. So what's the news here ?
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twiztedmind wrote:
That is exactly what I don't understand, about the "On hit effects do not apply to damage over time." ... Life gain gain on hit has never been applied to DOTs. So what's the news here ?

Most likely not a news but rather a reminder of a kind. (A news to all who didn't know before)


And regarding the "nerf" to ignite:
My Burning Arrow / Avatar of Fire Templar seems to inflict similarly strong burns as before - and that is without even having started to take burning/fire damage nodes.
Crit happens.
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Inarion1986 wrote:

And regarding the "nerf" to ignite:
My Burning Arrow / Avatar of Fire Templar seems to inflict similarly strong burns as before - and that is without even having started to take burning/fire damage nodes.


I hope you are right... :-/
*crosses fingers*
I have not a single + fire damage node and being doing ok with my Burning Discharger, but I'm starting to fear the worst!
--== Enjoying the game ==--
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Qarl wrote:
Several skills have had their scaling adjusted. As these skills now have many more things that can scale them up, their built-in progression has been reduced. They are potentially more powerful if you specialise in them.


Theoretically its nice. But it means, that we have more and more skills, that are barely usable or not usable at all, if you don't specialize.

Considering my characters, I afraid that it will even deepen "one skill fiesta" because potentially nice auxiliary skills are not worth to use without putting "specialization" passives and because it's auxiliary skills, it's not worth to put skills point into it.

The best example are totems and traps used on melee characters as auxiliary skills - I use for example Flame Totem on my melee ranger to apply Blind. But because I have no skillpoint to put into totem passives, sometimes this totem dies faster that I can cast it. In fact, in more and more of my characters, 3 button mouse covers 90% of skills it's worth to use on daily basis.

Anticipation slowly dissipates...

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