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Aug 30 2016 08:14pm
Quote (lolepple @ Aug 31 2016 01:52am)
Bowie Blastrain
Wander gar nicht


mit neuem wander an wand warpen
decoy stellen
oneshotten
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Aug 30 2016 08:39pm
Quote (ampoo @ Aug 31 2016 01:39am)
btw
an diejenigen mit CI erfahrung, wie viel %es braucht man ausm tree? 200?


Jonas hat mir nen tree mit 170 gebaut + die 15% more node
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Aug 30 2016 09:41pm
Quote (ampoo @ 31 Aug 2016 01:39)
btw
an diejenigen mit CI erfahrung, wie viel %es braucht man ausm tree? 200?


welcher build, für welchen content?

mit gear und int bonus sollte man alles zusammen auf mindestens 250% kommen imho. meist kriegt man 50-60% von der int, dazu 40-60% von der jewelry. würde sagen 150% vom tree reicht, wenn man gutes gear hat, ansonsten würde ich circa 170% anpeilen.
wenn man aber mit 900es chest und 500es shield spielt, reicht natürlich auch weniger.

This post was edited by Black XistenZ on Aug 30 2016 09:42pm
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Aug 30 2016 10:00pm
https://www.pathofexile.com/forum/view-thread/1716228

Quote
Triggered Skill Improvements:
Since we introduced trigger gems, players have been able to trigger their skills faster and faster with each update. The performance and gameplay consequences of this extreme skill spam have finally justified a redesign of how some trigger gems work.

For Cast on Critical Strike, Cast on Melee Kill, Mjölner, Null's Inclination and Cospri's Malice, only one skill can be triggered per trigger event. The damage of Cast on Critical Strike and Cast on Melee Kill has been increased, as described in "Active Skill Gem Balance" below.
The spell that is triggered is determined based on the order in which it is socketed, and will cast supported spells in sequence, even across multiple attacks. These items and skills also have cooldowns which limit how often a skill is cast.
All unique items that trigger skills, now and going forward, follow the rule that if a skill is triggered, it can only be used by that trigger and cannot be directly cast by the player as well.
Previously, only the trigger support gems limited the use of the triggered skills this way, while skills triggered by unique item properties could be self-cast.


Active Skill Gem Balance:

Frost Walls created by you or your allies are now no longer considered enemies for the purposes of projectile collision detection (your projectiles will not collide with your own Frost Wall). This intentionally fixes the exploit case where a player stacks many Frost Walls around a boss and uses a skill like Piercing Lightning Arrow to trigger an excessive amount of hits.
Cast on Critical Strike now has a 500ms cooldown, and will now only trigger one spell per frame when you critically strike. It now has 100% chance to trigger casts when you critically strike. It now has 20% more spell damage at level 1, tapered up to 39% at level 20 (1% per level). Note that the changes described above in "Triggered Skill Improvements" affect Cast on Critical Strike - spells are chosen in the order of their sockets.
Cast on Melee Kill now has a 250ms cooldown. Cast on Melee Kill's increases to spell damage have been replaced with 20% more spell damage at level 1, up to 39% at level 20 (1% per level).
Many skills have had their damage increased. The increases start out low at lower levels and taper upwards. Here are the increases at gem level 20:
Fireball: 50% more damage.
Ice Spear: 70% more damage.
Arctic Breath: 35% more damage.
Cleave: 19% more damage.
Sweep: 15% more damage.
Ground Slam: 15% more damage.
Sunder: 9% more damage.
Viper Strike: 11% more damage.
Double Strike: 13% more damage.
Heavy Strike: 5% more damage.
Glacial Hammer: 6% more damage.
Dominating Blow: 6% more attack damage (not minion damage).
Frost Blades: 15% more damage.
Lightning Strike: 9% more damage.
Wild Strike: 19% more damage. It now also gains 1% increased area of effect per level.
Static Strike: 16% more damage.
Reave: 12% more damage. Reave's base area of effect has been increased by 21%. Its per-stage area of effect has been reduced from 30% to 20%. It still has the same area of effect at the fourth stage.
Vaal Reave's area of effect has been updated to match changes to Reave.
Lacerate's 30% Less Attack Speed drawback has been reduced to 25% Less Attack Speed. This is a buff.
Ice Crash's attack speed penalty is now 20% less (down from 25% less). Its secondary stage damage penalty is now 15% less (down from 20% less). Its third stage damage penalty is now 30% less (down from 40% less). This is a buff.
Static Strike now gains 1% increased area of effect per level.
Earthquake's aftershock damage has been reduced from 60% more (at level 1, tapered upwards) to 50% more at all Levels. Its mana cost has been increased from 6 to 10. Its aftershock area of effect has been reduced by 12%. With the wide-ranging melee buffs and adjustment to Earthquake, we expect to see a much more balanced use of melee skills.
Blade Vortex now has a stack limit of 20 (down from 50). It now deals 63% more damage at level 20. The number of hits per second causes substantial performance problems. The skill was also deemed too strong against bosses.
Magma Orb can now be affected by projectile speed modifications.
Discharge now deals 35% less damage when triggered.
Vaal Molten Shell now causes an explosion when it prevents any physical damage, rather than when it takes any hit.
The trap/mine behaviour of Bladefall has been made more consistent with other traps/mines. The blades fall from the mine itself, not targeting the location where the monster is. (They will fall in the direction of the monster though).
PvP T-values have been set for Contagion, Essence Drain and Vortex.


Support Gem Balance:

Melee Splash now only has 35% Less Damage to Other Targets at level 1 (down from 50% Less). It now has 26% less at level 20 (from 31%). This is a buff.
The damage bonus of the Less Duration support gem has been reduced. At level 1, it has been reduced from 20% to 10%. At level 20, it has been reduced from 29% to 19%. Given the strong utility of this gem, it doesn't need a damage bonus that high.
Pierce's mana multiplier has been increased from 110% to 130%. Its damage at high levels only has been reduced. Its damage at level 20 has been reduced from +29% to +19%. Given the strong utility of this gem, it doesn't need a damage bonus that high.
Cast when Stunned now also triggers when blocking a hit that would stun.


Unique Item Balance:

Rigwald's Crest: The damage of the spectral summoned wolves has been increased by 50%. Their life has been increased by 66%. You know you want to.
The following changes do not affect existing versions of these items, unless you use a Divine Orb to reroll them.
Reach of the Council: Its added damage has been lowered from (25-40 to 100-115) to (15-30 to 70-95). Its local increased physical damage has been reduced from (50%-70%) to (40%-50%). Given the large number of additional projectiles this bow provides, it doesn't need the incredibly large damage bonus. It essentially has a built-in GMP which you could use a damage support in place of.
Voidheart: Its Chance on Melee Hit to Bleed has been lowered from 100% to (30% to 50%). Its Chance to Poison on Melee Hit has been lowered from 100% to (20% to 40%). We feel that this ring provided too much of a damage bonus for one non-weapon item slot.


Ascendancy Skill Balance Changes:

Unrelenting now has a 30% chance to gain maximum charges on generating an endurance charge (rather than 100%).While we do want the Juggernaut to be effective at generating endurance charges, this made it far too easy and low-effort. It's still very good.
Headsman now grants 15% increased area of effect if you have killed an enemy recently (down from 20%).
Impact now grants 10% increased area of effect (down from 15%).These two skills are still the best way to get area of effect for Duelists.
Shaper of Desolation now grants different Confluxes over a ten-second cycle: Chilling Conflux for three seconds, Shocking Conflux for three seconds, Igniting Conflux for three seconds and then all three together for one second. Each Conflux means that any damage causes that Status Ailment. Elemental Conflux was too powerful. The new version requires more strategy (and doesn't need a kill to get started).


Monster Balance Changes:

Monster life has been increased in tier 4-12 maps.
The Life Regeneration mod (and aura) for rare monsters can no longer appear until level 8, to prevent unkillable monsters early where you don't have the tools to deal with their high life regeneration
Bosses that had a reduced effect of curses on them now have a multiplier rather than a reduction. Over time, more and more curse effect has been made available to players. With the boss curse effect reduction being additive, the increased curse effect available to players overwhelmed it. Temporal Chains and Enfeeble arguably still trivialise most bosses.


Other Balance Changes:

Tier 1 maps now drop from level 58 onwards in Merciless.
Poison now deals 8% of Physical and Chaos damage as Chaos Damage for 2 seconds (down from 10%). While we have future plans to fix Poison (addressing double dipping), this nerf brings it slightly more in line until we can make those changes.
Labyrinth Item Enchantments for Storm Call Duration have been weakened. In Merciless, the duration is 20% lower (rather than 30%). In the Endgame Labyrinth, the duration is 30% lower (rather than 45%). Nearly-instant Storm Calls were a problem. It has its delay for a reason. There are still legacy versions of this Enchantment.
The extra map drop chance that occurs at the map boss is now on the final map boss you kill, rather than the first one.
The cost for Vorici to guarantee three specific colours of sockets has been reduced to 120 Chromatic Orbs.
The chance of finding a Unique Strongbox has been doubled again.
Tormented Spirits can now only touch up to 50 monsters each. The technical issues caused by "vacuum farming" are causing too many problems for us and we have unfortunately had to disable this playstyle. This will improve server performance for everyone.
Tormented Spirits can no longer possess Vagan, because sometimes he cannot die.


Zana League Mods Available During 2.4.0:

There's now explanatory hover text on the map mods that Zana offers, so that you can see this data in the game client.
Level 2: Invasion (Cost: 2 Chaos Orbs, +20% IIQ, adds one Invasion Boss/Pack)
Level 3: Beyond (Cost: 3 Chaos Orbs, +20% IIQ, Beyond)
Level 4: Anarchy (Cost: 3 Chaos Orbs, +20% IIQ, adds three Rogue Exiles)
Level 5: Torment (Cost: 3 Chaos Orbs, +20% IIQ, adds three Tormented Spirits)
Level 6: Perandus (Cost: 4 Chaos Orbs, adds three Perandus Chests, chance for Cadiro to spawn)
Level 7: Domination (Cost: 4 Chaos Orbs, adds three Shrines)
Level 8: Ambush (Cost: 4 Chaos Orbs, adds three Strongboxes)



puh, erst mal durchlesen.
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Aug 30 2016 10:25pm
Puh
Poison double Dip lebt noch (poison DMG nur rduced von 10 auf 8%)
DD Nerf kommt aber wohl im nächsten patch

COC komplett Rip (ein spell pro Trigger, 500ms CD, dafür more spell DMG)
Bf Mine Rip (Bf startet an der mine in Richtung Mobs, nicht mehr direkt am Mob)
BV Rip (Max Stacks 20, dafür mehr DMG)
Earthquake Rip (weniger DMG, weniger aoe, mehr Mana cost)
Frostwall komplett Rip (projectiles no longer collide on friendly frostwall)

League of rip
Tornado shot wieder fotm

This post was edited by SubbroT on Aug 30 2016 10:30pm
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Aug 30 2016 11:12pm
hier mal etwas verkürzlich und teilweise in eigenen worten zusammengefasst
wichtiges hervorgehoben

Quote
Triggered Skill Improvements:
CoC, CoMK, Mjölner, Cospri's Malice -> One Skill triggered per event - Cast in Reihenfolge der Sockel - Cooldown auch bei Unique Items


Active Skill Gem Balance:

Frostwall: projektile kollidieren nichtmehr mit friendly frostwalls
CoC: 500ms cooldown, 100% chance to cast on crit, 20-39% more spell dmg

CoMK: 250ms cooldown, 20-39% more spelldmg
Fireball, Ice Spear, Artic Breath: 35-70% more dmg auf lvl 20
Cleave, Sweep, Ground Slam, Sunder, Viper Strike, Double Strike, Heavy Strike, Glacial Hammer, Dominating Blow, Frost Blades, Lightning Strike, Wild Strike, Static Strike: 5-20% more dmg auf lvl 20
Reave/Vaal Reave: Mehr Base-Aoe, weniger Aoe per Stack - bei 4 stacks gleich, danach weniger.
Lacerate, Ice Crash: weniger AS-penalty
Static Strike, Wild Strike: 1% aoe per level
Earthquake: more dmg von 60% (lvl 1) reduced zu 50% (auf allen leveln), Aoe reduced 12%, manacost von 6 auf 10
Blade Vortex: Maximum Stacks 20 (von 50), 63% more dmg auf level 20

Magma Orb: projectile speed mods wirken jetzt
Discharge: 35% less damage when triggered.
Vaal Molten Shell: explosion nurnoch bei phys dmg absorb, nicht bei jedem hit
BladeFall Mine/Trap: Bladefall castet jetzt am Punkt der Mine/Trap, statt direkt beim nächsten Monster (aber cast geht in richtung der mobs)
PvP T-values have been set for Contagion, Essence Drain and Vortex.


Support Gem Balance:

Melee Splash: "less dmg" reduced von 50/31 (lvl 1/20) auf 35/26 (lvl 1/20)
Less Duration: More-Multiplier reduced um 10%
Pierce: MAna Multiplier von 110 auf 130, more-dmg-multiplier reduced um 10%
Cast when Stunned: triggert auch wenn der hit geblockt wird


Unique Item Balance:

Rigwald's Crest: The damage of the spectral summoned wolves has been increased by 50%. Their life has been increased by 66%. You know you want to.
The following changes do not affect existing versions of these items, unless you use a Divine Orb to reroll them.
Reach of the Council: flat damage lowered from (25-40 to 100-115) to (15-30 to 70-95). local physical damage reduced from (50%-70%) to (40%-50%).
Voidheart: Melee Hit to Bleed lowered from 100% to (30% to 50%). Poison on Melee Hit lowered from 100% to (20% to 40%).



Ascendancy Skill Balance Changes:

Juggernaut: Unrelenting: 30% chance auf max charges bei endurance charge (vorher 100%).
Slayer: Headsman: 15% aoe bei kill recently (vorher 20%).
Slayer: Impact: 10% aoe (vorher 15%).
Elementalist: Shaper of Desolation: Ele Conflux gesplittet, 3sec für jedes element nacheinander, dann 1 sec alle drei elemente zusammen


Monster Balance Changes:

Monster life increased in tier 4-12 maps.
Lifereg-mod und aura kann auf rares nicht mehr in t1-8 maps spawnen
Bosses that had a reduced effect of curses on them now have a multiplier rather than a reduction. Over time, more and more curse effect has been made available to players. With the boss curse effect reduction being additive, the increased curse effect available to players overwhelmed it. Temporal Chains and Enfeeble arguably still trivialise most bosses.


Other Balance Changes:

Tier 1 maps now drop from level 58 onwards in Merciless.
poison dmg reduced von 10% auf 8% - double dip nerf in planung
Lab Helm Enchant für Stormcall nerfed, Legacy versionen bleiben.
extra map dropchance beim letzten mapboss, nichtmehr beim ersten
vorici craft für 3 gleiche farben cost reduced von 285 auf 120 chrom
The chance of finding a Unique Strongbox has been doubled again.
tormet spirits können max 50 monster "berühren" - rip ghosthunting
Tormented Spirits can no longer possess Vagan, because sometimes he cannot die.


Zana League Mods Available During 2.4.0:

There's now explanatory hover text on the map mods that Zana offers, so that you can see this data in the game client.
Level 2: Invasion (Cost: 2 Chaos Orbs, +20% IIQ, adds one Invasion Boss/Pack)
Level 3: Beyond (Cost: 3 Chaos Orbs, +20% IIQ, Beyond)
Level 4: Anarchy (Cost: 3 Chaos Orbs, +20% IIQ, adds three Rogue Exiles)
Level 5: Torment (Cost: 3 Chaos Orbs, +20% IIQ, adds three Tormented Spirits)
Level 6: Perandus (Cost: 4 Chaos Orbs, adds three Perandus Chests, chance for Cadiro to spawn)
Level 7: Domination (Cost: 4 Chaos Orbs, adds three Shrines)
Level 8: Ambush (Cost: 4 Chaos Orbs, adds three Strongboxes)


This post was edited by SubbroT on Aug 30 2016 11:32pm
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Aug 30 2016 11:20pm
holy shit, the nerfs are real.

tldr: GGG hat sich einen übergroßen negerdildo-strapon umgeschnallt und nahezu das komplette meta 12 stunden lang ohne gnade in den arsch gefickt.





meine gedanken im detail:



Quote
For Cast on Critical Strike, Cast on Melee Kill, Mjölner, Null's Inclination and Cospri's Malice, only one skill can be triggered per trigger event.


rip multiple skill coc builds. zb bf & ek oder sowas

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Quote
Frost Walls created by you or your allies are now no longer considered enemies for the purposes of projectile collision detection (your projectiles will not collide with your own Frost Wall).


rip frostwall abuse, rip wander singletarget, imho ganz allgemein rip wander. bowies werden wieder blast rain benutzen müssen.

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Quote
Cast on Critical Strike now has a 500ms cooldown, and will now only trigger one spell per frame when you critically strike. It now has 100% chance to trigger casts when you critically strike. It now has 20% more spell damage at level 1, tapered up to 39% at level 20 (1% per level).

[...]

Discharge now deals 35% less damage when triggered.


rip coc discharge.

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Quote

Many skills have had their damage increased. The increases start out low at lower levels and taper upwards. Here are the increases at gem level 20:
Fireball: 50% more damage.
Ice Spear: 70% more damage.
Arctic Breath: 35% more damage.
Cleave: 19% more damage.
Sweep: 15% more damage.
Ground Slam: 15% more damage.
Sunder: 9% more damage.
Viper Strike: 11% more damage.
Double Strike: 13% more damage.
Heavy Strike: 5% more damage.
Glacial Hammer: 6% more damage.
Dominating Blow: 6% more attack damage (not minion damage).
Frost Blades: 15% more damage.
Lightning Strike: 9% more damage.
Wild Strike: 19% more damage. It now also gains 1% increased area of effect per level.
Static Strike: 16% more damage.


mostly meh.... aber fireball klingt gut. rolling flames max aoe overlap shotgun fireball könnte was werden...

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Quote

Reave: 12% more damage. Reave's base area of effect has been increased by 21%. Its per-stage area of effect has been reduced from 30% to 20%. It still has the same area of effect at the fourth stage.
Vaal Reave's area of effect has been updated to match changes to Reave.


der damage bonus ist ziemlich wayne. wenn man allerdings vaal reave nutzt, um reave mit 8 stacks zu nutzen, sollte das alles zusammengenommen ungefähr 40% less aoe bedeuten als vorher. ab das eine rolle spielt weiss ich ehrlich gesagt nicht. in jedem fall aber ein nerf für reaver.

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Quote
Earthquake's aftershock damage has been reduced from 60% more (at level 1, tapered upwards) to 50% more at all Levels. Its mana cost has been increased from 6 to 10. Its aftershock area of effect has been reduced by 12%.

Quote
The damage bonus of the Less Duration support gem has been reduced. At level 1, it has been reduced from 20% to 10%. At level 20, it has been reduced from 29% to 19%.

Quote
Voidheart: Its Chance on Melee Hit to Bleed has been lowered from 100% to (30% to 50%). Its Chance to Poison on Melee Hit has been lowered from 100% to (20% to 40%).


zusammen ein dicker nerf für earthquake, vor allem für die mainstreamvariante mit 2h, noncrit, bleed, marohi.

im detail: der aftershock aoe nerf sollte keine große rolle spielen. der aftershock damage nerf ist in meinen augen angemessen und fair, aber natürlich trotzdem ein nerf für den skill. vor allem wenn man mit voidheart auf bleed setzt und 2händer mit hohem single-hit-damage nutzt, ist das ein massiver nerf für den resultierenden bleed damage. mit dem generften voidheart bleed zu applien sollte weiter kein großes ding sein, aber der nerf zur poison proc rate von voidheart ist brutal. wer poison earthquake spielen will, wird nun wohl nicht mehr um das poison gem rumkommen. den platz dafür hat man in nem 6link, aber der spass mit inc aoe & conc effect fürs poison double dip wie in joeys link wird nicht mehr gehen.

der damage nerf auf less duration ist für alle varianten von eq hart. die diversen nerfs zum aftershock bedeuten, dass die bedeutung des aftershock für den gesamtschaden gesunken ist. dh man hat nun noch weniger anreiz, mit langsamen waffen den attack speed unter der aftershock duration zu halten.

da das poison double dipping nicht generft wurde, ist unterm strich nun wohl dual wield eq mit poison die stärkste eq-variante, aber auch hier tun die nerfs zu less duration, dem aftershock und voidheart richtig weh. 2h marohi eq mit voidheart wurde richtig gefickt.

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Quote
Blade Vortex now has a stack limit of 20 (down from 50). It now deals 63% more damage at level 20. The number of hits per second causes substantial performance problems. The skill was also deemed too strong against bosses.


20*1.63 = 32.6; 32.6/50 = 0.652.
das entspricht also einem globalen 35% damage nerf für blade vortex. die reduzierte anzahl an stacks heisst ausserdem rip flaskfinder.

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Quote
Vaal Molten Shell now causes an explosion when it prevents any physical damage, rather than when it takes any hit.


nach all den nerfs nochmal nachtreten... um ganz sicher zu gehen, dass vms builds tot sind.

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Quote
The trap/mine behaviour of Bladefall has been made more consistent with other traps/mines. The blades fall from the mine itself, not targeting the location where the monster is. (They will fall in the direction of the monster though).


da poison double dipping nicht generft wurde, ist bf miner nach wie vor der bosskiller vom dienst, aber dieser change bedeutet, dass mappen damit wirklich GAR NICHT mehr geht. für alles andere als uber farming würde ich sagen rip.

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Quote
Pierce's mana multiplier has been increased from 110% to 130%. Its damage at high levels only has been reduced. Its damage at level 20 has been reduced from +29% to +19%.


... nur für den fall, dass die frostwall nerfs nicht reichen....

-----

Quote
The following changes do not affect existing versions of these items, unless you use a Divine Orb to reroll them.
Reach of the Council: Its added damage has been lowered from (25-40 to 100-115) to (15-30 to 70-95). Its local increased physical damage has been reduced from (50%-70%) to (40%-50%). Given the large number of additional projectiles this bow provides, it doesn't need the incredibly large damage bonus. It essentially has a built-in GMP which you could use a damage support in place of.
Voidheart: Its Chance on Melee Hit to Bleed has been lowered from 100% to (30% to 50%). Its Chance to Poison on Melee Hit has been lowered from 100% to (20% to 40%). We feel that this ring provided too much of a damage bonus for one non-weapon item slot.


dicker nerf zu rotc, der bow ist nun wahrscheinlich nur noch in kombination mit heavy poison double dipping builds zu gebrauchen, weil da das nicht-nutzen-müssen vom double-dippenden 25% less multiplier von gmp voll reinhaut. für alles ausserhalb dieser nische würde ich sagen rip rotc.
voidheart: siehe oben beim thema eq.

achja: wohl dem, der legacy-varianten dieser items hat. irgendwelche spekulanten, die die dinger gehortet haben, sind nun reich.

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Quote
Monster life has been increased in tier 4-12 maps.


übersetzung: fuck you yellow map meta

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Quote
Bosses that had a reduced effect of curses on them now have a multiplier rather than a reduction. Over time, more and more curse effect has been made available to players. With the boss curse effect reduction being additive, the increased curse effect available to players overwhelmed it. Temporal Chains and Enfeeble arguably still trivialise most bosses.


verwirrend formuliert, ist aber ganz einfach:

man hat einen build ohne irgendwelche curse effectiveness buffs udn cursed einen boss. der curse auf dem boss hat 100% - 60% = 40% effectiveness.
vor dem change: man hat einen build mit 50% increased curse effectiveness: der curse auf dem boss hatte damit 100% - 60% + 50% = 90% effectiveness.

nach dem change:
ohne curse effectiveness: der curse auf dem boss hat 100% * 0.4 = 40% effectiveness, genauso wie vorher.
mit 50% increased curse effectiveness: der curse auf dem hat nach dem change (100% + 50%)*0.4 = 60% effectiveness.

imho ein sehr guter und sinnvoller change. für die meisten builds ändert sich dadurch gar nichts.

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Quote
Poison now deals 8% of Physical and Chaos damage as Chaos Damage for 2 seconds (down from 10%). While we have future plans to fix Poison (addressing double dipping), this nerf brings it slightly more in line until we can make those changes.


ein 20% nerf für jeglichen poison damage. imho sehr gerechtfertigt, vor allem da das double dippen nicht geändert wurde. übersetzung des zweiten satzes: poison double dip abusers, prepare your anus.

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Quote
Labyrinth Item Enchantments for Storm Call Duration have been weakened. In Merciless, the duration is 20% lower (rather than 30%). In the Endgame Labyrinth, the duration is 30% lower (rather than 45%). Nearly-instant Storm Calls were a problem.


damit wird storm call wieder richtig slow und clunky und unerfreulich zu spielen. imho rip.

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Quote
Unrelenting now has a 30% chance to gain maximum charges on generating an endurance charge (rather than 100%).


imho ein richtig fetter nerf für juggernautl. die klasse bietet in sachen damage fast nichts an, die perma-endurance charges sind so ziemlich der einzige selling point für die klasse. wahrscheinlich wird man nun mit juggernaut nicht mehr nur mit enduring cry auskommen sondern auch warlords mark fahren müssen. und damit kann man dann gleich slayer oder berserker spielen.

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Quote

Headsman now grants 15% increased area of effect if you have killed an enemy recently (down from 20%).
Impact now grants 10% increased area of effect (down from 15%).


just to make sure blade vortex is fucked...

das sind nerfs, aber keine weltbewegenden. die nerfs für juggernauts und slayer kombiniert mit den eq nerfs, dem less duration nerf und dem voidheart nerf bedeuten zusammengenommen aber doch einen gigantischen nerf für die bisherigen EQ builds.

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Quote
Shaper of Desolation now grants different Confluxes over a ten-second cycle: Chilling Conflux for three seconds, Shocking Conflux for three seconds, Igniting Conflux for three seconds and then all three together for one second. Each Conflux means that any damage causes that Status Ailment. Elemental Conflux was too powerful. The new version requires more strategy (and doesn't need a kill to get started).


IKSDEH. nur noch jeweils 40% der zeit ignites, shock und freeze. das ist die komplette zerstörung von soooo vielen builds. imho gerechtfertigt, aber trotzdem heftig.


---------------------

und der builld den ich spielen will wurde bei diesem nerf-massaker kein stückchen generft, wie geil ist das denn? ^_^ :rofl:



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Aug 30 2016 11:32pm
Insgesamt iwie joa

Eq liest sich quasi nicht nerfed, aber in allem zusammengenommen schon richtig eklig generft, wirklich an jeder Ecke an der es geht (meine Version xd)

Blade vortex ^^

Slayer 10 weniger aoe, huan

Rotc joa Wayne

Die buffliste hat auch nichts wirkliches wo ich sagen würde, hey lets do it


Wander St Tod
Bowie weiterhin #1

Jz iwas mit poison abuse bauen
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Aug 30 2016 11:42pm
Quote (qinii @ 31 Aug 2016 07:32)
Insgesamt iwie joa

Eq liest sich quasi nicht nerfed, aber in allem zusammengenommen schon richtig eklig generft, wirklich an jeder Ecke an der es geht (meine Version xd)

Blade vortex ^^

Slayer 10 weniger aoe, huan

Rotc joa Wayne

Die buffliste hat auch nichts wirkliches wo ich sagen würde, hey lets do it


Wander St Tod
Bowie weiterhin #1

Jz iwas mit poison abuse bauen


der einzige buff, der was bringen könnte, ist imho fireball. 50% mehr damage ist schon nice. hat noch wer diesen alten rolling flames build bei dem sich die fireball-aoes am ende überlappen?
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Joined: Apr 26 2010
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Aug 30 2016 11:49pm
Quote (Black XistenZ @ Aug 31 2016 07:42am)
der einzige buff, der was bringen könnte, ist imho fireball. 50% mehr damage ist schon nice. hat noch wer diesen alten rolling flames build bei dem sich die fireball-aoes am ende überlappen?


Joa das isses, aber auch wirklich der einzige

Hab noch nie fireball gezoggt, ne Mischung aus Mass aoe und proj klingt eig relativ gut

Rolling flames wirkt auf vaal fireball? - da könnte man auch böses drausbauen



Ich glaub ich hab da schon paar recht nette Ideen
Sogar poison abuse ist hier einigermaßen gut einzubringen
Caster, is doch sicher seasons her :lol:


This post was edited by qinii on Aug 30 2016 11:57pm
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