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Jun 21 2015 11:14am
Quote (Crazy_Fury @ Jun 14 2015 11:39am)
bassi costano anche meno di una alchemy


mi chiedono 1 - 2 chaos, e mi sembrano tutte basse :/ Intanto vado di tornado con l'arma addosso, i mostri vanno giù uguale
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Jun 21 2015 11:23am
aggiungimi che te ne do un paio io : Dischiudeteivostriani

This post was edited by Crazy_Fury on Jun 21 2015 11:24am
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Jun 21 2015 12:32pm
Quote (Crazy_Fury @ Jun 21 2015 06:23pm)
aggiungimi che te ne do un paio io : Dischiudeteivostriani


that generosità, t4t
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Jun 26 2015 03:11am
Wadda wadda, sembra un bel cambiamento :D

Quote
As we raise the level of content in The Awakening, we're introducing a new range of maps, and readjusting map area levels to better suit the level we expect most players to start mapping. To coincide with this, we felt we should take a look at the pool of map mods that can typically roll, and take this opportunity to allow for a smoother entry into mapping, and a more interesting and challenging pool of mods for high-end maps.

It's important to note that none of these changes affect existing maps with the old art. Only the new maps will have the below set of changes:

The More Magic Monsters Mod has been combined with the Bloodlines Mod, meaning you get more magic monsters, but each magic pack will have a Bloodline Mod.

The More Rare Monsters Mod has been combined with the Nemesis Mod, meaning you get more rare monsters, but each rare monster will have a Nemesis Mod.

All Mods which grant Increased Item Quantity will now also grant Increased Item Rarity to the Maps. This value is multiplicative with all other forms of Rarity increases.

Increased Item Rarity and Monster Pack Size on Maps will now appear at the top of the Map Item next to Item Quantity and the Level of the Map.

The Monster Pack Size Mod has been removed.

All Mods which directly apply an effect to the player, or adjust the player's stats will also increase the Monster Pack Size on the Maps, this includes applying curses, reducing maximum resistances, preventing regeneration (or reducing it) and others.

The Maps have been split into three tiers, low-tier maps, mid-tier maps and high-tier maps. These thresholds determine which Mods the maps can get and the power of those mods. Currently the mid tier starts at level 74, and the high tier starts at level 79. It also unlocks combinations of mods which aren't possible at the lower tiers, for example multiple Elemental Damage mods cannot occur until mid-tier maps, and multiple Curse Mods cannot occur until high-tier maps.

There will be new mods added in patches following the launch of The Awakening.


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Jun 26 2015 05:29am
Quote (AlPi @ 26 Jun 2015 11:11)
Wadda wadda, sembra un bel cambiamento :D


fiquo
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Jun 26 2015 05:30am
Quote (Antidepressant @ Jun 20 2015 07:02pm)
Con 1k fg mi faccio un char per runnare easy mappe fino a lvl 75?
Avrei voglia di riniziare un facebreaker tornado ma a questo punto prenderei subito robe che tanto si mettono già al 16.



bumpino
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Jun 26 2015 05:39am
Quote (Antidepressant @ 26 Jun 2015 13:30)
bumpino


http://www.pathofexile.com/forum/view-thread/1216804

5link e via
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Jun 26 2015 06:32am
sembra interessante, ma non vedo cubi di kalandra...
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Jul 6 2015 02:23am
La bomba:

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We introduced Eternal Orbs in the 0.11.0 patch two years ago. Since then, the impact they've had on Path of Exile and its economy hasn't been what we initially intended.

With the release of The Awakening this weekend, Eternal Orbs will no longer drop. Ones that still exist in the permanent Standard and Hardcore leagues (and their imprints) will still work.

We feel that the ideal time for this change is now, because of the introduction of new top-tier Maraketh Weapon base types and new item mods.

At the release of the next Path of Exile expansion after The Awakening, we'll review economic data and make a decision about whether they are restored or will continue to be disabled.

Master mods that were priced in Eternal Orbs will be modified (and cheaper) in The Awakening.


Chissà quanto varranno tra qualche mese ;)

Presumo che il prezzo delle ex si alzi parecchio perchè la gente vorrà craftare gli oggetti con nuove mod e tier più alti, e i fail, senza eternal, aumenteranno notevolmente.

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Jul 6 2015 03:09am
Quote (AlPi @ 6 Jul 2015 09:23)
La bomba:



Chissà quanto varranno tra qualche mese ;)

Presumo che il prezzo delle ex si alzi parecchio perchè la gente vorrà craftare gli oggetti con nuove mod e tier più alti, e i fail, senza eternal, aumenteranno notevolmente.


bye bye mirror service... sarà pressochè impossibile adesso fare item uber gozu senza usare gli eternal... oppure come minimo adesso per farti un mirror service non chiederanno più il mirror e una trentina di exalted come pagamento, ma ti chiederanno il mirror e qualche miliardo di exalted visto che sarà più difficile craftare itamz perfetti

se prima un eternal valeva 3-4 exalted adesso varrà almeno il doppio... e chissà tra qualche settimana lol
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