0.3.1 Patch Notes

HUGE. LOVE your work
nice, thank you
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detaiwork#3801 schrieb:
What?Come on GGG you literally disabled by build. I rely on Bloodthief Queen to produce corpse then use unearth. This is not an overpowered build and last season you already disabled gilded beetles. How long does it take to make them back online? What is the reason that you guys are disabling 5hem?

I feel really frustrated that playing an off meta build with nothing op ending up with a build totally disabled.

Thanks


Your mistake waas not playing the same build about 1/3rd of players are playing, LA Deadeye.
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JeebusKrist#0190 schrieb:
GGG can't seem to get out of their own way with these nerfs. Its constant. They do something that's good but there HAS TO BE some sort of negative attached to it. Its ridiculous.

Example:
Before, you were able to run a low level 6 mod map in tower to juice all maps with 3 tablets, then run as many mods as your build could handle, or save yourself an extra portal - at your discretion. Now, you MUST run a 6 mod map in EVERY map to get access to the "same" amount of juice.

You'll notice I said "same". This is because its not the "same". They have slightly lowered some of the maximum values you were previously able to achieve(QUANT TABLETS MAX 10%?!?? WTF GGG), when, there's already a HUGE loot problem in the end game mapping system. Why further nerf the ability for drops? Drops are the entire point of an ARPG.

That being said, why are there so many death penalties? This is the only game I know of (aside from dark souls) that layers multiple penalties on top of each other as a punishment to the player for dying. The game has HORRIBLE balance in end game, you've made modifiers on maps and mobs too strong for the average build - if you're not 1 shotting everything - you can't fully run juiced maps. God forbid you get a map with temporal chains AND chilled ground which adds up to a WHOPPING 60% less movement speed...while the mobs not only aren't affected by chilled ground(they should be), they have HUNDREDS of more movement speed than any player not on a Roa can achieve.

With this horrible balance, and the crazy ONE SHOT mechanics of multiple mobs (lets take Eternal Knight class mobs with TELEPORT and 50x the projectile speed of any normal player as an example), layering penalties one on top of another - XP, time, currency loss from waystone rolling, map loss, tablet loss. Where are the REWARDS for this kind of difficulty? A couple of exalts and some low tier currency? There's ZERO excuse for a fully juiced map with 50%+ quant on it (another balance problem with the tablets - no quant = crap tablet-AGIAN, 10% MAX QUANT WTF GGG) to not drop at MINIMUM 1 raw divine.

This game has become a crafting simulator. There's little to no reward/return for build diversity or juicing maps. If you want to make 20+divines a day, you must be a hideout warrior crafting or a no-lifer with 8+hrs a day to spend playing the game. No casual player sees any reward for grinding because of the bad balancing.

Some suggestions:
-REMOVE ALL DEATH PENALTIES BESIDES XP. NO REASON WE SHOULD LOSE THE MAP OR ONLY HAVE 1 PORTAL.
-Raise max movespeed on boots from 35% to 50%.
-Lower the magnitude of temporal chains and chilled ground by HALF.
-Boost inherent quant/rarity on waystones.
-Nerf the most egregious 1 shot mechanics.
-Listen to Rue's video on the other issues facing the game. Namely, the tree is a disaster and TOO MUCH POWER COMES FROM GEAR.

Hopefully someone from GGG reads this...but I doubt it.


GGG seems to have a real hard-on for "we must punish players for dying as much as we possibly can", so I'm kinda surprised they haven't made it so you drop stuff you were carrying when you die.
Visions of the paradise buff is bugged. It doesn't count doesn't mather which tablet do you insert on the map.
So I just tried my first 3-tablet map and completed it. Where did the tablets go? They all had more than 1 charge.
Still no update on consoles ×_×
the minimum quantity on the tablets is still 3, fix it asap please,this makes it more difficult to reroll. (and of course bring back rare monsters to the map)
Zuletzt bearbeitet von 007maxxx#2267 um 30.09.2025, 21:43:58
Btw combat frenzy still doesnt work on freeze bosses. No power charges gaining on freeze bosses so you forced to use cringe base attack with cringe support gem, abuse corpses with wand (on monk) or dont play ice strike monk at all. Just saying. Cmon, one of the most popular builds on one of the most popular class just doesnt work without cringe
What a terrible decision, first to remove the rare mob indicator, and second, to make every map contain a boss.

I truly hope that the lack of rare mob visibility on the minimap is just a simple bug, and not an intentional change.

As for the bosses—sometimes we just want to run a map quickly. Now that's impossible, because even when we have the damage, bosses often have their own cut-scenes or other "phases" that waste time.

Please change this, because it's genuinely making me lose the desire to play.

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