0.3.1 Patch Notes
THE PROBLEM WITH GETTING SWARMED AND DYING WAS NEVER ABOUT PACK SIZE. ITS ABOUT MOVEMENT SPEED. MOBS ARE TOO FAST, PLAYERS ARE TOO SLOW.
Go back to old pack size, increase max roll of movement speed on boots to 50%, SLOW DOWN THE MOBS MOVEMENT SPEED A LITTLE (10-25%), nerf the magnitude of temporal chains and chilled ground by 50%, make monsters be affected by chilled ground/shocked ground/ignited ground - and see if that solves the problem...Im betting it will. |
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WHEN ??????????????????
learning is a painful process ... knowledge is the most deadly weapon.
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Heh, they pretended to care that players didn't like searching for 2-3 towers nearby, but they just did what they always do - they screwed with the entire community's minds and removed the icons of rare mobs so that we'd have to sit in these labyrinths for 10 minutes each, scammers.
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Awesome patch! Can't wait to try more of it.
Suggestion: instead of fully removing the rare monster minimap icons, make it more like how the minimap icons work for league mechanics: an icon will appear only after discovering a rare in range and stay on the minimap at this point. |
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scablet added?
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0.3 release felt great, after more than one month (even with the still not fixed 1+mins freezes), I am/was still intrested in the endgame (and loved the new story development), even though it lacks content in the endgame(story, development, purpose, but we are still in the EA and content is added with each league/major content update). If I wanted to use lower tier or lower modifier waystone to traverse, there was no punishment for that. Crafting high rarity/quantity/rare monsters waystones was never easier, correct usage of tablets on the towers in the Atlas was paying off. I was actually fine with the tower based Atlas enhancements, it gave me as a player a purpose, goals of how I can make my mapping better. And investments in the mapping paid of thousand times, it finally felt good and on the right track, not as in the previous 2 patches (already 2k hours in, so this is not a weekender based criticism).
The update took big amount of fun from the player-impacting Atlas gameplay and we swithced to map-impacting gameplay (something new and developing for something old, stiff - PoE1). Long term impact for short term one. Even though I can now add up to three extra mechanics (2 when we count irradiation), I cant boost the mapps beyond that. The extra mechanics mapps with 5+additional contents seemed bigger, funnier. It is true that now I can "skip" bad layout maps and use lower tier/modifier waystones and boost the maps I like, but now I have to allways use the topped waystone so I am not missing the enhancements of maps, which are now having generally less contents from the start. The "up to 3 mechanics naturally" still do not make for the previous player delivered enhancements. In the end, the problem that people had just with the towers - the need for boosting one of 20-40 maps to max to be able to enhance dozens of other maps so the other can be played with difficulty the player allows - spread to all maps. If we do not run the maps with 15+waystones fully juiced with modifiers, we are missing. And being pushed into "having fun" feels utterly wrong. |
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Where did my rare monster map indicators go?
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PLEASE JUST FIX THE RARE ICONSSSSSSSSSSSSSSSSSSSS
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No rare monster icons...
Monster density is insanely low (back to breach ://?) Delirium fog is worse than ever (literally cant see ANYTHING) Tablets dont drop anymore... What the actual :( |
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Removes Sextans from PoE1 because they're awful.
Puts Sextants into PoE2 because..... they're awful? ??? Profit. ~ Seph
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