They buffed squirrels somehow. Nice shaman buff that goes to squirrels.
Could you explain the lootfilter changes a bit further plz? For example, I want to make a rule for two types of rings (only 2 types!) with affixes: Int t6+ OR Spell damage t5+ AND any resistance t3+. So Int+ res or Int+Spell dmg+Res or Spell dmg+res.
All that in one single rule. WOuld that be possible in 1.1?
Let me lay it out here…
What I read is absolutely AWESOME! You have shown contrary to many cries that you do in deed listen to the community and make adjustments to your original thoughts and that you are trying to make a game that continues to be enjoyable.
You are making many changes that the community has asked for and are making others that help bring a balance to some over-abused mechanics.
I’m definitely looking forward to seeing what else you are changing for the classes (skills) and finding out how they play out. I know you’ll be watching too to see how players build and work with the new changes.
Great job!!!
Great job. I just love how you guys listen to the community. Really psyched for next cycle! Thx EHG
This section is so monumental I had to pick my jaw up off the floor at least three different times just reading it alone.
Yes, this rule is possible with the filter changes in 1.1. Within one rule, you would set one affix condition with Intelligence, and Increased spell damage, with the advanced condition of minimum required tier of 5+. Then within that same rule, create a second affix condition with all resistances selected, with the advanced condition of minimum required tier of 3.
Looks good,! But… No controller changes?
With all those changes to Ward will Exsanguinous+Last Steps of the Living version be dead in 1.1? Because 4k-5k is not enough for a non-Endurance defence layer Ward is.
I don’t like the changes to circle of fortune ranks. By the time I reach rank 11 I will have completed my build, why would I want those perks at that point of the game?
in 1.1 you’ll get rank 12 faster than you could reach rank 10 in 1.0. So there are more ranks but you level them faster
First of all learn to read cuz you are wrong
second of all 40 our of game in one league(cycle) is basically nothin and if you think your build should be min-maxed out after 40 hour of game than you never played ARPG-s before
third of all as someone who played countless hours of PoE i can tell you that NOBODY on this planet wants to play a trade league, any time when trading gets more attention in a league than it should it kill the league!
have a nice day and dont comment if you have no idea about things thx!
Also the fact that you think PoE trade should be the example to follow is terrifying! PoE trade is a running joke at this point in the community. Everybody know how many flows it has and GGG does almost nothing to make it better
Quality of life feature… we getting a keychain for all these keys that drop?
indeed. Key stacking when?
The Circle of Fortune Full Set bonus is in a more suitable place now, but has the effect of moving more generically useful perks deeper into progression.
Will the new CoF Rank 11 take longer to achieve than the previous Rank 8?
Glad to see the QoL changes, especially the blessing “stash”.
Interested to see how these Shaman changes are implemented and the impact it has. Looks like some much needed better synergy with companion/totem for better scaling.
Wanna talk math? Let’s talk math.
(Or if you’d rather not, skip to the WolframAlpha link at the end)
To understand “what does the 0.00005 achieve” let’s confirm that the old and new system are indeed equivalent at 4k:
0.4 x current ward / (1 + 0.5 x ward retention) = (0.2 x current ward + 0.00005 x (current ward^2)) / (1 + 0.5 x ward retention) .. get rid of the equal denominator
0.4 x current ward = 0.2 x current ward + 0.00005 x (current ward^2) .. divide by current ward
0.4 = 0.2 + 0.00005 x current ward .. subtract 0.2
0.2 = 0.00005 x current ward .. divide by 0.00005
4000 = current ward
There’s actually two conclusions for the price of one here - since the linear coefficient was halved, this means that at 4k ward, the 20% is doing the exact same heavy lifting as the 0.005%. Hardly “irrelevant” isn’t it!
Now, say you had a build with an equilibrium at 100k ward with 600% retention. If you plug it in the old formula, you get you were countering about 10k ward degen per second. Let’s plug the same values (10k degen, 600% retention) into the new formula:
10000 = (0.2 x current ward + 0.00005 x (current ward^2)) / (1 + 0.5 x 6) .. multiply by the denominator
40000 = 0.2 x current ward + 0.00005 x (current ward^2) .. actually, I will plug this one into WolframAlpha
26354 = current ward
This honestly seems good to me.
Here’s a WolframAlpha link where you can plug in your own values. o = old equilibrium, r = retention (600% → put 600), n = new equilibrium (go to Solutions and click Approximate forms)
This was already answered:
this is exactly why devs have a hard time implementing QoL. Always asking for more and more and more. Can we just be thankful for the amazing changes without immediately pressuring them further?
It’s the whole “why don’t shards get auto picked up, also runes, also gold screenwide, where is loot pet” debate over again
Firstly, the graph doesn’t factor in Ward Retention. You’re looking at values with 50% Ward Retention. People were reaching up to 600% Ward Retention.
Secondly, the graph doesn’t factor in Ward Generation.