The Convergence Update - Beta 0.9 Patch Notes

Great thing about 2023. There is sooooo much to choose from. You do you! I actually refunded my pre-sales of D4. Decided I had no interest. Now we’ve BOTH made or intentions known so we can get our zings in and feel good about our decisions.

5 Likes

I specifically like the addition/changes to CDR and Area Affixes.
Especially in conjunction with 2H Melee Weapons getting more exclusive affixes.

Erasing Strikes’ Implements of Destruction Node changes in conjunction with this makes 2H really interesting with all the different options and routes you can go about it.

Eber Head for big nukes
Apathy’s Maw for screen clear
Hollow Blade for sustained spamming

2 Likes

What’s the solution for mana regen?

Is there eventually going to be flat mana regen and more mana regen modifiers added to the game?

With Volatile Reversal being hit and those new Sorcerer passives (removed intelligence??), I don’t see mana management looking to good for Sentinel subs and Sorcerer.

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I believe the solution they want you to take for mana regen is to not try to play LE like other games that allow you to build in a way that completely ignores all resource costs.

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In general there isn’t so much changes as there are small tweeks to things which ultimately seems to be of very little value, baring rare exceptions here and there.

Above all I see that acolite necromancer continues to not be great. Minion AI improvement are great and all, but minions are not not getting any major buffs to damage which they sorely need, they are not getting any major buffs to survivabillity which they also sorely need and we are not seeying any major changes around summoning multiple minions at once. No one takes nodes that makes you summon multiple minions because the downsides of them are so heavy that there is no point in doing so. We lose damage by taking those nodes, the mana cost is ridiculously high and to top it off there is a cooldown unless we waste more points to summon less but without a cooldown.

This is without me even getting started on how bad totems still are. The only totem builds are not totem builds, they use a totem interaction with a caster skill and the damage comes from casting not really from the totems attacking. They also suffer the multiple summon problem that minions do.

Then let’s also talk about QoL. We know that the auto-cast of skills was a bug with the endgine that you decided to keep. Cool, I think we can all agree that auto casting of some skills is actually beneficial for the game or you’d have removed that. Since we can agree to that why can’t we just fully adopt auto casting, make it an actual option you turn on by adding a check box or something for it? With this we can remove the constant stuttering of auto casting which let’s be honest, doesn’t really gets anyone killed, it’s only annoying and if it’s annoying, you may as well get rid of a pointless source of frustation for the players.

I’m sure there is a slew of other things to write about, about plenty of skills and playstyles that need buffing, about how crafting still needs improvements and so on. But i’ll let other people talk about those as I’m not familiar with all the skills at least.

I’ll say however that the current guilds system is lacking to unbeleivable degrees. On one side you got non trade which is mostly what it is right now with some buffs at higher levels. On the other you got trade with such a massive drop nerf that no one will trade anything because no one will find anything worth trading (yes a bit of exageration but gets the point across) and in both cases progression, at least at first look seems further gated by what you can even equip due to guild level restrictions.

So the way I see it. While there has been some minor improvements here and there, there was also some nerfs which were in many cases unwarented in a lot of places and a lot of what needs some large improvements are not really seeing it. The game might feel more stable to play with the performance improvements you are making, but it seems like it will feel worse to play from the perspective of player power which you somehow still believe needs even more nerfs when it needs a ton of buffs across the board.

2 Likes

Am I reading this right that their are experience penalties for being more than five levels from a zone? So, this forces people to continue with the storyline instead of going to monoliths at around 40?

This is one of the major issues with why I severely dislike PoE. You have to do the entire storyline to do maps on every character. It is a massive drawback.

Deciding to go Aura of Decay Lich or Bone Golem Necro in 0.9

Not only did it not get buffed it also got nerfed by the fact you will poison yourself more which is one of the biggest issues, you just kill yourself more and more the stronger you get. ffs

Then

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No, you are misinterpreting the adjustment to XP penalties.

There was a system already before and now they slightly changed that system.

Higher level areas fundamentally already give you way more experience, but if you go to areas that are much higher than your levels (10+ levels) you will get some penalty.

But those areas will still give you a lot of experience.

I think these changes were mostly made so that xp carry services will not become a RMT thing.

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hope the 0.9 patch helps with that. If it doesn’t then maybe the gtx 960 (and other components) needs to be upgraded :frowning:

this change of increased affect to penetration is kind the the biggest you are scared of beast master poisons ever

and honestly the increased effect being a multiplier to the base damage of a ailment and increasing other effects of it was an interesting design space

but this is a nerf to poisons for beast master in the order of a little more than halving the base damage and gaining about 15% more pen… when you were already getting to at about 45-65% over penetration on a build with the correct helm and chest mod mods

so more or less halving the damage output

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Are there plans to include a search box and glow highlighting for the timeline echo map? Would help to find special nodes while clearing or after a node reroll, such as unique reward echoes.

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That guy isnt me. Just to be clear. :laughing:

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That’ll only really matter for Bosses, just slows the dps down a bit, and with enough points in Consecrated Ground duration I don’t think it’ll matter. With the refund cooldown on kill node I typically had VR up quicker than I really needed.

It’s a flat -2 seconds.

Why double nerf to critical invulnerability debuff?
Now its not only 10 stacks max but also crit chance per stack reduced from 5 to 2?
So max crit you gain is 20%.
it makes this node pretty useless. You still need to heavily invest into crit chance. That was not an issue before.
And i still need 10 passive points to invest to get 100% chance to apply it. (at least reduce it to 5 points with 20% per point)
Its a huge not justified nerf

1 Like

No, its basic windows functionality.

That’s caused by the skills you’re trying to spam having a cast time, not the lack of official autocast. Besides, you can achieve the same by just holding the button down (not that I would suggest that as a valid option).

The “massive drop nerf” that they have neither communicated nor, probably, even decided on?

The only scenario I can think of where that would be the case is if you were partied with a higher rank CoF player and they gifted you an item which had a higher rank requirement than you had, which I assume is possible. If an MG friend gifts you an item, you can use it (assuming you meet the character level requirement, obviously). If an MG friend tried to trade you an item for which you didn’t meet the rank requirement to trade I don’t believe that would be possible.

That has always been the case. You’ll still get more xp than wandering through level-appropirate areas. Plus the main requirement to go through the campaign is the passive points and idol slots.

That’s not a thing, mobs don’t usually have resists (or armour) so any penetration you get is a more modifier.

Nope.

Because it was bonkers powerful before and 1 Rogue in the party would have given the entire group free crots with no investment into gear. Now you’ll be getting 20% flat crit (though from memory it’s applied after your % increased crit unless that has changed, which hopefully they have/will) which isn’t a small amount.

No, it’s not. Its a huge justified nerf.

2 Likes

each specialization has something they don’t need to invest by gearing, for example it was block for sentinel. And for marksman it was crit invulnerability. Dont want party members to fully benefit from it ? Its ok. then reduce debuff effect on party members.
To reduce solo power, just because it effects party play is bad design.

It will be interesting to see how that plays out. For a group, 20 base Crit is still crazy powerful… But given how rogue was reliant on it, we will have to see how she can compensate for that.

But it also negated the need to gear for % increased crit (since you didn’t need it and the buff didn’t get affected by it). Even solo it was too good. If they’ve made it interact with % increased crit then that would be fine IMO since its still an exceptionally powerful passive given how fast the Rogue can build it up.

2 Likes

Sooo many cool changes but that also bring about questions…

  1. Does Maul become a traversal skill if it takes Fury leap tree ? (shouldn’t imo) how does this interact with Rampage then?
  2. Any change to the Lagon fight pls ? Rampage werebear and few other skills still would have trouble hitting it.
  3. Ouch poor Javelin, hit based lightning javelin was already kinda worse than DoT (just much cooler looking).
  4. How does Flip the coin work with Chakram, is it no boost(boo hoo), 50% chance for 48% more dmg(ew RNG) or would it just be a consistent 24% more dmg(best choice imo).
  5. I heard the Tornado lightning proc was getting boosted from the tree nodes as well during the multiplayer beta is this still the case or reverted? and if yes is this going to be the same for all Primal lightning eg: in maelstrom and fury leap ?
  6. What happens to the added fire throwing damage and increased fire damage taken affix(prefix for rings and ammys if I remember correctly) is it kil? NO
    If its removed, do old items still keep it or are they bricked?