Nope.
They change affixes rather than just remove them, so if that one was changed, any existing item with it would get the replacement affix.
Nope.
They change affixes rather than just remove them, so if that one was changed, any existing item with it would get the replacement affix.
armour and resists are completely separate and armour does not apply to damage over time effects like the poison i was talking about though sure they are both damage taken reduction effects
i canât see it in game as part of the game guide though i recall seeing it in game maybe as loading screen tip about enemies getting resist per level and a quick check of early ruined era late divine era and lvl 100 monolith dis suggest that the enemies are getting resists and armour over the level scaling though exact numbers would be hard to check for certain
and even if the main âtrashâ mobs in game donât have resistances from level it is only really bossâs that you care about damage output against as if you struggle with trash mobs for any reason other than only have single target damage you are going to have a much worse time against bossâs
sure the post about it didnât say a âmassive drop nerfâ but that doesnât sell people on a product very well either and it DOES say that there will be a reduction in loot and increases to enemy power to combat the âdramatic increase in player powerâ that either trade or fortune would bring
If Iâm MG and Iâm playing with a friend who is CoF, can we gift items between us freely?
- Yes, however items found while CoF that they gift to you would require you to switch to CoF and rank up to use.
- Items found from monster drops while representing MG can be freely gifted and used like normal and do not have a Faction Requirement.
Maybe dumb question. New reaper form is âpushed backâ does this mean maybe during 0.9.0
or is it coming 0.9.1?
They change affixes rather than just remove them, so if that one was changed, any existing item with it would get the replacement affix.
RIP muh exaltedsâŚ
Nice points, mate. I agree with them all. Still deciding what I will go, donât know If I will repeat the ones I had (VK do, Bladedancer bf) or go to something completly new to me, like primalist druid lightning bug, which seems will be strong and tanky. 2 days
Poggies. Hyped for the release!
Itâs official, last epoch hype is back on the menu boys and girls
I looks absolutely awesome, my minor preliminar complaints, keep in mind we will need some real game experience to give true feedback, but by just the stated above:
Moving CDR to suffixes, is not good, suffixes are really tight trying to boost defenses, and specially on belt where you are already with increased + hybrid health as obligatory⌠not great.
Wings of Argentus is a new dead unique, the DR nerf would be ok IF you could get some LP in it (I mean you technically can, maybe 1LP with less than 1% chance? and good luck with the legendary smash afterwards), but losing to both the lack of vit and increased health is not an option for a chest.
The nerf of Bastion is not competent enough, still BiS on most builds.
- Damage types are weighted so that in cases where the damage from two types is similar enough the more flavourful one is picked rather than the higher one.
What does this mean?
flavourful one?
- Added a new node, Unending Storm, that removes Rampageâs cooldowns and gives you 20% more lightning damage during Rampage, but reduces your movement speed in Rampage by 20%.
I was waiting for this!
I agree with Ninakoru.
The nerf to Wings of Argentus seems too strong, considering its rarity and LP Potential.
Want to also mention in a comment:
Weâve added a âChanges and Additionsâ section to the patch notes, which will cover any updates to the patch notes (aside from typo fixes). At the current time this includes the following:
There is another change that is missing from the Patch Notes.
Anomalyâs Time Bubble now inflicts 2 Void Resistance Shred/s instead of âenemies take increased void damageâ
How does Essence of Celerity scale? How many points does it have max and what each point gives? Is the 2% increased spell damage per point or overall?
yep totems stil could easily get much more damage effectivenes compared to the other builds, easily 100% for a thorn totem and 130-150% for a storm totem, single projectile for a thorn totem is a little buff but not really changing that much, especially when we compare them to ridicolously overpowered druid builds as swarmblade and werebear
also, some changes to ballista but not really making it playable again after an undeserved nerf, when it never even was a top 3 rogue build
Moving CDR to suffixes, is not good, suffixes are really tight trying to boost defenses, and specially on belt where you are already with increased + hybrid health as obligatory⌠not great.
So moving CDR to a suffix has made belt stat choices sometimes require more consideration than just âalways pick health every timeâ. That sounds like they met a design goal to me.
Hello I was reading through the Multiplayer notes and I donât see anything mentioned about penalties playing with people who are lower/higher level than each otherâŚ
Can anyone shed some light on that topic?
My friends and I have varying work schedules and it would be a shame if we were dissuaded from playing together based on some minor level discrepancies. Thanks.
@Surkles
There is no bonus or penatly to exp.
There is just a system in place to cap off exessive exp gain from fighting in areas that are way above your characters level.
- If you are playing alone or are the highest level party member, you will gain reduced XP from enemies if you are more than 10 levels below the zoneâs level, gaining xp as if the zone was your level plus 10. If you are not the highest-level player, this threshold is reduced by the level disparity between you and the highest-level player (minimum of 2).
- A system with a similar end effect existed in 0.8.5, but the threshold was 5 levels and did not apply in campaign zones.
- If you are more than 5 levels below the expected level for the start of a chapter, quests in that chapter will award proportionately less xp based on your level.
- In non-combat zones that previously scaled to the characterâs level, now the UI scales (e.g. it shows the value for dodge chance depending on your character level), but the zone level itself does not change.
- Characters will no longer erroneously gain XP while dead.
Thank you for that.
So am I correct in assuming any further progressed person can go back and help someone without any negative repercussions to that lower level player in the lower level playerâs appropriate zone/levelling content?
I guess the adjustments to Frostbite as a whole and the Ailment Effect change saved Snowdrift from further adjustments, well for now at least. A little sad with the overall speed hits to most of the builds I shoot for but I had a feeling they were looming overhead. Weâll see where we end up moving forward in terms of balancing as things settle into place.
Although Iâm hoping some controller refinements happened from MP beta to now and didnât make it into the patch notes. As itâll be a miserable experience if it stays as is with something as simple as waypoints and other objects being non-interactive with the controllerâs targeting.
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 ?
Interested on this as well. It would give me inspiration to give Tornado another go around. But if this isnât on the table for 0.9, then Iâll just keep Shaman on hold until it gets the rework it desperately needs.
Correct