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Version 1.2.0: Forsaken Masters

Version 1.2.3b

Notes de mise à jour en anglais, sur le site de Path of Exile

Version 1.2.3

Notes de mise à jour en anglais, sur le site de Path of Exile

Version 1.2.0

Notes de mise à jour en anglais, sur le site de Path of Exile
Due to substantial balance changes, every existing character has been granted an optional full passive reset. To use this, click the "Reset all Passives" button on the passive skill screen. Note that you must use this before allocating or refunding any other points otherwise the option will go away.
  • New Three-Month Challenge Leagues:
  • Challenge leagues are a great opportunity for a fresh start. All your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new economies, complete challenges and climb the ladder!
  • This pair of challenge leagues will run for three months - from August 20 to November 20, US time.
  • The new challenge leagues include a set of eight new challenges! Players who complete five or eight of the challenges receive an exclusive microtransaction helmet skin. The first 50 players to complete all eight challenges will receive an exclusive Rampage/Beyond challenge shirt.
  • Rampage: Rampage is a standard league where kill streaks cause devastating effects to occur. Each kill causes you to become slightly faster and deal more damage. The kill streak wears off after five seconds of no kills.
  • Beyond: Beyond is a Hardcore league (characters who die are converted to Standard characters). In the Beyond league, demons from another realm are attempting to invade Wraeclast. Monster kills have a chance to cause small portals to appear. If enough portals spawn close together, a larger portal opens and demons flow forth. Several of those larger portals close together can open a third tier that results in one of several truly terrifying entities to emerge.
  • Out of the 15 total Unique items added in this update, there are three new Unique items that can only drop in in the Rampage challenge league, and three that can only drop in the Beyond challenge league.

    Core Forsaken Masters Features:
  • Seven men and women, masters in their fields, stood against Dominus' tyranny. Some with words, others with steel. Seven masters forsaken, sent to die in a corrupted land. Seven masters who lived, learned, and now thrive in Wraeclast. Seven Forsaken Masters who can train you... if you choose to help them.
  • The seven Forsaken Masters each have their own style of mission and each of these missions has many variations. As you explore deeper into Wraeclast, the pool of available variations increases to challenge you in new ways. All of the missions and their variations can occur anywhere in the game, including within end-game Maps. Once you've helped a master with their mission once, they appear in regular towns to talk to.
  • Completing missions earns you reputation (which contributes to the level of that master) and favour (used for purchasing decorations for your hideout).
  • Each master acts as a vendor for items. The range of items increases with each master level (up to a chance at being offered a Unique item at level 8). Their inventory refreshes after you start each daily mission with them.
  • Each master has one special build-enabling crafting mod that is only available on a magic item sold by them. It's up to you whether you use it as-is, augment it to add one more mod or use Regal/Exalted orbs to try to create an amazing rare.
  • You can claim a personalised hideout for free from any level 3 or higher master.
  • Once you have a hideout, you can travel there using the waypoint panel. Hideouts are shared among all your characters in that league. Each master has their own distinctive hideout tileset on offer.
  • You can allow access to friends, party members and guild members from within your hideout (on the Hideout Stash screen). Hideouts can hold up to 32 players at once.
  • Once masters are at level 2, they can be invited to your hideout. While in your hideout, they offer you daily missions which provide 250% reputation and favour.
  • If your friends help you with a daily mission, they receive normal reputation and favour.
  • The size of your hideout affects how many masters it can hold. It starts with a capacity of two, but can be upgraded to three or four when your master reaches levels six and eight respectively. This also modifies the amount of space in your hideout.
  • Dismissing a master from your hideout removes any reputation they have on their current level.
  • Talking to a master in your hideout allows you to receive a Crafting Bench that can be placed in your hideout. The bench levels up with the master and has more options with each level. You can still use a crafting bench even after you've dismissed that master from your hideout. Visitors can't use your crafting benches.
  • Vorici allows you to modify an item's sockets and links with his crafting bench.
  • Zana allows you to open end-game Maps at a personal Map Device in your hideout. Mods can be purchased that affect the Map as it is opened.
  • The other five masters allow you to craft an mod onto an item. To craft an item, click on the bench, place an item in the window and select a mod. Mods purchased in this way appear in a slightly different colour than normal. They can be removed by level 8 crafting benches.
  • Note that these mods obey normal rules. You can't have more than three prefixes, three suffixes or six mods in total. You can't craft a mod onto a magic item that has both a prefix and a suffix. It must be upgraded to a rare item with a Regal Orb first.
  • Hideout decorations can be purchased from masters in exchange for favour.
  • Each master has a separate favour total. These decorations appear in your
  • Hideout Stash. You can place them in the world by right clicking on them and clicking somewhere in your hideout. They can then be dragged around, rotated (use the radial slider or R/Shift+R keys) or reclaimed (Delete key). The arrow keys can also be used to move the selected decoration. The mousewheel (or PageUp/PageDown keys) cycles between different variations of the decoration.
  • Forsaken Masters supporter packs include hideout banners. These appear in your microtransaction stash and can also be placed in the world as decorations.
  • When reclaimed, these will go to your microtransaction stash. We will later sell some other cosmetic hideout decorations/environments/tilesets in our microtransaction shop.
  • When the new challenge leagues end, your hideout stashes will be merged with the destination leagues (Rampage with Standard, Beyond with Hardcore).
  • Your favour totals will be added together. The highest reputation value with each master will be used.

    Major Features/Content:
  • We've added an optional Quest Tracker, which displays your current quest objectives on the right side of the screen. This is also used to display the current objective of the Master Mission you're in at the time.
  • We've added various Tutorials to the start of the game. They're designed to be non-intrusive and can be disabled or reset in the options.
  • Added a new Dexterity skill - Tornado Shot: Fire a piercing shot that travels until it reaches the targeted location. It will then fire projectiles out in all directions from that point.
  • Added a new Strength/Intelligence skill - Herald of Ash: Channel fire through your hands, adding fire to your physical damage. If you kill an enemy with an attack, other enemies near them will be ignited for the overkill damage.
  • Added a new Dexterity/Intelligence skill - Herald of Ice: Channel ice through your hands, adding cold damage to spells and attacks. If you shatter an enemy, they explode and deal cold damage to enemies near them.
  • Added a new Dexterity skill - Poacher's Mark: A curse that reduces enemy evasion, grants you life and mana when you hit them, increases your flask charge gain and has a chance to grant you a Frenzy Charge when you kill them.
  • Added a new Strength/Intelligence support gem - Generosity: Auras linked to Generosity have increased Aura effect for your allies, but do not affect you.
  • Many boss fights (including Brutus and Merveil) have been improved. See the notes below for specific changes.
  • Added 15 new Unique items. Seven of these were designed by supporters.

    Minor Features/Content:
  • We've added a new Duelist Rogue Exile called Zacharie Desmarais. This exile uses Molten Strike and Lightning Strike.
  • We've added a new Marauder Rogue Exile called Vickas Giantbone. This exile uses Ethereal Knives totems and Bear Trap as well as Vulnerability curse and Enfeeble on Damage Taken.
  • We've added a new Shadow Rogue Exile called Wilorin Demontamer. He uses Ball Lightning, Storm Call and specialises in Critical Strikes.
  • Added PvP Spectator mode. Use the new /spectate (character name) command or right-click someone on your friends list and choose the Spectate option. The specified character must be a mutual friend currently in a PvP area. You must also meet the quest and level requirements for that area yourself. You can use /town to return to your most recent town. You can use the arrow keys to change the perspective of which character you're spectating.
  • We've substantially improved the detail of error messages for various activities. For example, when a currency item fails to apply to another item, it now gives a detailed error message explaining why.
  • We've improved the user interface and moved many commonly used elements to a menu to make feature discovery easier for new players.
  • When respecialising bandit quests, if the use of the book would fail, you now receive an error message explaining why. If it would succeed, you now see a confirmation prompt that explains what will change.
  • Flasks now refill when entering a PvP area, unless you're in a Famine league.
    The mouse-over tooltip for skills now has comma delimitation for thousands of DPS.
  • Chickens have been added to the Forest Encampment.
  • Added an effect for long-duration stuns.
  • Added a new Frenzy effect.
  • 3D art has been added for the following items: Prismatic Eclipse, Storm Cloud,
  • Alternate Art Brightbeak and The Three Dragons.
  • Continued to incrementally improve the sound, art, effects and environments.

    Content from the Ambush/Invasion Leagues:
  • After the last two challenge leagues ended, we've folded their content into the core Path of Exile experience in the following ways:
  • Strongboxes can now spawn in all leagues, starting from the Submerged
  • Passage in Normal difficulty. The weightings of each Strongbox type has been adjusted with ordinary Strongboxes being much more common than other variants. Mods for these Strongboxes have been adjusted. Cartographer's
  • Boxes now have lower values of some Strongbox mods.
  • The new quiver progression added in Ambush and Invasion has now been introduced to all leagues. The old Standard and Hardcore quivers will no longer drop. The unique Blackgleam will drop on the Fire Arrow Quiver basetype. The unique Broadstroke will no longer drop.
  • The Voideye and Vaal Caress Unique items will no longer drop, as they are homed to the Ambush and Invasion leagues.
  • The Invasion monster pack and guest-monster system has been made standard for the entire game. Early areas have some new monster varieties as a result, and there's more monster diversity in later difficulties.
    Some Invasion bosses have been reintroduced as regular unique monsters:
  • The Guardian of the Mound has been rebalanced and added to The Prisoner's Gate.
    Spinesnap has been rebalanced and added to the Slums Sewers.
  • The Revenant has been rebalanced and added to The Docks.
  • Tailsinger has been rebalanced and added to The Riverways.
  • Kall Foxfly has been rebalanced and added to The Blackwood.

    General Balance Changes:
  • Player life per level has been increased from 8 to 12.
  • Monster elemental resistances have been reworked. Many of the more common monsters types no longer have resistances in Normal difficulty.
  • Some more challenging monster types will have resistances and Unique monsters will have a large amount of an appropriate resistance. All main questline, Map and corrupted area bosses have elemental and chaos resistance, though at a lower value.
  • All cases of "snapshotting" have been fixed. If you change your items or support gems, then any persistent effects of skills (for example, minions or auras) will update to reflect the changes. You no longer gain benefit from items or gems that are not currently equipped.
  • Shock and Shocked Ground have been changed so that they cause 50% increased damage taken (rather than 30%) but no longer stack. They do not stack with each other either. "Cannot Be Shocked" now prevents players being affected by either Shocked Ground or Shock itself.
  • Higher level maps are now slightly harder than before.
  • Corrupted secret areas offer greater a chance of fragments in later difficulties. The chance of corrupted secret areas spawning has been adjusted.
  • Corrupted secret areas can no longer spawn in the first area of an act (the one before the town of the act).
  • Blind now reduces hit chance by 50% rather than by 75%.
  • Both physical and elemental damage reflection from monster auras have been reduced from 15% to 14% reflection.
  • In 1v1 duels and 3v3 PvP, Conversion Trap no longer affects players.
  • The Trap and Mine support gems now have multiplicative damage bonuses that are specific to traps and mines respectively. This means that you can't cast a skill through a trap and a mine for double bonuses. In addition, Trap and Mine damage bonuses now do not benefit minions cast through traps or mines.
  • The Reduced Mana support gem is now available for all classes as a quest reward.
  • Totem life increases have been increased to compensate for the fixing of a bug where they applied twice.

    General Skill Balance:
  • Early quest rewards have been reworked. The Shadow now gets Viper Strike as their first gem, while the Duelist gets Double Strike. Several other early rewards have been changed and adjusted.
  • The mana cost of all skills has been revised. In general most skills have had their mana costs reduced. Much of the mana cost reduction is focused on skill levels that fall between player levels 20 and 40.
  • Vaal skills can no longer be supported by Trigger Gems.

    Skill Reworks:
  • Arctic Breath: Cast time has been reduced from 1000ms to 800ms. The mana cost has been reduced further than other skills to account for the change in cast time. Its damage has been reduced by 20%. The same change was applied to monster versions of this skill, though to a lesser or no extent if they had a cooldown or mana cost.
  • Burning Arrow: This skill now deals 130% of base damage, has 50% converted to fire, and has a fixed ignite chance. It gains increased burning damage and physical damage per level.
  • Cold Snap: We changed the freeze chance to 30% at all levels. We increased the damage of Cold Snap by 50% at all levels.
  • Critical Weakness: Life and mana on kill have been added. There's now a chance to gain a power charge when you kill an enemy. This curse has also been renamed to Assassin's Mark.
  • Cyclone: This skill can no longer be supported by the Multistrike support gem.
  • Detonate Dead: This now deals entirely fire damage. It deals 8% of corpse life as well as flat damage. The damage increase per level has been significantly increased. The base cast time has been decreased from 850ms to 800ms. Quality on this skill now offers substantially less cast speed, from 60% cast speed at 20 quality to 20% cast speed at 20 quality.
  • Reave: The skill's base area has been increased by 17%. The area increase per stack has been reduced from 20% per stack to 15% per stack.
  • Viper Strike: This skill now adds 10% of physical damage as Chaos Damage and has a 50% chance to deal 175% of the attack's damage as chaos damage over seven seconds. The effect duration won't be refreshed by new attacks, but there is no limit to how many Viper Strike debuffs an enemy can have.
  • Shockwave Totem: This skill now counts as Spell Damage. Damage has been increased by 15%. Its duration has been reduced.
    Warlord's Mark: This curse now has Increased Chance to be Stunned and Reduced Enemy Stun Recovery. The life and mana leech are now not specific to physical damage. It now has a lower chance to grant Endurance Charges on enemy death.

    Skill Buffs:
  • We have increased the critical strike chance of most lightning spells.
    Ball Lightning: Damage has been increased by 30% at all levels.
  • Cleave: This skill no longer has a damage effectiveness penalty. When dual wielding it now deals 65% of weapon damage.
  • Flame Surge: We have increased the width of the Flame Surge area of effect.
  • Freezing Pulse: We have increased its projectile speed. Damage is increased by 50% at level 1 (to 40% at level 20).
  • Glacial Cascade: The area of effect of each ice section has been increased. This also increases the area of overlaps of sections.
    Glacial Hammer: We have increased its damage effectiveness from 125% to 130%.
  • Ice Nova: We have increased the high-level damage of this skill (up to 15% by level 20).
  • Ice Shot: The area and arc size has been increased. Additionally we have added damage effectiveness of 120%.
  • Ice Spear: We have increased the damage by 33% at level one, to +87% at level 20.
  • Lightning Strike: This skill now deals more base damage (up from 120% to 130%).
  • Raise Spectre: The penalties this gives to monster life, damage and Energy Shield have been reduced by a flat 10% at all levels.
  • Raise Zombie: Raised zombies now have 13% more life.
  • Spark: Spark does 20% more damage at all levels. It now bounces off
  • Frost Walls, regardless of whether they are cast by players or monsters.
  • Sweep: Damage effectiveness increased from 75% to 85%.
  • Summon Skeleton: Summoned Skeletons deal 50% more base damage than they did previously.

    Skill Nerfs:
    All curse skills have had their power reduced so that available bonuses for them could be moved into the passive tree. Elemental resistance reduction curses have been further reduced to compensate for reduced monster resistances.
    Anger: The damage this aura provides has been reduced at higher levels (from no change at level one, to an 18% reduction in damage at level 20).
    Arc: We have reduced the damage by 15% at all levels.
    Clarity: The cast time of Clarity has been increased to 1.2 seconds to line up with other auras. The mana reservation of clarity has been increased and the mana regeneration rates adjusted.
    Elemental Weakness now gains -8% Enemy Resistances at 20% quality, instead of -10% at 20% quality.
    Enfeeble: In addition to the general curse reduction, the duration of Enfeeble has been reduced.
    Flameblast: We have reduced the critical strike chance from 6% to 5%. We have reduced the damage by 15% at all levels.
    Frenzy: This skill now has constant attack speed per frenzy charge of 5%, rather than increasing as the gem levels. Its quality bonus has been reduced from 7% attack speed to 4% attack speed per frenzy charge at 20 quality.
    Projectile Weakness: No longer reduces the enemy's chance to evade projectile attacks.
    Searing Bond: Damage at all levels has been reduced by 18%.
    Spectral Throw: We have reduced the damage effectiveness of this skill by a flat 8% at all levels.
    Summon Raging Spirit: The damage done by the summoned Raging Spirits has been reduced at higher levels, up to a 20% reduction in damage at level 20.
    Vulnerability: In addition to the general curse reduction, Vulnerability no longer affects Energy Shield. The Energy Shield Recharge Delay Increase and Energy Shield Recharge Rate Reduction stats have been removed. In addition, the Increased Chance to be Stunned and Reduced Enemy Stun Recovery stats have been removed as well. Vulnerability now only increases physical damage and degeneration damage.
    Wrath: We have reduced its damage at higher levels, from no change at level one to a 24% reduction in damage at level 20.

    Support Gem Balance:
    Added Chaos Damage: The mana multiplier has been reduced from 150% to 140%.
    Added Cold Damage: The mana multiplier has been reduced from 140% to 130%.
    Added Fire Damage: The mana multiplier has been reduced from 130% to 120%.
    Added Lightning Damage: The mana multiplier has been reduced from 140% to 130%.
    Block Chance Reduction: The amount of penetration has been reduced by a flat 10% at all levels.
    Cold to Fire: This gem now converts 50% for cold damage to fire damage at all levels, and also adds a percentage of cold damage as fire damage, starting at 10% at level one.
    Curse on Hit: This trigger gem now has a 100% chance to cast socketed curses. It has 10% reduced curse effect at level 1, up to 9% increased curse effect at level 20 of the gem. The quality bonus has remained the same.
    Cast on Critical Strike: The chance to cast has been reduced by a flat 20% at all levels.
    Chain: The mana multiplier has been reduced from 200% to 175%.
    Fork: The mana multiplier has been reduced from 125% to 115%.
    Lesser Multiple Projectiles: The mana multiplier has been reduced from 150% to 140%.
    Greater Multiple Projectiles: The mana multiplier has been reduced from 200% to 165%.

    Passive Skill Tree Balance:
    The Witch and Shadow passive tree starting area has been redesigned. The area surrounding the Witch, Shadow and Ranger has been redesigned. Many clusters throughout the tree now have new notables. Many values have been adjusted.
    There are now large Fire, Cold, Lightning, Wand, Dagger, Trap/Mine, Claw, Bow, Sword and Dual Wield clusters that have higher values than found in the rest of the tree.
    Percentage-based life increases have been reduced slightly and redistributed more evenly through the tree. Players receive more life per level now to compensate.
    There are now two Life and Energy Shield clusters.
    Increased Maximum Elemental Resistances have been removed and element specific bonuses are now available in smaller values on three specific defensive notables.
    Mortal Conviction has been changed to 60% less mana reservation (from 40% less).
    Curse Effect, Cast Speed, Curse Duration and Curse Area of Effect are now available in the tree. The Whispers of Doom keystone has been changed into a notable. Hex Master has changed to be 100% increased Curse Duration and is now a notable. There is a new Curse Effect notable called Skittering Runes.
    Aura Reservation Costs and Aura Effect bonuses have been reduced across the tree. A new Aura notable called Champion of the Cause has been added.
    Some special stats have been added to a few select notables. More similar stats will be coming in future patches.

    Item Balance:
    All bows have had their base damage increased by 11%. This affects ones that already existed including Unique items.
    The first two tiers of weapons (with bows it's the first and third tiers) now have higher attack speeds and lower damage to compensate.
    The second tier of bows (Short Bow) has a lower attack speed and increased damage to compensate.
    The Decimation Bow and Death Bow have been given the same Increased Critical Strike Chance implicit mod as the Harbinger Bow.
    The Recurve Bow and Sniper Bow have been given the same Weapon Elemental Damage implicit mod as the Maraketh Bow.
    New tiers of life and mana flasks (Divine and Eternal) have been added at levels 65 and 70.
    Mid to higher tiers of life flasks have been buffed substantially.
    The life portion of hybrid flasks has been buffed.
    The Sapping mod on flasks now only increases life recovered by 40% (down from 60%).
    Bandit respec books can now be sold back to the vendor for 20 Orbs of Regret.

    Unique Item Balance:
    The rarity tiers of many uniques have been changed. Notably, two of the experience gain items have been made much more rare. The two "additional curse" items have been made rarer.
    The rarities of uniques dropped by the uber version of Atziri has changed. Atziri's Acuity is now the rarest drop from her.
    Chin Sol has had its Increased Physical Damage increased from 75-100% to 150-180% and its attack speed increased to 10-14%, from 5%. Rerolling values using a Divine Orb on this item will also update your item.
    Crown of Eyes now only applies increased and reduced spell damage to attack damage. Multiplicative damage bonuses are not converted. This affects existing versions of the item.
    Crown of Thorns now grants 60-80 flat energy shield. Existing versions of the item will change to a value in the new range if a Divine Orb is used on it.
    Darkscorn now has Additional Physical Damage of 6-10 to 10-14 damage. This mod cannot be caused to spawn on past versions of the item.
    Dying Breath now grants 18% increased Aura Effect, instead of 18% increased damage taken. Old copies of the item have been automatically updated.
    Infractem now has Additional Physical Damage of 25-35 to 36-45 damage. This mod cannot be caused to spawn on past versions of the item.
    Mon'tregul's Grasp now grants 2000 life to Zombies, up from 500. Rerolling values using a Divine Orb on this item will update your item.
    Shackles of the Wretched now gives "You cannot be Shocked for 3 seconds after being Shocked", up from 1 second. Old versions of the item can be rolled to the new value with a Divine Orb.
    Shavronne's Revelation: Energy Shield Regeneration has been reduced from 4% to 3% per second. Existing versions of the ring will only be updated if a Divine Orb is used on them.
    Soul Mantle now has +50% totem life. This has been increased as the result of fixing a bug with totem life - the change won't affect the power of the item. Existing versions of the item will have the smaller value, which will have less impact on totem life than it previously did. Older versions can be updated with a Divine Orb.

    Specific Monster Balance:
    Gneiss has been reworked. He now has a new skill where he slams the ground, dealing area of effect damage and summoning miniature minions out of the rubble to assist him.
    The Deep Dweller has been reworked. He now has two new skills - in his first form he can disturb the ground, calling Sand Spitters to emerge and assist him. He also has an additional skill in his second form where he will fire a spray of projectiles at enemies. He no longer has the slowing aura.
    Fairgraves has been reworked. He now has his own version of Spectral Throw and Summon Raging Spirit.
    The Brutus and Merveil boss fights have been redesigned. These changes also affect their end-game Map equivalents. One of the Merveil encounters now only includes the first stage of the fight. All Map versions of these fights have enhanced versions of some of their skills.
    Brutus' hook now only pulls the target that he was aiming at.
    General Gravicius in Descent: Champions and the corrupted side area boss The Sunburst Queen have been given a new skill to replace their Incinerate Novas. This skill will repeatedly pulse out fire damage waves that increase in damage with every additional cast.
    Hatebeat in The Crematorium now uses Molten Strike.
    The water elementals summoned by The Goddess of Purity in Solaris Temple Level 2 or by Asphyxia in the Reef and Waste Pool Maps now cast Ice Nova when they are killed.
    The Vessel of the Vaal's Ball Lightning skill now ticks much more frequently and does slightly less damage. This brings it in line with other Ball Lightning skills.
    The Weaver's life has been increased, following changes to her resistances.
    Chatters in the Lower Prison will now trigger a cold version of Storm Call when he hits you. His Glacial Hammer can no longer freeze you on Normal Difficulty.

    Bug Fixes:
    Improved preloading of game assets to remove some small stutters during gameplay.
    Fixed a bug where players could not be selected in towns until they move for the first time.
    Fixed a bug where holding an amulet from one bandit leader would prevent you from doing other bandit quests.
    Improved the mana reservation system so that multiple percentage reservations don't round separately. This means that a 60% aura can now never prevent a 40% aura from being reserved.
    Fixed a bug related to trade where the user interface could become unresponsive.
    Fixed a bug where Curse on Hit prevented Echo supporting a spell.
    Fixed a bug where totem life bonuses counted twice.
    If an Animated Guardian is unsummoned and resummoned when not on full life, it will now return with the same amount of life it had before.
    Fixed a rare bug that could cause the game server to freeze when corrupting an item.
    Fixed a bug where the three attribute totals on the Passive Skill Screen would not scale correctly when zooming in or out.
    Discharge now only deals damage if you had charges.
    Fixed a bug where you couldn't log into another account after clicking Cancel on the unlock code window.
    Fixed a bug where players could exceed their maximum Zombie counts with Mon'tregul's Grasp.
    Fixed a bug where auras could affect hidden monsters.
    Fixed a bug where Puncture did not benefit from Increased Item Rarity or Increased Item Quantity.
    Fixed a bug where Tempest Shield would not transition between areas if you didn't have enough mana to cast the skill again at the time you transitioned.
    Fixed a bug where life and energy shield bars rounded to the nearest whole percentage.
    Fixed bugs with positioning of small life bars.
    Fixed a bug where buff counts over 99 did not display correctly.
    Fixed problems that could lead to monsters spawning too close to waypoints in the Docks, Barracks and Gardens.
    Fixed a bug with Molten Shell and mitigated physical damage reflection.
    Fixed the Barracks tents that didn't cast shadows.
    Fixed a bug where Rogue Exiles and Invaders could spawn in inaccessible rooms.
    Fixed a bug where all of a minion's skills were treated as having been trapped if the minion came from a trap.
    Fixed a bug where Unique monsters in a pack would not spawn when the pack contained a rare monster.
    Fixed a bug where Goatman Shamans with auras didn't cast Molten Shell.
    Made webcam streaming (from in the client) more efficient.

    It looks like the following note was missed in the preparation of the patch notes:
    Quality on armour is now additive with other bonuses. Previously armour quality was multiplicative with final values. This is now consistent with how weapons work.

Version 1.0.3

Version 1.0.3b

Notes de mise à jour en anglais, sur le site de Path of Exile
  • Fixed a bug introduced in 1.0.3 where mouse zoom did not work.
  • Fixed a bug introduced in 1.0.3 where Hex Master worked incorrectly.
  • Fixed a bug where Geofri's Baptism would become transparent when you were chilled.
  • Fixed an issue with blockages in The Vaal Ruins tileset.

Version 1.0.3

Notes de mise à jour en anglais, sur le site de Path of Exile
Major Features/Content:
  • Added a new Dexterity Skill - Barrage: After a short preparation time, you attack repeatedly with a ranged weapon. These attacks have a small randomised spread. Only works with Bows and Wands.
  • Barrage is first available to the Duelist, Ranger, Shadow and Witch from the "The Caged Brute" quest in Normal difficulty.
  • Added a new Dexterity Support Gem - Physical Projectile Attack Damage.
  • Projectile Physical Attack Damage is available to the Shadow, Ranger, Duelist, Witch and Scion from the "The Siren's Cadence" quest in Cruel difficulty.
  • Added four new Unique items, three of which were designed by our supporters.
  • Added two new cosmetic microtransactions: Infernal Fox Pet and Infernal Skull Helmet Skin.
  • Added two new achievements: Beginner's Luck and Full Clear: Dread Thicket.
  • Added three new Vendor Recipes.
Minor Features/Content:
  • The Blacksmith's (Dunes and Spider Forest Maps) Leap Slam has been given a cooldown and a new triggered effect has been added to it.
  • Shock and Horror, the boss of the Torture Chamber, has had her Arc skill replaced with a new skill.
  • The drop down stash tab list now shows the colours of the tabs.
  • All slashing impact sounds have been replaced.
  • Added a new category of sounds for bow impacts.
  • Video adapters with the same display name are now distinguishable in the options panel by an added adapter number.
  • Added a new buff icon for the Proximity Shield effect.
  • Pressing "tab" on the login screen now changes between Email, Password and Gateway, for non-Steam users.
  • Effects and/or 3D art have been added for the following items: Demigod's Touch, Lioneye's Glare, Geofri's Baptism, Taryn's Shiver, Rise of the Phoenix, Matua Tupuna, Atziri's Mirror and the alternate art Stormcloud.
  • Kuduku has been restored to its correct art.
  • Talking to Dialla on top of the Sceptre of God now gives the waypoint to the next difficulty.
  • Continued to incrementally improve the sound, art, effects and environments.
  • Viper Strike: Damage progression has been increased. It is now around 15% better at level 15 than it was in 1.0.2.
  • Poison Arrow: Damage progression has been increased. It is now around 15% better at level 15 than it was in 1.0.2.
  • New groups of passives have been added for Chaos Damage and Damage over Time.
  • The move speed and attack speed groups to the right side of the Scion have been merged. The weaker Movement speed nodes were removed, with the 3% movespeed nodes increased to 4%.
  • Added two new map mods: "of Power" and "of Endurance". These give Endurance and Power charges respectively every 20 seconds.
  • The map mod Enraged has been changed to a suffix - "of Frenzy"
  • The "of Frenzy" map mod now triggers every 20 seconds instead of every 30.
  • The five of a kind recipe has been moved up to just below the same names recipe in priority.
  • Righteous Fire Totems will damage enemies based on their own life and ES, not their caster's life and ES.
  • Spiders have been made invulnerable when climbing into areas from scenery.
Bug Fixes:
  • Fixed an instance crash with Molten Shell when linked with Cast when Damage Taken.
  • Fixed a bug where the alt-hover that shows item level would not work in the chat window.
  • Fixed a bug where you can hear other people move items around in a Guild Stash Tab that you have closed.
  • Fixed a bug where screenshots could not be taken in the Escape menu or when a confirmation window was showing.
  • Fixed a bug where you couldn't take screenshots with various text boxes selected.
  • Fixed a bug where Tempest Shield could be activated with no reservation cost.
  • Fixed a bug where you could sometimes not select different graphics adapters in the options.
  • Fixed a bug where the visual display of a monster's resistances did not update if this status changed while you were hovering over it.
  • Fixed a bug where the the wrong flask could be used if you moved the mouse with the button down.
  • Fixed bugs with some non-US keyboard configurations not being bindable.
  • Fixed audio problems with the Seraph Spectral Throw Effect and the Conqueror's Campaign Portal Effect.
  • Fixed a bug where microtransactions would not show up on items linked in chat.
  • Fixed a dupe method involving the Mirror of Kalandra. It no longer also duplicates an item that was skin transfered into the target item.

Version 1.0.2

Version 1.0.2b

Notes de mise à jour en anglais, sur le site de Path of Exile
  • Fixed a bug where Storm Call would not work with trigger support gems.
  • The Righteous Fire aura is now correctly tagged as area damage.
  • Changed the target selection of triggered spells when the trigger cause has died.
  • Fixed a bug where area damage bonuses would not benefit Viper Strike when supported by Melee Splash.
  • The Melee Splash damage penalty is no longer specifically attack damage.
  • Fixed an instance crash related to Headhunter interacting with some Nemesis mods.
  • Fixed a bug introduced in 1.0.2 where the skill tooltip damage per second stats displayed incorrect values for Dual Strike, Double Strike and Cleave.
  • Fixed the skill tooltip damage per second display for Cyclone.
  • Fixed various issues with unreachable areas in Maps.
  • Fixed an issue where the effects of some Nemesis mods would outlast the death of suicide exploding monsters.

Version 1.0.2a

Notes de mise à jour en anglais, sur le site de Path of Exile

  • This patch contains substantial balance changes to Damage Over Time calculations. If problems are found, we'll follow up rapidly with hotfixes. Please be very careful when playing in the Hardcore or Nemesis leagues after patches of this size.
Major Content/Features:
  • Added a new intelligence skill - Storm Call: Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it. When this happens, it will also set off the lightning at any other markers you've cast.
  • Storm Call is available to the Shadow, Witch and Templar from the "Breaking some Eggs" quest in Normal Difficulty.
  • Added four new Unique items, three of which were designed by supporters.
  • Added six new cosmetic microtransactions: Seraph Spectral Throw Effect, Lightning Bat Pet, Orange Portal Effect, Exile's Essentials Back Attachment and two Thanksgiving limited-time items: Pilgrim Hat and Ornate Pilgrim Hat.
  • Added two new achievements: Elemental Aegis and Dream Within a Dream.
  • One new vendor recipe has been added.
  • End-game Maps have been increased in size. Map mods that affect size have been removed. More details are provided in the balance section below.
Minor Content/Features:
  • You can now report whisper messages by right clicking on them.
  • Our system for rendering effects on game objects has been improved. Multiple effects on the same object can now co-exist without looking bad.
  • Several skills have had their effects updated to remove additional lights. This should result in fewer performance issues and frame rate drops when these skills are used.
  • A button to view the Path of Exile Credits has been added to the login screen. It doesn't play the awesome music, though.
  • Some skills now display average damage per skill use instead of DPS, as DPS would not make sense for them.
  • Hailrake now has a couple of new effects.
  • Added new visual effects to several unique items: Redbeak, Heartbreaker, Soul Taker, Nycta's Lantern, The Supreme Truth, alternate art Reaper's Pursuit and The Blood Reaper.
  • The Scion is now enabled on your account after killing Dominus, even if she has not been rescued from her cage.
  • Continued to incrementally improve the sound, art, effects and environments.
End-game Map Balance:
  • All maps have been increased in size. All maps will be similar to or larger than they would be if they previously had the Larger or Branchy map mods.
  • Removed "Massive" and "Labyrinthine" mods from maps. Existing maps with these mods will grant 20% quantity, but will not change the size of the map. This quantity won't show on the map, but will appear on the world area once it is made.
  • The following mods have been added: "of Lightning" (causes shocked ground), "Hexproof" (monsters are immune to curses), "Feral", "Demonic", "Bipedal" (these replace monsters with a specific type).
  • The "Villainous" mod has been removed.
  • The "Capricious" mod now grants more quantity and larger pack sizes.
  • The map mod "of Ice" now grants more quantity. "of Flames" grants less quantity.
  • Insect map packs have had their composition changed.
  • Added Vaal Fallen and Serpentine Constructs as the signature monsters for the Maze Map.
  • Removed Devourers as the signature monster in the Labyrinth Map.
  • Added additional large skeleton packs to the signature monsters for the Museum Map.
  • Added additional Vaal Construct packs to the signature monsters for the Vaal Pyramid Map.
  • The "of the Warlord" mod has been removed (Warlord's Mark Curse).
  • The additional quantity granted by the "of Hemomancy" mod has been increased to 25 from 15.
  • The "Fleet" mod has been increased from 20-25 attack speed, cast speed and movement speed to 25-35 attack speed, cast speed and movement speed.
Damage Over Time Balance:
  • Previously, modifiers to damage dealt applied only to damage on hits unless they specifically said otherwise (for example, Increased Burning Damage).
  • Generic modifiers to damage dealt will now apply to damage over time that your character causes. Damage over time is not spell damage, nor attack damage, so modifiers specific to those types will not apply. Non-specific "increased damage" modifiers will apply to damage over time. Type-specific modifiers will apply as well. For example, "increased fire damage" modifiers will apply to fire damage over time.
  • Modifiers based on how the damage is dealt will apply as appropriate - for example, increased area damage and increased projectile damage will both apply to the poison clouds from Poison Arrow, as it fills an area and is an effect of a projectile.
  • Viper Strike can be supported by Melee Splash, now that the damage penalty also applies.
  • Damage conversion does not apply to damage over time.
  • The changes in this patch apply to most damage over time in the game (i.e. both players and monsters).
  • One exception is that damage increases will not apply to damage over time that you cause on yourself. For example, having 100% increased damage won't make the chaos damage over time from Blood Rage more powerful.
  • Note: This is a functional change to Righteous Fire. Previously this skill did increase the burning damage on you by your increased burning damage modifiers.
  • Increased burning damage will still affect the burning on enemies.
    Magic, Rare and Unique monsters have a damage bonus built into their rarity - this will now also apply to any damage over time they cause.
  • On hit effects do not apply to damage over time.
  • The Ignite status ailment now deals only 20% of the original hit per second for 4 seconds. This has been reduced as it can be increased in more ways with the damage over time changes.
  • Several skills have had their scaling adjusted. As these skills now have many more things that can scale them up, their built-in progression has been reduced. They are potentially more powerful if you specialise in them.
General Balance:
  • Cast When Stunned now has a 250ms cooldown.
  • On the passive tree, the Deadly Draw and Heavy Draw bow group has been changed. It now only has one entry and has been made symmetric. The Heavy Draw arm offers life, while Deadly Draw offers more consistent critical bonuses.
  • General Gravicius' Molten Shell now has a 30 second cooldown in all difficulties.
  • The Devourer's Emerge skill has had its damage reduced.
  • The priorities of several vendor recipes have been reordered. Recipes with multiple components should now take priority over recipes with one component. Some higher value recipes have been moved up in priority relative to others.
  • The Endless Ledge now increments one monster level per area after monster level 30, until monster level 60. Areas repeat at level 60s. Only after 100 total Endless Ledge levels do you wrap back to the first area.
Bug Fixes:
  • The hybrid flask recipe now correctly gives rarity and itemlevel based on the component flasks and no longer provides quality. This is now consistent with other recipes.
  • Fixed a bug where initiating a trade with your stash open would cause the trade to cancel.
  • Fixed a bug where right clicking could close the stash panel.
  • Fixed a bug in the character selection screen where pressing escape with the options panel open would log out instead of closing the options panel.
  • Fixed bugs related to Dominus' charge attack.
  • Fixing a bug where flask-use sounds wouldn't play if you had reduced flask charges used.
  • Fixed a bug where shield crabs did not drop items in certain situations.
  • Fixed a bug where monster outlines disappeared when monsters were on low life.
  • Fixed a bug involving spectres and trigger supports.
  • Fixed a bug where Lightning Warp cast at the caster's feet would always default to casting in the same direction.
  • Fixed a bug where some Nemesis mods with casted effects would not work if the monster was hidden.
  • Fixed Cast on Death preventing curse application on hit, which is not a triggered cast.

Version 1.0.1

Version 1.0.1c

Notes de mise à jour en anglais, sur le site de Path of Exile
  • Le menu Echap propose maintenant une option pour revenir à la sélection des personnages
  • L'Arbiter of Knowledge présent dans les maps Academy peut maintenant lancer le sort Book Tornado lorsqu'il subit assez de dégâts.
  • Augmentation de la fourchette de joueurs dont la mort est annoncée en hardcore, auparavant seule la mort d'un des 25 premiers du classement apparaissait dans le chat, ce sera maintenant le cas pour les 50 premiers
  • Correction d'un bug lié à la promo du jour qui ne fonctionnait pas correctement depuis le client du jeu. Ca affecte les bundles de Skin Transfer (x50)
  • Correction d'un bug où les objets uniques pour le défi de collecte n'apparaissaient pas correctement, vous ne pouviez pas savoir ceux que vous possédiez déjà

Version 1.0.1b

Notes de mise à jour en anglais, sur le site de Path of Exile
  • Fixed a bug introduced in 1.0.1 where Carrion Queens would do too much damage.
  • Fixed a server crash that could occur while fighting Dominus.

Version 1.0.1

Notes de mise à jour en anglais, sur le site de Path of Exile
  • Major Content/Features:
  • Added support for the Descent: Champions race events and Race Season Five.
  • Added a new Dexterity support gem - Enhance: This is a world-drop-only gem with three levels that only performs its function at level two and above.
  • Added a new Strength skill gem - Purity of Fire: Casts an aura that grants fire resistance to you and your allies. Higher levels increase maximum fire resistance.
  • Added a new Dexterity skill gem - Purity of Ice: Casts an aura that grants cold resistance to you and your allies. Higher levels increase maximum cold resistance.
  • Added a new Intelligence skill gem - Purity of Lightning: Casts an aura that grants lightning resistance to you and your allies. Higher levels increase maximum lightning resistance.
  • The new aura gems are available to certain classes from the "Intruders in Black" quest and to other classes from the "A Fixture of Fate" quest (both in normal difficulty).
  • Added four new Unique items, all of which were designed by supporters.
  • Added three new cosmetic microtransactions: Golden Spectral Throw, Discipline Force Field Effect and Scion Dance Animation.
  • Two new Achievements have been added: Capture the Flag and Zombie Horde
  • A checkbox has been added to allow Guild Chat to be hidden.
  • New art has been added for Endurance, Power and Frenzy charges.
  • Eight new vendor recipes have been added in two groups of four, including ones for changing which bandit quest reward you chose.
  • To change your bandit quest reward, use the book that you receive from the recipe in the appropriate difficulty. If you had Eramir's reward, you will need a skill point available to change away from it.
  • When race prizes are awarded in Race Season Five onwards, the remove-only stash tab they go to can be accessed from any non-event league. You cannot access it in the first two weeks of a ladder. This means that your race prizes can be removed from the tab in Domination or Nemesis (but can't be put back in).
  • When the next four month leagues start, the prizes will not be available in the first two weeks (to keep the early race fair).

Minor Content/Features:
  • Spectral Throw now has a more spectral effect.
  • Necromancers now use an alternate curse effect.
  • Effects have been added for when a Jade or Quartz Flask is used.
  • The list of community supporters in the credits has been updated.
  • A new audio track has been added to the the Darkness Event in Act 2.
  • A button for the Microtransaction Shop has been added to the Escape menu.
  • Continued to incrementally improve the sound, art, effects and environments.
End-game Map Balance:
  • The item drop quantity and rarity for Map bosses has been increased.
  • While playing End-game Maps, you are now more likely to find higher level Maps.
  • The signature monsters for Courtyard and Palace Maps have been swapped.
  • Reduced the range at which monsters use Delayed Blast. This mostly affects Maps.
Skill Balance:
  • Cast On Damage Taken: The level requirement of gems augmented by Cast on
  • Damage Taken may not exceed the level requirement of the Cast on Damage Taken gem. Edit: Many people seem to be reading this wrong.
    Ice Nova: Damage at high levels has been increased (around 10% more damage at level 15).
  • Vitality: Mana reservation cost reduced from 60% to 40%.
  • Purity: Now grants no maximum resistances.
  • Animated Guardian: The Guardian now recovers 25% of its life whenever a new armour piece is added to it.
  • Enfeeble: The accuracy penalty given by quality has been halved.
  • Mortal Conviction has been improved from 30% to 40% less aura mana reservation.
  • Early Scion Spell Damage passive skills changed from 8% to 6%.
Race Balance:
  • Various balance adjustments have been made to the Endless Ledge.
  • Class chests for Descent: Classic have been updated.
  • Characters now have a standing start in all race events.
General Balance:
  • The party life bonus for monsters in higher difficulties has been reduced from 25% to 20% per player per difficulty. Parties still need a lot more damage output than in Open Beta, but it's not quite so high now.
  • Shrine effects for players that are based on skills have been buffed at higher levels.
  • The life values of several monsters that appear in the Sceptre of God have been reduced.
  • Beast skeletons can now be revived by necromancers.
  • All quest rewards are now 0% quality, not just skill gems.
Bug Fixes:
  • Fixed a bug where a wagon could block the path through the Barracks.
  • Fixed an issue where check marks would appear on Notable and Keystone passive skills, even though there is currently no related challenge.
  • Fixed issues that prevented some monsters from spawning as rare. This makes the Kill Rare Monsters challenge completable.
  • Fixed the Locomancer Achievement.
  • Fixed issues with the All Ears and No Stone Unturned achievements.
  • A warning message has been added for items with gems being added to guild stash.
  • Some missing minimap markers for doors have been added back into the Solaris and Lunaris Temples.
  • Fixed a bug where certain Nemesis mods did no damage when spawned on Carrion Queens.
  • Cast on Damage Taken will no longer count any damage taken while you're dead.
  • Fixed a Scion hair bug with Lamellar armour.
  • Fixed the Siosa quest to not highlight map pins once completed.
  • Fixed an issue with key pickup and the Animate (Weapon and Guardian) skills.
  • Fixed a crash related to chained projectiles.
  • Various fixes have been made to guild tabs.
  • Fixed a problem where you couldn't right-click on the league flag to bring up the player context menu for a character in the friends list or guild member list.
  • Fixed a bug where Vaal Construct type monsters would receive attack-only mods even though they're spellcasters.
  • When someone declines your guild invite it now says they declined, rather than having left the guild.
  • Fixed an issue with pixelated outlines of monsters and characters that would occur in situations like the Darkness Event.
  • The new guild invite notification will no longer keep popping up every time you transition to a new instance.
  • Fixed a potential instance crash with Molten Shell.
  • Fixed a bug where if you kill all Clarissa's guards before getting close to her then it tells you to kill all the now-dead guards.
  • Fixed some bugs with Aura priorities and the passive skills that increase the effect of auras not being taken into account.
  • Fixed an issue where Remove Only stash tabs could remain after being emptied.
  • Fixed a bug related to viewing a Guild Tab while the leader turns off your view of it.
  • Added a message indicating that maps will be consumed when creating a Guild tag.

Open Beta

Version 0.10.8d


Version 0.10.8


Version 0.10.7b


Version 0.10.7


Version 0.10.6b


Version 0.10.6


Version 0.10.5c


Version 0.10.5b


Version 0.10.5


Version 0.10.4c


Version 0.10.4b


Version 0.10.4 (20/03/2013)


Version 0.10.3c (18/03/2013)


Version 0.10.3b (14/03/2013)


Version 0.10.3 (12/03/2013)


Version 0.10.2b (10/03/2013)


Version 0.10.2 (06/03/2013)


Version 0.10.1g (27/02/2013)


Version 0.10.1f (26/02/2013)


Version 0.10.1e (22/02/2013)


Version 0.10.1d (22/02/2013)


Version 0.10.1c (20/02/2013)


Version 0.10.1b (13/02/2013)


Version 0.10.1 (13/02/2013)


Version 0.10.0g (08/02/2013)


Version 0.10.0f (04/02/2013)


Version 0.10.0e (30/01/2013)

Dernières modifications :
(Voir) 15/10/2014 12:43:53 : ZOgla (mise en page)
(Voir) (Comparer)15/10/2014 12:43:11 : ZOgla (again)
(Voir) (Comparer)15/10/2014 11:33:35 : ZOgla (list)
Je suggère un wiki offrant une liste des mises à jour, avec leur dénomination et leur date de sortie.

A chaque sortie de patch, un posteur C/C le patchnote directement dans le topic et met a jour le wiki en y rajoutant le numéros du patch et sa date de mise en place dans le tableau.

Ainsi on a un topic où parler de la dernière mise à jour, et le listing en première page permet via une recherche dans le sujet avec la date de trouver rapidement un patchnote précis suivi des discussions qui en ont découlé.

C'est ce qui est souvent fait généralement.
C'est exactement ce que j'aurai aimer faire, mais d'une je ne crois pas avoir les droits, et de deux je laisse les pros le faire

Éventuellement si certains on les capacités de traduction, pourquoi pas traduire petit a petit les patch notes pour avoir une version FR

EDIT : Je viens de passer le fil en mode Wiki

Dernière modification par Kalasai ; 30/01/2013 à 15h00.
J'ai fait un petit ajout avec mes maigres connaissance en Wiki, je laisse les pros faire mieux sur la ( longue ) liste des modifications des différents patch note
J'ai mis à peu près en forme le Wiki, on peut peut-être passer à la traduction maintenant, si quelqu'un trouve ça nécessaire et est motivé
Y a pas moyen de mettre un genre de balise qui déroulerait les patchs les plus anciens pour gagner en lisibilité ??

Parce qu'au rythme où GGG sort des patchs, dans deux semaines le wiki prendra les 2 premières pages du fil

J"ai essayé avec la balise SPOIL mais ça fonctionne pas...
Je ne sais pas trop ou le mettre, donc pour info:
Citation :
Publié par Chris
We deployed the 0.10.0f patch last night - it has several improvements that we were very pleased to patch in. As you may know, we can add servers to our network and/or deploy patches with less than a minute of downtime. Tonight, however, we're going to take the servers completely offline for 2.5 hours while we add additional database servers. This is a rare case of downtime, but will substantially improve the stability of the game during peak hours. The downtime will be from 7:00pm to 9:30pm NZ time (this is 10:00pm to 12:30am PST). During this time, both the game and the website will be down.
Donc serveurs de jeu et site officiel down de 07:00 à 09:30 du matin chez nous.
Ils vont rajouter d'autres serveurs ce qui devrait améliorer la stabilité pendant les heures de pointes.
Up perpetus

Sinon, un très bon truc sur le changement des icones, et un autre très bon truc sur l'ilvl en trade!

Changement logique sur le stun, c'est pas comme si c'etait très compliqué d'atteindre le 100% stun Threshold. 35 points, et une support gem lvl 5. Ou alors 28 avec une gemme lvl 15 :/

Edit: WOOT la page de gemme. Ca claque.

Dernière modification par Keyen ; 13/02/2013 à 00h57.
Ouai mon stash de gemmes quand je l'ai regardé, j'avais l'impression que c'était Noël, va falloir un peu de temps pour reconnaître les icônes, après je n'y mets jamais le nez à part pour en mettre de nouvelles, et je suis un peu full d'ailleurs.

Juste pour donner un aperçu :
Ta fibre optique fait 5 m de diamètre ?????

Edit :

17 milliards de GB/s ça fait rêver... Même pas le temps de cliquer, hop ! C'est téléchargé

Dernière modification par Anguille ; 13/02/2013 à 09h46.
Ils ont toujours pas fix les zones de sélection des summons qui couvent tout ?

Hier je me suis fait insulter par une ombre qui a ragequit parce qu'elle ne réussissait pas à taper les cibles au milieu de mon armée, et j'ai galéré à faire des aller-retour à chaque changement de zone pour cliquer sur le portail
Citation :
Publié par Bru²
Ils ont toujours pas fix les zones de sélection des summons qui couvent tout ?

Hier je me suis fait insulter par une ombre qui a ragequit parce qu'elle ne réussissait pas à taper les cibles au milieu de mon armée, et j'ai galéré à faire des aller-retour à chaque changement de zone pour cliquer sur le portail
Souhait exaucé, avec la 0.10.1b qui est mise en place dans 10 min
Les sumon on clairement besoin de quelques petits rééquilibrage j'ai l'impression... plutôt chiant pour les autres et mou du genoux. De quoi dérouter certains fan du genre !
Citation :
Publié par Pakku
Les sumon on clairement besoin de quelques petits rééquilibrage j'ai l'impression... plutôt chiant pour les autres et mou du genoux. De quoi dérouter certains fan du genre !
Ba, ce qui serai bien, ca serai des skills actifs a lancer justement sur les minions.
Ca peut etre, au hasard:
-Des soins
-Un buff AS temporaire en echange d'une dégénération de vie
-Un buff dégat massif en echange d'une mort 10s après le lancement du skill
etc etc
Citation :
Publié par Furiouss
Souhait exaucé, avec la 0.10.1b qui est mise en place dans 10 min

Citation :
Publié par Pakku
Les sumon on clairement besoin de quelques petits rééquilibrage j'ai l'impression... plutôt chiant pour les autres et mou du genoux. De quoi dérouter certains fan du genre !
Le côté chiant pour les autres va nettement s'estomper avec le mouseover qui ne sélectionne plus les zombies.
Il va peut-être même permettre d'autres builds, des hybrides qui vont pouvoir cibler. Parce qu'aujourd'hui, c'est malédiction, chaîne d'éclaire ou pluie de feu tant il est pénible de vouloir cibler quelqu'un dans ce bordel.
Après, bien sur, il restera toujours une tétrachiée de mort-vivants sur l'écran qui satureront l'espace visuel, mais que veux tu, c'est l'jeu ma pôv' Luçette, on ne fait pas de summoner sans summons ...

Mou du genoux, certainement pas, je ne suis pas d'accord. Les dégâts sont au rendez-vous, la protection via bouclier de viande aussi.
Le burst n'est pas aussi violent que sur d'autres persos, j'en conviens, mais il est passe-partout et un summoners ne se retrouvera jamais bloqué devant une série d'affix ou de mobs vraiment relou. C'est tout le concept de l'armée de mort-vivant et d'une spé d'Invocation : Ça ne sprint pas, mais avancera inexorablement. Moi j'aime beaucoup, c'est très plaisant d'incarner le sombre nécromancien à la tête de cette vague de zombies innarêtable.

Dans les mécaniques à revoir, il y a la position des zombies autour de l'invocateur. Actuellement, ils sont toujours derrière nous, ce qui fait qu'à la rencontre d'un pack nous nous prenons souvent les premières baffes. Alors certes, une bonne utilisation des squelettes permet de remédier en partie à cela en stabilisant rapidement une ligne de front, mais il faudrait que les zombies gravitent autour de nous plutôt que derrière, un peu comme le faisaient les squelettes du Nécromancien dans D2. Cela ne supprimerait plus le danger lors de la rencontre d'un pack, qui doit continuer à exister, mais l’atténuerait.

Je pense le début de game aussi est à revoir. Je n'ai commencé à utiliser mes invocations que vers la fin de l'acte 2, et elle commencent à être utiles à l'acte 3. Avant ça, c'est pexing au Frost Blast.
Mais je dois avouer ne pas trop savoir comment remédier à cela. Le tanking des invocations ne se met en place de manière efficace qu'à partir d'un certain nombre de minions, mais le personnage doit monter progressivement en puissance et donc les acquérir au fur et à mesure. On ne peut pas lui attribuer directement 5 zombies sous contrôle.
Déjà car cela ne donnera que très peu le sentiment de montée en puissance, et de plus car cela deviendrai trop attrayant pour les hybrides. Si ils suffisait d’investir que 20 points pour 5 bouclier de viande bien tanky, tout les archers et magiciens de tout poil se jetteraient dessus.

Mais pour conclure, je trouve la spé summon de bonne facture malgrès ces souçis. On est certes pas au niveau du nécro de D2, mais ni D3 ni TorchLight 1 et 2 n'avaient réussi à fournir une spé aussi amusante.

Citation :
Publié par Keyen
Ba, ce qui serai bien, ca serai des skills actifs a lancer justement sur les minions.
Ca peut etre, au hasard:
-Des soins
-Un buff AS temporaire en echange d'une dégénération de vie
-Un buff dégat massif en echange d'une mort 10s après le lancement du skill
etc etc
L'idée est bonne, mais le bonus devra être assez important pour concurrencer les auras, sans our autant devenir fumé. C'est pas gagné.
De plus, il y a déjà un souçis de binding. Tu prend 3 sort d'invocation à garder sous la main (zombies - squelettes - spectres), 2 à 3 malédictions (pas forcement toutes bindées, mais gardée dans l'inventaire pour s'adapter), un sort d'attaque de soutient-débuff type Arc ou Frost, éventuellement le teleport en cas de pépin ou de falaise à sauter ... Une à deux auras ... ben t'as déjà plus un bind de libre, et tu dois déjà jouer au gemmage-degemmage avec les châsses dispos ...

L'idée est bonne, mais dans la pratique ça me semble galère à gérer.

Dernière modification par Bru² ; 13/02/2013 à 11h30.
Un truc à changer avec les summons aussi c'est leur aggro range car la prise d'initiative n'est pas leur fort. Ils ignorent un peu trop souvent des mobs à même pas un demi-écran de distance tant qu'on les attaque pas nous-même.

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