[PoE] Atlas of Worlds Patch Note 2.4.0 ( pavé inside )

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Source et pour une version plus lisible : https://www.pathofexile.com/forum/view-thread/1716228

Path of Exile: Version 2.4.0 (Atlas of Worlds) Patch Notes

The Atlas of Worlds:

The Atlas of Worlds lets you track your progression through Path of Exile's map endgame. You can also use it to upgrade maps and add mods to the Atlas. It indicates which maps are connected to each other.
The map drop rules have been changed so that connected maps and maps you've previously completed can drop from the area you're playing. As you progress towards the center of the Atlas from the four corners, the tier of maps increases.
There are four tier 16 maps that contain the Guardians of the Void. As you defeat them, you'll earn fragments of a key that allows you to challenge the Shaper himself.
As you complete more types of maps, you unlock a cumulative map tier bonus that is displayed on the Atlas.
You can upgrade white or yellow maps by five tiers using a Shaper's Orb, which can be earned by completing bonus objectives on specific maps.
You can add temporary mods to the Atlas itself using Cartographer's Sextants.
Your progress, upgrades and mods on the Atlas of Worlds are shared between all characters on your account in that league.
We've added thirty new maps and dozens of new map bosses.
There are thirteen new base item types that can be only be found in specific areas of the Atlas.
Most existing maps have been revamped to have more balanced monster composition, layouts, boss fights and rewards.
You can trade 20 Cartographer's Chisels and 5 Orbs of Regret to a vendor for an item that allows you to respec the Shaping of a map.
You can trade 5 Cartographer's Sextants (of a specific colour) to a vendor for an item that allows you to respec the completion of a map of that colour.
You can find out more detailed information about how the Atlas works here: https://www.pathofexile.com/forum/view-thread/1714099

The Essence Challenge Leagues:

Challenge leagues are a great opportunity for a fresh start in a new economy. All of your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new leagues, complete challenges and demonstrate your mastery of Path of Exile!
With 2.4.0, there are Standard and Hardcore variations of the Essence challenge league available. They have the same core mechanics and items.
In the Essence league, you'll occasionally encounter groups of monsters trapped by mysterious essences. Each type of essence imbues the monsters with different powers, which you'll have to face upon freeing the monsters from their prison. If you are strong enough to defeat these foes, you can claim an essence for yourself.
These items aren't just a trophy - their effect is similar to that of the Orb of Alchemy. Using one on a normal item will upgrade it to a rare item but with one predecided property. Each of the 25 essences types guarantees a different power, some of which have never been possible on items before.
The top two essences of each type also act like a Chaos Orb.
While it's tempting to use your essences to craft items, you can also upgrade your spare essences to their next power level by combining a group of three identical ones at the vendor. The 25 types of essences have between three and seven tiers of power level depending on when they occur in the game.
One special type of essence called the Remnant of Corruption isn't used on items, but on the trapped monsters themselves. Its Vaal influence can create many possible outcomes, including special types of essences that can't be created any other way.
Each additional player in your party adds a chance for an additional random essence to drop when the monster is killed.
Essences ignore master metamods when crafting items.
The new challenge leagues include a set of 40 new challenges. When you complete 12 challenges, you receive the Essence Footprints Effect. At 24, you receive the Essence Back Attachment. When you complete your 36th challenge, you receive the Essence Portal Effect. These microtransactions are only obtainable in this league.
From the 19th challenge onwards and for every third challenge after that, you receive pieces of the Essence Totem Pole decoration to display in your hideout. The Totem Pole permanently showcases how many of the Essence challenges you completed during the league.

Engine Multithreading:
This patch introduces the new multithreaded engine features that should significantly improve game performance for most users. They were previously an opt-in beta test.
To disable this feature, change "Engine Multithreading" in the Graphics Options to "Disabled". It is automatically disabled if your CPU has less than four hardware cores.
Frame rate increases are most significant when there are a lot of entities in the scene. This means situations with large amounts of combat should have much more stable frame rates. Do not expect significant increases in frame rate in non-combat situations.
If you are GPU-bound, you shouldn't expect significant increases in frame rate.

Other Technical Improvements:

The particle effects system has been optimised, especially for CPUs with AVX capabilities. Particle simulation is now up to four times faster if you're using a modern CPU. This can translate to double frame rate in high-particle situations such as Burning Ground.
We've added new texture compression which will improve loading speed and download size.
More assets have been added to the preloading system to prevent micro-stutters.
Reduced memory usage (and hence background loading times) by a further 300mb.

Major New Features/Content:

Added 22 new Unique items, including nine designed by supporters of Path of Exile. Eight of these new uniques can only drop from the Guardians of the Void, and four can only drop from the Shaper himself.
Added four new Divination Cards, including one designed by our Russian Path of Exile community.
Added a new type of Strongbox: Diviner's Strongbox.
Updated the Hall of Grandmasters with about a dozen additional Grandmasters and some replacements.

Minor New Features/Content:

Medium-size hideouts can now hold four Forsaken Masters rather than three. Large-size hideouts can now hold seven Forsaken Masters rather than four. Navali and Leo both bypass these limits.
The party user interface now shows what area your party members are in if they're not in the current area. Players who have recently disconnected are shown greyed out for a few seconds so that you can see that it occurred.
Added 3d art for Vis Mortis, Widowmaker, Frostbreath and the Alternate Art Demigod's Stride.
The "Create" button is now disabled on the character selection screen if you have no available character slots. This prevents the situation where you only find out after attempting to name a character.
Flask buff icons have been remade in a consistent way.
The spirit standing next to Haku now flies upwards when you complete the mission and get your reward.
The "Intruders in Black" quest in Cruel now also offers a Bismuth Flask as a reward. "Mercy Mission" in Cruel now also offers Stibnite and Silver Flasks as rewards. "Mercy Mission" in Merciless now also offers Basalt, Aquamarine and Sulphur Flasks as rewards.
The Rock Elemental pet now sometimes rolls when it moves.
Zana, Master Cartographer has a new voice actor.
Forsaken Masters that point to their objective now also have an arrow on the ground in that direction.
You now automatically receive the next waypoint when you kill the Vaal Oversoul (like other act bosses).
Significantly improved the Alien Grass in the Belly of the Beast.
Flicker Strike no longer causes you to drop Haku's spirit.
Added some additional dialogue to Maramoa.
Renamed the Labyrinth item "Orb of Elemental Essence" to "Orb of Elemental Dispersion" to avoid confusion.
Cut-throat leagues now have their own league flag art.
Descriptions of damage ranges have been changed from "x-y" to "x to y" so that it's more clear when examining the ranges of mods that an Essence can add.
Emerging spiders now emerge more quickly.
Continued to incrementally improve the sound, art, effects and environments.

Channelled Skill System:

Added a channelled skill system. Incinerate, Flameblast and Wither are now channelled skills.
Unlike other skills, which are used once and quickly finish, when you use a channelled skill, it doesn't finish until you release the relevant button/key. You continue performing the same skill.
You need to pay mana repeatedly to keep the skill going. The channelled skill's mana cost must be paid again to maintain it with a frequency determined by the cast time. If you can't pay, the skill will end, just as if you'd lifted the button.
Dying, being stunned, and other game mechanics that interrupt the use of skills will cause channelling to end as well.
Effects which trigger when you use a skill will only trigger when you initially start channelling - regardless of how long you maintain a channelled skill, it's still the same use of the skill. You need to stop channelling if you want to use it again.

Prophecy Changes
The Prophecy system (previously a challenge league) has been added to the core game. You can now find and rescue Navali in The Climb.
Navali can now be invited to your hideout and she doesn't consume a slot that would be used by a Forsaken Master.
When seeking Prophecies from Navali in your hideout, the difficulty used is now the latest difficulty in which your character has ever accessed the Twilight Strand.
Silver Coins now drop less often than before, as Prophecy is not the main league mechanic now.
The sealing cost for most Prophecies has been slightly reduced.
The highest level that some Prophecies can spawn at has been reduced.
The Normal difficulty version of the "The Forgotten Soldiers" prophecy has been made easier.

Immunity Improvements:

Immunity to debuffs has been reworked to be consistent. In all cases where a player gains immunity to a debuff, they now also have that debuff removed (as opposed to just not allowing further application).
"Cannot be" stats do not work as immunity. For example, Fairgraves Tricorne prevents you being shocked, but does not remove shock.
In most cases, this change will not change how existing game elements behave. However some game elements have been reworded to clarify how they work.

Triggered Skill Improvements:
Since we introduced trigger gems, players have been able to trigger their skills faster and faster with each update. The performance and gameplay consequences of this extreme skill spam have finally justified a redesign of how some trigger gems work.
For Cast on Critical Strike, Cast on Melee Kill, Mjölner and Cospri's Malice, only one skill can be triggered per trigger event. The damage of Cast on Critical Strike and Cast on Melee Kill has been increased, as described in "Active Skill Gem Balance" below.
The spell that is triggered is determined based on the order in which it is socketed, and will cast supported spells in sequence, even across multiple attacks. These items and skills also have cooldowns which limit how often a skill is cast.
All unique items that trigger skills, now and going forward, follow the rule that if a skill is triggered, it can only be used by that trigger and cannot be directly cast by the player as well.
Previously, only the trigger support gems limited the use of the triggered skills this way, while skills triggered by unique item properties could be self-cast.
Null's Inclination will not be affected by the Cast on Crit changes and will still trigger all minion spells on kill.

Active Skill Gem Balance:
Frost Walls created by you or your allies are now no longer considered enemies for the purposes of projectile collision detection (your projectiles will not collide with your own Frost Wall). This intentionally fixes the exploit case where a player stacks many Frost Walls around a boss and uses a skill like Piercing Lightning Arrow to trigger an excessive amount of hits.
Cast on Critical Strike now has a 500ms cooldown, and will now only trigger one spell per frame when you critically strike. It now has 100% chance to trigger casts when you critically strike. It now has 20% more spell damage at level 1, tapered up to 39% at level 20 (1% per level). Note that the changes described above in "Triggered Skill Improvements" affect Cast on Critical Strike - spells are chosen in the order of their sockets.
Cast on Melee Kill now has a 250ms cooldown. Cast on Melee Kill's increases to spell damage have been replaced with 20% more spell damage at level 1, up to 39% at level 20 (1% per level).
Many skills have had their damage increased. The increases start out low at lower levels and taper upwards. Here are the increases at gem level 20:
Fireball: 50% more damage.
Ice Spear: 70% more damage.
Arctic Breath: 35% more damage.
Cleave: 19% more damage.
Sweep: 15% more damage.
Ground Slam: 15% more damage.
Sunder: 9% more damage.
Viper Strike: 11% more damage.
Double Strike: 13% more damage.
Heavy Strike: 5% more damage.
Glacial Hammer: 6% more damage.
Dominating Blow: 6% more attack damage (not minion damage).
Frost Blades: 15% more damage.
Lightning Strike: 9% more damage.
Wild Strike: 19% more damage. It now also gains 1% increased area of effect per level.
Static Strike: 16% more damage.
Reave: 12% more damage. Reave's base area of effect has been increased by 21%. Its per-stage area of effect has been reduced from 30% to 20%. It still has the same area of effect at the fourth stage.
Vaal Reave's area of effect has been updated to match changes to Reave.
Lacerate's 30% Less Attack Speed drawback has been reduced to 25% Less Attack Speed. This is a buff.
Ice Crash's attack speed penalty is now 20% less (down from 25% less). Its secondary stage damage penalty is now 15% less (down from 20% less). Its third stage damage penalty is now 30% less (down from 40% less). This is a buff.
Static Strike now gains 1% increased area of effect per level.
Earthquake's aftershock damage has been reduced from 60% more (at level 1, tapered upwards) to 50% more at all Levels. Its mana cost has been increased from 6 to 10. Its aftershock area of effect has been reduced by 12%. With the wide-ranging melee buffs and adjustment to Earthquake, we expect to see a much more balanced use of melee skills.
Blade Vortex now has a stack limit of 20 (down from 50). It now deals 63% more damage at level 20. The number of hits per second causes substantial performance problems. The skill was also deemed too strong against bosses.
Magma Orb can now be affected by projectile speed modifications.
Discharge now deals 35% less damage when triggered.
Vaal Molten Shell now causes an explosion when it prevents any physical damage, rather than when it takes any hit.
The trap/mine behaviour of Bladefall has been made more consistent with other traps/mines. The blades fall from the mine itself, not targeting the location where the monster is. (They will fall in the direction of the monster though).
PvP T-values have been set for Contagion, Essence Drain and Vortex.

Support Gem Balance:

Melee Splash now only has 35% Less Damage to Other Targets at level 1 (down from 50% Less). It now has 26% less at level 20 (from 31%). This is a buff.
The damage bonus of the Less Duration support gem has been reduced. At level 1, it has been reduced from 20% to 10%. At level 20, it has been reduced from 29% to 19%. Given the strong utility of this gem, it doesn't need a damage bonus that high.
Pierce's mana multiplier has been increased from 110% to 130%. Its damage at high levels only has been reduced. Its damage at level 20 has been reduced from +29% to +19%. Given the strong utility of this gem, it doesn't need a damage bonus that high.
Cast when Stunned now also triggers when blocking a hit that would stun.

Unique Item Balance:
Rigwald's Crest: The damage of the spectral summoned wolves has been increased by 50%. Their life has been increased by 66%. You know you want to.
The following changes do not affect existing versions of these items, unless you use a Divine Orb to reroll them.
Reach of the Council: Its added damage has been lowered from (25-40 to 100-115) to (15-30 to 70-95). Its local increased physical damage has been reduced from (50%-70%) to (40%-50%). Given the large number of additional projectiles this bow provides, it doesn't need the incredibly large damage bonus. It essentially has a built-in GMP which you could use a damage support in place of.
Voidheart: Its Chance on Melee Hit to Bleed has been lowered from 100% to (30% to 50%). Its Chance to Poison on Melee Hit has been lowered from 100% to (20% to 40%). We feel that this ring provided too much of a damage bonus for one non-weapon item slot.

Ascendancy Skill Balance Changes:

Unrelenting now has a 30% chance to gain maximum charges on generating an endurance charge (rather than 100%).While we do want the Juggernaut to be effective at generating endurance charges, this made it far too easy and low-effort. It's still very good.
Headsman now grants 15% increased area of effect if you have killed an enemy recently (down from 20%).
Impact now grants 10% increased area of effect (down from 15%).These two skills are still the best way to get area of effect for Duelists.
Shaper of Desolation now grants different Confluxes over a ten-second cycle: Chilling Conflux for three seconds, Shocking Conflux for three seconds, Igniting Conflux for three seconds and then all three together for one second. Each Conflux means that any damage causes that Status Ailment. Elemental Conflux was too powerful. The new version requires more strategy (and doesn't need a kill to get started).

Monster Balance Changes:

Monster life has been increased in tier 4-12 maps.
The Life Regeneration mod (and aura) for rare monsters can no longer appear until level 8, to prevent unkillable monsters early where you don't have the tools to deal with their high life regeneration
Bosses that had a reduced effect of curses on them now have a multiplier rather than a reduction. Over time, more and more curse effect has been made available to players. With the boss curse effect reduction being additive, the increased curse effect available to players overwhelmed it. Temporal Chains and Enfeeble arguably still trivialise most bosses.

Other Balance Changes:
Tier 1 maps now drop from level 58 onwards in Merciless.
Poison now deals 8% of Physical and Chaos damage as Chaos Damage for 2 seconds (down from 10%). While we have future plans to fix Poison (addressing double dipping), this nerf brings it slightly more in line until we can make those changes.
Labyrinth Item Enchantments for Storm Call Duration have been weakened. In Merciless, the duration is 20% lower (rather than 30%). In the Endgame Labyrinth, the duration is 30% lower (rather than 45%). Nearly-instant Storm Calls were a problem. It has its delay for a reason. There are still legacy versions of this Enchantment.
The extra map drop chance that occurs at the map boss is now on the final map boss you kill, rather than the first one.
The cost for Vorici to guarantee three specific colours of sockets has been reduced to 120 Chromatic Orbs.
The chance of finding a Unique Strongbox has been doubled again.
Tormented Spirits can now only touch up to 50 monsters each. The technical issues caused by "vacuum farming" are causing too many problems for us and we have unfortunately had to disable this playstyle. This will improve server performance for everyone.
Tormented Spirits can no longer possess Vagan, because sometimes he cannot die.

Zana League Mods Available During 2.4.0:

There's now explanatory hover text on the map mods that Zana offers, so that you can see this data in the game client.
Level 2: Invasion (Cost: 2 Chaos Orbs, +20% IIQ, adds one Invasion Boss/Pack)
Level 3: Beyond (Cost: 3 Chaos Orbs, +20% IIQ, Beyond)
Level 4: Anarchy (Cost: 3 Chaos Orbs, +20% IIQ, adds three Rogue Exiles)
Level 5: Torment (Cost: 3 Chaos Orbs, +20% IIQ, adds three Tormented Spirits)
Level 6: Perandus (Cost: 4 Chaos Orbs, adds three Perandus Chests, chance for Cadiro to spawn)
Level 7: Domination (Cost: 4 Chaos Orbs, adds three Shrines)
Level 8: Ambush (Cost: 4 Chaos Orbs, adds three Strongboxes)

One-time Passive Skill Reset:
Due to balance changes, every existing character has been granted an optional full passive skill reset.
This process will also reset your allocated Ascendancy points.
To perform this operation, 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.

Bug Fixes:
Fixed a bug where the Headsman Ascendancy skill prevented Poacher's Mark from awarding players with the correct number of charges.
Fixed a bug that could occur if players managed to get -100% increased cast speed.
Fixed a bug related to returning projectiles. They can now hit on the way out and on the way back but can't shotgun (where more than one hit the same target) in either direction.
Fixed a bug related to how Bear Trap visually fades away.
Strongboxes that explode corpses now do so in a wave that emanates outwards from the Strongbox, rather than using Vaal Detonate Dead. This prevents some negative situations that would previously occur.
Fixed various problems accessing the Sarn Arena.
Fixed a bug where the Tora mission that involves the Infected Beast would complete too early.
Fixed a bug where Izaro couldn't be cursed by the same types of curses that his pylons could apply to him as an aura.
Fixed a bug where Zana's Tempest mod would sometimes not actually generate a Tempest.
Fixed a bug where having "Local Life Leech is Instant" on a weapon would also make mana leech instant with that weapon.
Fixed a bug where the Pathfinder's "Flasks gain a Charge every 3 seconds" skill would cancel your attempt to reclaim a microtransaction every 3 seconds.
Fixed a bug where the player light sometimes wouldn't be shown (in favour of a much dimmer arbitrary environmental light).
Fixed a problem where Elreon's missions could fail to spawn in some areas.
Fixed a problem that would cause the ocean water to stutter on AMD graphics cards.
Fixed the attack speed calculation for Lacerate when dual wielding.
Fixed a bug where you couldn't swap Sealed Prophecies around by clicking one onto the other.
Fixed a bug where Leap Slam would do nothing if the target location was obstructed.
Fixed a bug where the spinning active aura indicator would either stand still or only spin slowly when at extremely high frame rates.
Fixed a bug where a Molten Shell would sometimes not disappear when its owner dies.
Fixed a case where players with slow load times could fail Zana's limited portals mission during the load screen while in a party.
The storms summoned by the Bloodlines mod Herald of the Obelisk now visually resume playing correctly if you go away and come back.
Fixed an issue where some traps (specifically Rigwald's ones) would always spawn on top of each other.
Fixed a client crash that could occur in predictive mode related to Molten Shell.
Fixed a bug where Frost Bomb Spell Totems would persist even after the Spell Totem support gem was removed.
Fixed a bug where Lacerate could hit with invalid weapon types if they're equipped in the off-hand.
Fixed two instance crashes.
Fixed a bug where multiple Offering Wards could be present at once.
Fixed a bug where Tormented Spirits could still drop items when they expire or when they possess monsters (without being directly killed).
Fixed a client crash that could occur when rapidly socketing/unsocketing a triggered skill at the moment it is being triggered.
Fixed a bug where swapping out certain support gems would not update Blade Vortex's visual effects.
Fixed a bug where completing multiple instances of the same cumulative challenge very close together would not count them correctly.
Fixed a bug where you could gain permanent Blade Vortex stacks if you had superhuman timing. Or a macro.
Fixed a client crash that could occur with Dominus' chilling bond totems.
Fixed a bug where the "Kalandra's Craft" Prophecy triggered on chests when it states that it only triggers on monsters.
Fixed a bug where you could only have one Frenzy Charge generated from Terminus Est at a time.
Fixed a bug where minimap quest icons would reappear when they shouldn't.
Fixed a bug where the Dweller of the Deep would leave a phantom glow effect behind after its first form died.
Fixed a bug where Tora could spawn blocked away from the player in the Crematorium.
Fixed a bug where Voll would drop a Deshret's Banner while still having one visually attached to his body. Now his copy is hidden. The illusion is complete.
Fixed a bug where some Grandmasters did not use Shield Charge correctly.
Fixed a bug where Scaeva's global critical strike mod applied like a local one (effectively granting an 80% multiplicative crit increase).
Fixed a bug where the effect of Blade Vortex would not play correctly if you didn't see it being cast.
Fixed a bug where the Bone Roil effect from Bonespire Talisman would be invisible if you returned to the area after it was cast.
Fixed a bug where the tracking of several internal states (mostly related to Ascendancies) were incorrectly counted as additional buffs on the player for effects which count or increase buffs.

Updates since the initial post
Channelled Skill System:

Added a channelled skill system. Incinerate, Flameblast and Wither are now channelled skills.
Unlike other skills, which are used once and quickly finish, when you use a channelled skill, it doesn't finish until you release the relevant button/key. You continue performing the same skill.
You need to pay mana repeatedly to keep the skill going. The channelled skill's mana cost must be paid again to maintain it with a frequency determined by the cast time. If you can't pay, the skill will end, just as if you'd lifted the button.
Dying, being stunned, and other game mechanics that interrupt the use of skills will cause channelling to end as well.
Effects which trigger when you use a skill will only trigger when you initially start channelling - regardless of how long you maintain a channelled skill, it's still the same use of the skill. You need to stop channelling if you want to use it again.

Bug Fixes:
Fixed a bug where the tracking of several internal states (mostly related to Ascendancies) were incorrectly counted as additional buffs on the player for effects which count or increase buffs.

Active Skill Gem Balance:
Reave: 12% more damage. Reave's base area of effect has been increased by 21%. Its per-stage area of effect has been reduced from 30% to 20%. It still has the same area of effect at the fourth stage.

Triggered Skill Improvements:
Null's Inclination will not be affected by the Cast on Crit changes and will still trigger all minion spells on kill.
Ca pleure, et beaucoup. J'avais jamais joué CoC mais je prévoyais bien de le faire un jour et ce ne sera pas cette league, il faut avouer que là le nerf a été violent et pas seulement en terme de dégâts mais je pense aussi en matière de fun (2cast/s c'est pas terrible).
Celui de Cast on Melee Kill est encore plus drôle, car c'était déjà une gemme pratiquement inutilisable (j'ai bien testé cette league pourtant) mais là elle n'a plus aucun intérêt. On pouvait parfois balancer 2-3 Bladefall en même temps pour nettoyer un peu mieux, c'est fini.

Le nerf de Conflux était je pense nécessaire, c'était vraiment très(trop) puissant et surtout vraiment omniprésent. Par contre j'avoue que ce qu'ils en ont fait, ben ça sert pas à grand chose. Reste encore la prolif derrière.

Le Channeling pour l'instant je ne vois vraiment pas ce que ça change pour les skills concernés, à part peut être la perte de bonus "on Cast" si il y avait (j'en ai pas en tête).

Earthquake a prit vraiment cher, le reste prend des bonus allant d'insignifiants à sympathiques. D'ailleurs c'est marrant de voir que les plus gros gains en dégâts sont pour des sorts alors que le but est de booster la mêlée.
Très bon boost pour Melee Splash par contre (un peu dommage du coup qu'ils n'adaptent pas aussi pour l'ascendancy du Duelist) et des changements que je trouve inutiles/malvenus sur Pierce/Reduced Duration.

C'était quoi le Vacuum farming ? D'après le net Vacuum c'est un aspirateur Ils essayaient de faire courir un tormented spirit et nettoyaient tout avec un Vaal Cyclone?

Doublé encore le taux d'Unique Strongboxes ça j'aime, j'avais enfin réussit à en voir 2-3 dans la dernière league (et pour une fois c'était pas que des Strange Barrels).

Avec les Challenge on pouvait se douter qu'on aurai Perandus en Zana, mais 4c le mod je pense que la map Perandus Manor va coûter une véritable fortune, déjà que dans la league Perandus elle était loin d'être donnée... Enfin elle était sympa comme map, peut être que j'aurai l'occas de la faire à nouveau
Pour les mêlees le problème ca n'a jamais été les dégats mais plutot le ciblage je pense, et ca n'est pas addressé par ce patch.

Pour le nerf du CoC, je pense que tout ceux qui jouent en groupe vont s'en féliciter. Ca + couplé aux optimisations faite sur le moteur, on va ( peut-etre ) pouvoir jouer en groupe à nouveau avec un framerate décent.

Le vaccum farming c'est effectivement chopper tous les mobs de la map et les faire rencontrer un tormented spirit pour looter un max.

Le channelling ca ne change rien aux skills existants mais ca prépare l'arrivée ( en 2.4.1 je crois ) de nouveaux skills de ce genre.

Globalement il y a pas mal d'équilibrages dont l'objectif est autant la perf que de faire bouger la meta vers autre chose que des builds triggers...
Citation :
Publié par Urmarcht
C'était quoi le Vacuum farming ? D'après le net Vacuum c'est un aspirateur Ils essayaient de faire courir un tormented spirit et nettoyaient tout avec un Vaal Cyclone?
Si je me trompe pas, ça consistait à utiliser un unique avec un effect de knockback inversé (attire au lieu de repousser) et un item qui garantit que tu peux pas tuer les mobs (il a un effet genre "ne peut tuer que les monstres gelés"), et un perso avec un max de bonus de rarity/quantity tuait les mobs derrière.
Citation :
Publié par Urmarcht
Le nerf de Conflux était je pense nécessaire, c'était vraiment très(trop) puissant et surtout vraiment omniprésent. Par contre j'avoue que ce qu'ils en ont fait, ben ça sert pas à grand chose. Reste encore la prolif derrière.
Pour faire du curse on hit via herald of thunder ça reste toujours très efficace. J'aime plutôt bien cette mécanique de buff cyclique au niveau du gameplay qu'on a déjà avec Pendulum. Après c'est sur que ce ne sera "pas pareil".

Citation :
Publié par Urmarcht
Très bon boost pour Melee Splash par contre (un peu dommage du coup qu'ils n'adaptent pas aussi pour l'ascendancy du Duelist) et des changements que je trouve inutiles/malvenus sur Pierce/Reduced Duration.
L'ascendancy du Duelist était "déjà" meilleure que Melee Splash du fait qu'on en profitait pour grandement augmenter son dps. Et l'arbre Slayer est suffisament spécifique je pense pour qu'on n'ai pas systématiquement envie de jouer Champion pour gagner le slot Fortify à la place de celui de Melee Splash. M'est avis que si vraiment le passif devient trop faible rapport au Melee Splash il sera ajusté.
Vacuum farming = Empire's Grasp + Dyadan's Dawn + Cyclone + weapon's range/aoe/life gain on hit + map avec mod zana torment.

Tu ne peux pas équiper Southbound (ne tuer que les gelés) avec le Empire's Grasp...

0 dégât, plein de mitigation et de life gain on hit pour survivre, tu fais la map en aspirant tout les mobs, tu passe à travers les tormented spirit, qui touchent les ~200 mobs qui sont aspirés derrière toi et se loge dans un des rares qui te suis. Arrivée au bout, tu swap de perso ou t'as un copain qui fait MF, et tu admire le loot.

Le nerf de Less Duration et Pierce est totalement normal, ce sont des gemmes qui étaient très intéressantes sans leur bonus de dégâts !
Ils ont tués tout les builds qui roulaient sur tout qui étaient top tiers (KB/LA/BV/CoC), c'est un peu normal, on va voir plus de diversités et un retour à de la difficulté. Même si j'ai peur que BF mine reste le seul meilleur build.

Je trouve toujours dommage que fork/chain ne soient pas un peu plus boosté, et que Lacerate n'est pas eu plus de buff, surtout comparé à reave !

Citation :
D'ailleurs c'est marrant de voir que les plus gros gains en dégâts sont pour des sorts alors que le but est de booster la mêlée.
Normal, ils ont boosté des sorts que personnes ne jouaient tellement les dégâts étaient ridicule.
Citation :
Publié par alogos
Je trouve toujours dommage que fork/chain ne soient pas un peu plus boosté,
Le boost de fireball et Ice Spear n'est il pas aussi une manière de uper ces gemmes ?
Le nerf de voidheart est violent, les chances de saignement passe de 100% à (30% à 50%) et les chance poison à (20% à 40%) et Reach of thé council perd 20% de dégâts mais ça touche pas les anciennes versions donc ils deviennent legacy..

Sinon RIP les builds coc qui dominé la méta.

Dernière modification par Ombre Vengeresse ; 02/09/2016 à 09h49.
Citation :
Publié par alogos
Vacuum farming = Empire's Grasp + Dyadan's Dawn + Cyclone + weapon's range/aoe/life gain on hit + map avec mod zana torment.

Tu ne peux pas équiper Southbound (ne tuer que les gelés) avec le Empire's Grasp...
Ok, merci, j'imagine que j'ai confondu avec une autre stratégie qui utilisait cet item pour qq chose. Ptet juste pour laisser les kills au MF.
Je suis d'accord pour Fork/Chain, surtout Fork j'aime beaucoup l'idée de cette gemme mais sont utilisation est... rare.
Pour ce qui est de Less Duration par contre je ne suis pas d'accord, contrairement à Pierce c'est une gemme obligatoire pour l'utilisation de certains skill (Static strike, Storm call etc) le boost de dégâts était pour moi l'incitation à utiliser ces skills. Alors oui j'ai toujours envie d'un jour faire un build dessus, mais je trouve ça dommage car ils n'avaient pas besoin de ça.
Pour le pb des mêlée c'est clair que le ciblage est un gros soucis (Une des raisons pour lesquelles je préfère un skill ae genre Ice Crash à un single+melee Splash).

Par contre vous semblez m'avoir mal compris, je suis content pour le nerf de CoC moi aussi, je disais juste que la vitesse de cast réduite en retire quand même beaucoup de fun (je sais pas mais genre 300ms ça aurai été bien mieux et ce serai aligné sur un cwdt).

Ice Spear n'avait pas des dégâts si ridicules je trouve, certes loin derrière les sorts du moments mais pas si mal quand même. Enfin sauf en monocible.

Bref je trouve tout ça intéressant et je suis plutôt curieux de voir ce qui nous attend à l'avenir.
Citation :
Publié par Urmarcht
Pour ce qui est de Less Duration par contre je ne suis pas d'accord, contrairement à Pierce c'est une gemme obligatoire pour l'utilisation de certains skill (Static strike, Storm call etc) le boost de dégâts était pour moi l'incitation à utiliser ces skills.
C'est justement le problème, si ces skills sont chiants sans Less Duration, cela fait partie de leur équilibrage (comprendre, ils sont normalement plus fort que d'autre). Si tu as absolument besoin de Less Duration pour jouer ce skill, cela revient à retirer son seul désavantage, ce qui veut dire que tu sacrifie un slot pour revenir sur un sort comme les autres, c'est un bon équilibrage. Hors, si en plus, cette gemme te donne des dégâts, ça transforme le désavantage en avantage, et ça en fait des sorts plus puissant que les autres.

Pierce c'est la même chose, tu le mettais partout, surtout sur le double dip, même sans avoir besoin de pierce ! c'était plus joué comme une gemme de dégâts qu'autre chose...

(et franchement, less duration sur static strike ? moi je m'en servais pour faire des dégâts sur le prochain pack, sinon ça a le même problème que pierce, c'est plus utilisé comme une gemme de dégâts)
En lisant, je viens de comprendre un truc. En fait, Atlas of Worlds sera toujours présent dans le jeu, en tant qu'expansion, mais le truc des essences, c'est la ligue ? Donc si je décide de ne pas faire cette ligue et de jouer avec mes anciens persos, j'aurai quand même accès aux maps de Atlas of Worlds ?

C'était pas du tout clair pour moi lors de la précédente annonce...
J'ai d'ailleurs cru que tout était une ligue ou que l'extension entière comprenant aussi les essences, faisait office de ligue...

Je suis assez intrigué par le fait qu'ils ajoutent les prophéties sans sembler revoir le système. J'ai l'impression qu'on risque d'être un peu perdu entre la nouvelle extension, la prochaine ligue et les prophéties en +.


Citation :
Many skills have had their damage increased. The increases start out low at lower levels and taper upwards. Here are the increases at gem level 20:
Fireball: 50% more damage.
Euh... ça veut dire que les skills suivants augmentent ? Genre fireball qui possède une plage de dégâts de 500-750 au lvl 20, va passer à 750-1125 ??? C'est ENORME !!!!

Dernière modification par Legoury ; 31/08/2016 à 13h35.
C'est ça Legoury.
Alogos sur le principe je suis d'accord, mais alors ça veut dire que ces sorts sont plutôt mal équilibrés (surtout Storm Call).

Static Strike tu l'utilisais avec melee splash?
Les grosses extensions comme le Labyrinthe ou Atlas of World sont généralement des contenus qui sont présents sur tt le jeu y compris en Standard. Du coup y'a généralement un contenu parallèle pour la league uniquement (perandus, essence), en général fait pour apporter des trucs nouveaux en dehors de l'extension. (genre, perandus apportait du contenu partout du coup y'avait du neuf même sans faire le laby, et essence apporte du contenu partout du coup y'a du neuf avant d'arriver aux maps).
Insuffisant en terme de balance ce patch, surtout pour les cac et certaines ascendances. Néanmoins cette phrase de Chris donne un peu d'espoir pour les prochains patchs.
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We do have a pretty solid plan for changing some fundamentals of melee play, but it's not ready yet.
Quant à Coc... .
@Urmarcht
Bin, pour avoir testé storm call + less duration, ça m'a semblé assez balaise par rapport au reste qui m'était accessible.
Static Strike, je le jouais en "buzzsaw" (Brightbeak Anger Wrath herald of Thunder Reduced Mana) avec Multistrike, Faster Attack, Weapon Elemental Damage. C'était y a longtemps, pour une one month flashback je crois bien. Du coup, pas de Melee Physical ni de Physical to Lightning. Y avait Less Duration, mais sans son boost de dégâts à l'époque, j'allais pas perdre un slot pour ça !
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Medium-size hideouts can now hold four Forsaken Masters rather than three. Large-size hideouts can now hold seven Forsaken Masters rather than four. Navali and Leo both bypass these limits.
Miam.
On aura enfin plus besoins de virer les masters maxés un par un pou récupérer les gemmes avec qualité qu'ils ont à vendre.
Et pour ceux qui n'ont pas encore maxé leurs masters ou en nouvelle ligue, ils pourront tous les monter en même temps.

Par contre, quand on cumul Earthquake et Voidhearth sur un juggesnaut, comme moi, le cumul des trois nerf est ultra violent.

Sympa de revoir Perandus.
Ceux qui ont vendu leur coins risquent de l'avoir mauvaise.
Surtout quand on voit le buffs de merde des autres compétences mêlées je ne me vois pas lâcher mon earthquake... On se demande si ils jouent au même jeu que nous? Dans un hack's n slash cliquer sur des mobs pour les tuer c'est une perte de temps dans un jeu qui pousse au farm no bain. C'est pour ça que les compétences mêlée populaires sont celles qui ne ciblent pas comme earthquake, cyclone, reave ou lacerate. Je vais pas me casser les couilles pour cibler un mobs en particulier dans les maps end game ou les ennemis te fracassent si tu fais une erreur. Bref si ils donnent pas à tous les compétences mêlées une aoe comme dans torchlight 2 on ne les utiliseras toujours pas.
Citation :
Publié par Tessen
Sympa de revoir Perandus.
Ceux qui ont vendu leur coins risquent de l'avoir mauvaise.
J'ai pas vu. Ils rajoutent Perandus en + de Prophecy ??? Ou c'est juste pour les maps de Zana que tu dis ça ?
C'est juste en map Zana
Citation :
Zana League Mods Available During 2.4.0:
There's now explanatory hover text on the map mods that Zana offers, so that you can see this data in the game client.
Level 2: Invasion (Cost: 2 Chaos Orbs, +20% IIQ, adds one Invasion Boss/Pack)
Level 3: Beyond (Cost: 3 Chaos Orbs, +20% IIQ, Beyond)
Level 4: Anarchy (Cost: 3 Chaos Orbs, +20% IIQ, adds three Rogue Exiles)
Level 5: Torment (Cost: 3 Chaos Orbs, +20% IIQ, adds three Tormented Spirits)
Level 6: Perandus (Cost: 4 Chaos Orbs, adds three Perandus Chests, chance for Cadiro to spawn)
Level 7: Domination (Cost: 4 Chaos Orbs, adds three Shrines)
Level 8: Ambush (Cost: 4 Chaos Orbs, adds three Strongboxes)
Citation :
Publié par Ombre Vengeresse
Bref si ils donnent pas à tous les compétences mêlées une aoe comme dans torchlight 2 on ne les utiliseras toujours pas.
Pour ça, il faut éviter de laisser des cas ou taper accidentellement plusieurs ennemis est pénalisant, et pire, des cas ou tu dois faire du monocible sinon t'es puni.
Genre, les missions de Vorici "ne pas tuer de garde" sont déjà une plaie à l'heure actuelle mais sans monocible ça serait injouable 99% du temps.

Perandus en map Zana, sur la league, ça va être d'un intérêt ultra relatif vu le prix et le risque d'avoir un cadiro te vendant un truc que tu peux pas acheter. C'est bien pour le standard mais sinon...

Les master ça va être un bon confort
Citation :
Publié par Paile
Pour ça, il faut éviter de laisser des cas ou taper accidentellement plusieurs ennemis est pénalisant, et pire, des cas ou tu dois faire du monocible sinon t'es puni.
Genre, les missions de Vorici "ne pas tuer de garde" sont déjà une plaie à l'heure actuelle mais sans monocible ça serait injouable 99% du temps.
Je pense que c'est un problème pour tous les build, faut juste attirer l'exilé loin des gardes que l'on ne doit pas tuer ou l'éloigner et le bloquer dans un mur . Je faisais ca avec mon ranger tornado shot perso.

Il faut que GGG arrête l'obligation de cliquer sur un mobs pour lancer l'attaque, on la vue avec Tessen hier soir on perd en vitesse de farm et dans un Hack 'n' slash et ce n'est pas normal.

Dernière modification par Ombre Vengeresse ; 01/09/2016 à 08h33.
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