Physical builds are highly dependent on the DPS stat of your weapons. Just grind white maps till you get 2-3 ex and then you are all set? Oof. This lacerate build I'm playing is highly rated and I'm having trouble with white maps. Didn't require any $$ to get off the ground either. Yeah I hadn't played in years, but the summoner build I played in Delirium had no trouble until Baran and then Sirus. Just finished act 5, have negatives resists across the board, my helm and gloves are still from A1, with a Wanderlust, Tabula, and a white shield that gives me a movement speed bonus, and as long as I can safety dance, it's mostly fine. I always forget how ridiculous leveling a summoner is. Ok scratch that if u ever pick jugg over witch ur reported but DOUBLY so Oh yeah and if u play jugg and u ever die this patch u should probably reconsider ur plans Its so fucking stupid im actually refusing to use it Now this is all well and good but with a sensible +gem level setup and chaos innoc + zealots oath u can be running a 75% pdr energy shield build with 5k flat es regen with nearly 100% uptime and, to pile pelion upon ossa, the ability to activate a full duration full power immortal call whenever u want and INSTANTLY refresh all ur endurance charges with an instant cast second charge of end cry Oh also the enduring cry instantly gave her 8 charges - u can actually do the oldschool self-cast discharge enduring cry build this league if u use redblade banner combine this with another 20% or so pdr from chaos golem golementalist and ur hitting that 75% reduction with zero armour ez I had a level 37 character with 100% uptime on 56% flat pdr from 8 endurance charges and 80% uptime on 2k flat regen, 2 charges of enduring cry with 2second cooldown. So enduring cry is extremely broken and obviously so, but im not sure peopl ehave realised quite how broken While we'd love to reassure you that it'll be better in the future, we're going to go with actions rather than words this time. We're not pleased with what happened either. This whole situation actually prompted quite a lot of internal review about how we handle processes like this. (As a side note, 3.11.1 also doubles the rate of Tier 2 seeds that you find, which in turn results in you finding more Tier 3 and 4 seeds.) The precise details will be in the patch notes early tomorrow, alongside deployment of the patch itself. The 3.11.1 patch will not only fix this problem but will also get crafting into a much better state where you're getting way more of the outcomes that you actually want. While it's good to be careful, it's unacceptable that this process took a week. One reason why we've been slow to fix this is that we wanted to check with code review and gathering logs that there was actually a problem (rather than players misreporting the issue or being unlucky). It should not have been made and should have been fixed a lot faster. This is not what was intended, and we are very sorry about this mistake. The final impact of all of the changes from the hotfix was that the chance of getting a desirable mod-adding or mod-removing craft decreased by between 25% to 40% for most mod tags. Unfortunately, we made more mistakes and deployed a patch that made the situation a lot worse. We planned a hotfix for last week that would turn these crafts back on, double the number of seeds you get in high-tier maps, fix up a bunch of crafting option weightings so that the more desirable ones occur more often, and so on. When we launched Harvest, some of the crafts were accidentally disabled at higher levels. Tomorrow's 3.11.1 patch will significantly buff the affected crafting outcomes so that they are in a much better place. However, the hotfix unintentionally resulted in a significant nerf to crafting. The goal of this hotfix was to make Harvest crafting more accessible and better for players all-round. Last week we released a hotfix that made changes to Harvest crafting.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |