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GZ. :)

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pewnie zaczne od miesniaka jakiegos jak zwykle :)


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w PoE warek jest strasznie anemiczny tbh i gra sie nim masakrycznie nudno, przynajmniej dla mnie :D


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Duelista jest calkiem fajny, troche underpowered, ale gra sie ciekawie.

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...latwo tez moge ich miec 10 15 badz 20.


Co modyfikuje ilosc minionow ze mozna wyciagnac 20 ?
passive skille to chyba pare tylko jest z +1

Ez.

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Ezrael napisał(a):
Piszpan napisał(a):
...latwo tez moge ich miec 10 15 badz 20.


Co modyfikuje ilosc minionow ze mozna wyciagnac 20 ?
passive skille to chyba pare tylko jest z +1

Ez.


jest taki bug ze np. masz kamyka z lvl skilla 4 sumonujesz 5 mionionow wkladasz do itemka +1 i mozesz sumnac kolejne 5 nie wiem czy to jeszcze dziala z roznymi lvl kamyka. Do tego bierzesz spectrale i masz tlum:)


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Wyszedl patch 0.9.5, reset passive skilli, stare postacie przesuneli do legacy league, wiec trza zaczynac od nowa ;] zmian jest calkiem sporo, lista ponizej:


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Version 0.9.5

Notes:
We've wiped all the passive skills again. Please take care reallocating your passives so that you can use your equipment and gems.
We've moved all old characters and items to Legacy leagues and have created new Default and Hardcore leagues with clean ladders. These leagues cannot interact with each other. We're interested in getting balance and economy feedback from the new leagues, but feel free to continue to play your old characters if you want to.
As discussed below, we've changed how flasks work so that they recover life/mana slower than before. Be careful to test your characters before plunging into combat in Hardcore.

Features/Content:
Added the ability to refund individual skill points on the passive tree by spending "Passive Skill Respec Points". These can be gained from quest rewards or by using a rare currency item.
Enabled the "Golden Hand" quest in the Church Dungeon. This currently gives two skill respec points per difficulty as its reward, but this will change in the future.
Added two new world areas, currently called the "Ancient Pyramid" and the "Old Fields Cave".
More than doubled the number of Unique Items in the game.
Added some new monster types which can be found towards the end of Act Two.
Added new currency items, improved vendors and the ability to sell items to vendors. See the section below for more information.
Added a new unique monster to the Rocky Climb - "Ironpoint the Forsaken".
Revamped how stats on items and skills are displayed so that many of the confusing cases are explained more consistently now.
Improved the character selection cargohold scene and added the Quartermaster to its background.
Added new level topologies to the Submerged Passage, Tidal Island and other areas.
Improved the environment of the Twilight Strand.
Removed the Submerged Passage Level 2 waypoint. Added a Rocky Climb waypoint. Moved some other waypoints around to random locations within their maps
Continued to incrementally improve the art, effects, environments and sound.
Added dividers between the NPC talk items such as shops and quest information.
Added a new Raised Zombie run animation.
The new Strength skill, "Lightning Strike", has been moved to a (hopefully soon) future patch because of issues that occured during testing.
Disabled the Punishment skill gem from being found until we have it working properly.

Currency/Vendor Changes:
Added new currency item - "Orb of Regret": Grants one passive skill refund point when used.
Added new currency item - "Blessed Orb": Rerolls the value of the implicit (built-in) mod on an item.
Fixed up the vendors that sell you items so that they offer a more reasonable selection of items at more appropriate prices. They now have some permanent currency items in their offered goods.
Added the ability to sell items to vendors. The vendors have many complex recipes for combinations of items that they accept, so we encourage experimentation.
Added "Scroll of Wisdom Fragment", "Transmutation Shard", "Alteration Shard" and "Alchemy Shard" currency items which can only be obtained from vendors. These cannot be used in their shard form, but when they reach their maximum stack size, they automatically transform into the appropriate type of normal currency item.
Implemented mod-pricing for selling identified blue/rare items at the vendors. Different types of mods on your items can yield different numbers of shards (many are worth nothing). Some mods offer increased prices if they are at their maximum value.
Added new art for most currency items. In some cases, you'll only get the new art if you find new currency items.
Renamed some currency items. "Chaos Sphere" became "Chaos Orb". "Orb of Transformation" became "Orb of Alteration". "Gem Quality Upgrade" became "Gemcutter's Prism". "Flask Quality Upgrade" become "Glassblower's Bauble". "Armour Shard" became "Armourer's Scrap". "Whetstone" became "Blacksmith's Whetstone".

Item Drop Changes:
Reduced the drop rate of Orbs of Scouring, Scrolls of Wisdom and Portal Scrolls (scrolls can easily be obtained from vendors now.)
Increased the drop rate of Orb of Chance.
We're now biasing towards higher item base types extremely strongly for most item types. This means that it's much easier to stay up to date with the current highest item type for each slot. For example, if a bow drops in the Maelstrom of Chaos, there's a ~40% chance that it's the level 58 bow.
Magic/Rare/Unique monsters can drop currency items and skill gems again, at an adjusted fair rate. Their chance of dropping these items is higher than that of normal monsters.
Changed how Unique Items are generated so that low level Uniques can still drop in high level areas.

General Balance:
We've changed how flasks heal your life and mana so that they are slower than before but heal substantially more in total. They also take more monster kills to refill. This change should make your life and mana totals more relevant than just the speed your flasks recover at. There are more (drastic) flask changes scheduled for 0.9.6 but we're interested in feedback on these ones first.
Made higher difficulties harder.
Removed the 10% damage bonus that monsters get per additional party member.
Changed how Stun Threshold Reduction works so that it makes more sense now. A 50% decrease in Stun Threshold now means that you only need to deal 50% of the previous damage to cause a stun.
Applied the "currency drop penalty" to Skill Gems and Scrolls also. This penalty applies if you're playing in an area far lower level than you are.
Reduced the bonuses granted by Frenzy and Endurance charges.
Changed enemy critical strike damage multiplier reduction so it only reduces the part of the multiplier above 100.
Nerfed the Divinarius unique dagger. Old versions of this item are unmodified.
Most flasks in the vendors don't generate with quality now.
Reduced the number of Scrolls of Wisdom you start with to 3.
Rebalanced most of the mods on flasks around the new behavioural changes.
"Low Life" on Cautious flasks is now defined as 35% rather than 50%, to be consistent with other uses of the term.

Active Skill Balance:
Modified Firestorm's behaviour so that the explosions have a larger radius and are more likely to fall near the centre of the affected area. Doubled the number of fireballs that fall and rebalanced damage around these changes.
Reduced Frenzy damage per charge.
Increased damage progression of Freezing Pulse.
Raise Spectre now raises better Spectres at higher levels.
Made Explosive Arrow more powerful. The damage has been increased and the fuse time is now one second.
Split Arrow mana costing increased based on number of arrows.
Increased the chance that Warlord's Mark will grant an Endurance Charge.
Projectile weakness now increases damage taken from projectiles.
Increased the damage bonus granted by the Added Cold, Added Lightning and Added Chaos Damage Support Gems.

Passive Skill Balance:
Cold, Fire and Lightning damage passives have been increased from +4% to +6%.
Chaos Inoculation now grants +80% energy shield rather than +20%
Increased the sizes of mana regeneration passives.
Reduced area of effect passives.
Added additional life passives and increased the size of existing ones so that players are able to gain more life than before if they choose to specialise in it.
Removed connections to increase distance between the Witch and the unannounced class.
Reduced the size of some cast speed passives.
Minor other passive tweaks.

Bug Fixes:
Opening the passive skill screen no longer closes the overlay map.
Fixed a bug that allowed curses to be cast through walls.
Cast time/attack time on skill popups now updates when stats change.
Fixed a bug where chests opened with damage would not have the currency drop penalty.
Fixed a bug where the energy shield of a raised Spectre was not scaled properly.
Fixed Poison Arrow and Viper Strike so that damage from their degeneration is scaled properly for PvP.
Fixed a bug with bow attacks where they would miss at long ranges.
Fixed a bug where multiple conversions of one monster with Dominating Blow would not be applied correctly.
Fixed a bug where the stun duration increase stat for staves and two handed weapons were interpreted in a swapped way.
Fixed a bug where "Increased Evasion" did not apply to converted evasion for Iron Reflexes.


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Once upon a time games was fun and too quickly became about winning, being the best or leveling up to get sick loot. Screw that... it is the time to have fun. - Day9

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PostNapisane: 23 gru 2011, 12:57 
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nie trzeba , liga legacy jest dostepna i mozna sobie na niej grac z nowym patchem 0.9.5

Ez.

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Tyle ze jak chce sie wszystkie nowe ficzersy, to trzeba grac na nowych ligach. Troche to upierdliwe, no ale to beta wiec narzekac nie beda. ;]


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Imho fajnie, tak jak w diablo postacie sa jednorazowe ;] Zreszta te league to masarycznie dobry pomysl rozwiazujacy mase problemow. Jedna gra a mozna bawic sie na kilka sposobow.

I jak tam po nowym patchu?
Albo drugie pytanie, czy osoby grajace od powiedzmy poczatkow bety czuja sie znudzone czy nowe features dodaja glebie?


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tomugeen napisał(a):
Imho fajnie, tak jak w diablo postacie sa jednorazowe ;] Zreszta te league to masarycznie dobry pomysl rozwiazujacy mase problemow. Jedna gra a mozna bawic sie na kilka sposobow.

I jak tam po nowym patchu?
Albo drugie pytanie, czy osoby grajace od powiedzmy poczatkow bety czuja sie znudzone czy nowe features dodaja glebie?


Odnośnie ostatniego zdania... powiem tak...jeżeli zmiany, które są wprowadzane będą szły w takim kierunku jak teraz to na długie miesiące/lata ta gra zagości na moim komputerze.
Jak dla mnie jedynym problemem może się okazać to że mało osób słyszało o PoE, a z marketingiem tak naprawdę jeszcze nie wystartowali, chociaż mały player base mi w PoE by nie przeszkadzał...chyba...:)

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Maly update dla osob ktore na to narzekaly:

W dniu dzisiejszym zostal wprowdzony patch 0.9.5g, ktory oprocz innych zmian i dodatkow ODDALIL kamere o 10% co daje ok 21% wieksze pole widzenia.

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Ooo, zara obadam!

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Ma ktoś jeszcze beta key do tego? :)


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ja mam poproś wielebne oczko:)

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Aby formalnosci stalo sie zadosc napisze ze jutro wchodzi patch 0.9.6 a w nim:

- 100+ nowych "Named Passives" i 4 nowe "Keystone Pasives" ---> reset sklilli
- nowy typ flaskow - "Utility Flasks"
- nowy mody dla itemkow w tym takie dotyczace dzialania mikstur (dla paskow, ktore teraz dzialaja tak jak w D2 - lepszy pas = wiecej miejsca na mikstury)
- 4 nowe skille - Lightning Strike, Molten Shell, Tempest Shield, Power Siphon
- 28 nowych unikatow
- 2 nowe monster aury i 4 nowe modyfikatory potworkow
- nowa mapka poboczna w akcie 1 i revamp poczatkowych mapek z aktu 2
- nowy interface dla waypointow, questow i mapki aktow
- Skill Planner na stronie PoE

- inne mniejsze zmiany (np fix efektow dwiekowych - kto gral ten wie ocb) plus balans


Do release jeszcze conajmniej 4 takie lub wieksze patche. :/


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Ile tych flaskow teraz mozna miec? bo spamowanie tych 5 to bylo i tak duzo o ile pamietam.
Chyba ze te ulility to beda z jakimis buffami jak rozumiem (speed/lifesteal/dmg czy co?)


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nie wiem, niewiem i niewiem. :)

Patch jutro, patchnotes enigmatyczne a ja nie mam dostepu do Alphy.

Te nowe flaszki to raczej buffy imho - tu sie zgodze.

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Ta mapka z questami super sprawa.

Kabraxis, pytanko: jak skonczyc 2 akt i przejsc na nastepny poziom trudnosci? Zrobilem wsie questy w miescie w lesie i nie wiem gdzie isc.

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Jak zrobiles all questy z bandytami (musisz miec "completed Amulet" czy jakos tak) to z "Pools And Streams" cisniesz prezz "Waterfall Cave" a potem przez piramide do Black Altar, tam uruchamiasz amuletem i powinien wyjsc final boss aktu 2.

Ale jako ze bosa jeszcze ingame nie ma to automatico odblokowywuje sie przejscie do nastepnego poziomu trudnosci. :)



Wrazenia z patcha calkiem pozytywne - mapka jest bardzo fajna i ladnie sie komponuje w art style gry, doszlo prawie 30 unikatow i z ponad 50cioma w grze juz mozna sie w jakis item hunt pobawic.
Fajny jest tez Screen Shake przy niektorych skillach - o wiele fajniej gra sie melasami czy np rangerem na Explosive Arrow. :)

A nowe flaski sa total imba.


Ostatnio edytowano 8 lut 2012, 19:31 przez Kabraxis, łącznie edytowano 1 raz
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