Σ 1.7.4 Patch Notes

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Cheno
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Lynderika wrote:I don't understand why I am the only one who wonder about a few changes, some things in this patch are very very big changes and are not detailled at all. We sure have the general ideas but no values at all so it doesn't make any sense.

Reduced the effectiveness of physical and magic resistance debuffing skills. Reduced the physical and magic resistances of endgame bosses to compensate. These debuffs were creating a very large damage output difference between builds with and without them. Now the debuffs are less effective and the base monster resistance is lower, evening out the playing field a bit better."

No values at all? Doom, chronofieled... how much do they suffer? How much do others builds not using theses debuffs skills get a power up? How much do bosses resist lowers? "and the base monster resistance is lower" that's only talking about bosses right? Chronofield and doom are used by a few builds even outside of bosses, the fact that a change that important is impossible to evaluate is terrible...

Pure physical weapon damage builds (including damage conversion) will see a very small reduction in damage in the late endgame

Again, "very small" is not an indication at all.


I've read through it a few times now and I can't see in any way how it would change anything on your part. It's specifically referencing physical and magic resistances, which most builds can't do anything about anyway. If you can't entirely remove the resistances, you have no caps to reach (like with elemental resistances), you will most likely be doing the same thing you were doing in 1.6. Don't get me wrong, having the numbers would be convenient but I fail to see how it force you to change anything.

I have a worry about very late endgame physical builds being a bit behind, although the physical damage change wasn't meant as a direct nerf, maybe we will see some wide physical buffs in a later patch.
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Uubie
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Too many people not able to adapt to changes. It's quite sad to see, that it is usually the late game players.
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Uubie wrote:Too many people not able to adapt to changes. It's quite sad to see, that it is usually the late game players.

Nerfs are always meant for late game players tho they wont affect players that fautz is their endgame
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Lynderika
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Cheno wrote:It's specifically referencing physical and magic resistances, which most builds can't do anything about anyway.



Why do you think I specifically talk about Chronofield and doom?... I've wanted to try out starting the season with a mana sorc, of course it change something on my part. Actually if resists of enemies and end boss changes it affect everyone anyway. I know dev will not give a super hard inderect nerf on something like this, I just want to know what the changes are, that's what a patchnote is about.
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Uubie
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morphed wrote:
Uubie wrote:Too many people not able to adapt to changes. It's quite sad to see, that it is usually the late game players.

Nerfs are always meant for late game players tho they wont affect players that fautz is their endgame


You literally already gave up on this patch. Why? Your character ain't OP!
Cheno
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Lynderika wrote:
Cheno wrote:It's specifically referencing physical and magic resistances, which most builds can't do anything about anyway.



Why do you think I specifically talk about Chronofield and doom?... I've wanted to try out starting the season with a mana sorc, of course it change something on my part. Actually if resists of enemies and end boss changes it affect everyone anyway. I know dev will not give a super hard inderect nerf on something like this, I just want to know what the changes are, that's what a patchnote is about.


I think you misunderstood me, if you were to play mana sorc, would you actually change anything about how you play the build, compared to if you were to play it in 1.6? There most likely would not be any changes (at least not related to the change in question), you would still use the debuffs that you have available, you can't add any, compared to in 1.6 cause you would probably already be using said debuffs. I wouldn't be surprised if it's something like 10% difference in resistances. That said, knowing the actual numbers would be nice, I just suspect that it doesn't change anything.
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Lynderika
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Cheno wrote:
Lynderika wrote:
Cheno wrote:It's specifically referencing physical and magic resistances, which most builds can't do anything about anyway.



Why do you think I specifically talk about Chronofield and doom?... I've wanted to try out starting the season with a mana sorc, of course it change something on my part. Actually if resists of enemies and end boss changes it affect everyone anyway. I know dev will not give a super hard inderect nerf on something like this, I just want to know what the changes are, that's what a patchnote is about.


I think you misunderstood me, if you were to play mana sorc, would you actually change anything about how you play the build, compared to if you were to play it in 1.6? There most likely would not be any changes (at least not related to the change in question), you would still use the debuffs that you have available, you can't add any, compared to in 1.6 cause you would probably already be using said debuffs. I wouldn't be surprised if it's something like 10% difference in resistances. That said, knowing the actual numbers would be nice, I just suspect that it doesn't change anything.


That's exactly what I asked...
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Uubie wrote:
morphed wrote:
Uubie wrote:Too many people not able to adapt to changes. It's quite sad to see, that it is usually the late game players.

Nerfs are always meant for late game players tho they wont affect players that fautz is their endgame


You literally already gave up on this patch. Why? Your character ain't OP!

Barb was never able to do endgame content as a character only by help of bugs and op items which they’ve all been removed in previous patches , dont know why you all think barb was op , melee necr was always on the same powerlevel but since no one took it to the endgame it wasn’t touched as barb was.
tranvanhieu
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morphed wrote:
Uubie wrote:
morphed wrote:
Uubie wrote:Too many people not able to adapt to changes. It's quite sad to see, that it is usually the late game players.

Nerfs are always meant for late game players tho they wont affect players that fautz is their endgame


You literally already gave up on this patch. Why? Your character ain't OP!

Barb was never able to do endgame content as a character only by help of bugs and op items which they’ve all been removed in previous patches , dont know why you all think barb was op , melee necr was always on the same powerlevel but since no one took it to the endgame it wasn’t touched as barb was.


This. I totally feel melee nec equal if not outclass barb since several patches ago.
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My personal highlights of this patch:
- Lion Stance physical resist reduction capped at 15%. Coupled with the 2 Lion stance TU's you only have -6% physical resist, so a lion stance build is now much easier to gear.
- Mercenary Rework. Especially Fighter Mage and Abjurer (the latter should be a lot stronger now with tempest and Thunderstone whereas fighter mage is now truly a fighter mage) Add to that Bloodmage, who can now more reliably buff any build with Firedance. Mostly physical damage builds.
- Jitan nerf. It was really a bit too strong for that level. With less damage it should be faster to kill him now, since you probably don't need to lure minions one by one all the time.
- Psionic storm buff: Better gear options possible now since you're less dependent on your base points and of course the AoE increase. Should be worth making a build around that. I'm not quite sure about the mana drain though since that would need a lot of mana after each kill to counter, especially when you focus on energy as a primary source of damage increase.
- Stance change of course
- Hurrican change: With the additional 50% damage reduction you'll less likely be interrupted, which was the main point that made this skill impossible to use. Now it wasn't only made useful, it might even single-handedly be the best skill in the tree if you have enough life to not get interrupted anymore. And that should be easier to achieve now that Lifeshield is a level 18 skill in the poison tree.
- Poison druid changes. It itches me to make a poison druid now. I never liked poison avatar but with the changes to poison flash, I might try to make a build around that.

What I don't ParticuLarry like about this patch:
- Mana changes. That will make mana skills extraorinarly strong. The amount of mana was halved (=damage was halved), but so was monster life. However, mana skills also received double damage (read "Mana Squish"). Wouldn't that mean they are twice as strong as last patch? Maybe I missed something?
- Sentry changes. Having sentry forcibly placed at a certain location instead of at your cursor will weaken sentries, especially ATMG, a lot or rather make them a lot clunkier to use. Does ATMG even have an 8 yards attack range?

Overall good changes. I'm not sure what to play first tbh. And that's a good sign.