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Grim dawn


The_Delucian

Öne çıkan mesajlar

  • 3 ay sonra ...
aente said:

http://store.steampowered.com/app/219990/

gelmiş sitim'e. 30 dolar maalesef ya. karşısında poe varken biraz cesur bir fiyat. 10 dolar seviyesine düşerse denerim anca. yılbaşı indirimine kadar beklenir.

var mı, almış olan şu an, az bir yorum yapsın.


Karşısında PoE değil Diablo 3 vardı. "Cesur fiyat"...
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  • 3 ay sonra ...
ersagun said:

Rus olmana gerek yok, Ruslardan alıyorum ben region-lock olmayan tüm oyunları zaten :-)

Rus trader bulsan yeterli.

Yalnız bu oyunun indirime girmesine pek ihtimal vermiyorum ben, Early Access oyunlar ekstra indirime girmiyor diye biliyorum. Kickstartcılara zaten neredeyse tüm oyun yapımcıları yeterince kötü davranıyorlar, bir de daha oyun bile çıkmadan kickstarter ücretinin altına indirirlerse çook ayıp olur.


şu arkadaş hala yaşıyosa forum'da. oyuın 5 dolara indi CIS ülkelerinde dsadsa.

bi de ben uyarmışım yukarıda 30 dolar basmayın diye. ve oyun hala çıkmadı.
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  • 3 ay sonra ...
  • 4 ay sonra ...
Yeni chapter gelmiş. Küçük bir alan daha açılmış ama çabuk bitti. Baya bir düzeltme var ama.


v0.3.3.1 (b24)

[Major New Features]
The second chapter of Act 3 is now available! You can now enter Homestead and engage with its denizens, venturing forth into the lands west of the settlement.
The first stage of the Faction overhaul has been implemented. You can now access the Faction Window for information on the factions you've encountered. The Faction system will be fully fleshed out in Build 25.
With this update to Factions, vendors now offer discounts based on your Faction status.
The main screen has been updated with a character list for improved character selection.

[Art]
Added New FX to Flashbang, Canister Bomb and Canister Bomb fragments to improve visibility while in-air
Updated several textures for the prison building in Devil's Crossing
Updated Wood bridge texture

[Animation]
Skeleton meshes no longer stretch upon ragdolling

[Tech]
Character sheet DPS formula has been updated to better reflect the number of attacks performed per second. This has no impact on actual damage output.
Resistances on Character Sheet are now appropriately reduced when hit by a Resistance Reduction type attack
Fixed a bug when only hovering between items would not update the DPS change calculation
Items which have fallen through level geometry should now be placed back on the ground after a short period
Added Alpha To Coverage graphics option
Character and Monster light rigs now affect normal and specular maps
Aether Ray and Conflagration are no longer blocked by friendly targets
Added a skill cooldown timer so you can more easily see when a skill will be available
Improved skill targeting for many ranged skills
Fixed a bug where charge skills could cause the player character to become stuck
Move To hotkey command will move towards an allied creature
Casting a skill while in the process of being trapped will no longer interrupt that skill and prevent other skills from being cast
Fixed odd NPC head bob when opening a dialogue conversation
Slightly shortened Skill Not Ready message uptime
Holding down a repeatable skill and moving will allow it to activate once you stop moving
Fixed a bug where enemies with thrown projectiles were suffering from reduced accuracy
Improved skill queuing system to eliminate some small but noticeable delays, and some issues when switching targets quickly.
Adjusted resource preloading system to be less aggressive and reduce cpu usage
Improved performance of UI rendering by eliminating some memory thrashing scenarios

[Game]
Veteran difficulty bonuses on enemies were increased.
Increased basic attack damage on many Hero spawns
Rebalancing of enemies on Normal (that will also affect Veteran). There have been both global and individual adjustments. Primarily damage, movement, OA and DA have been adjusted to make combat feel a bit more dynamic with higher hit variability.
Many enemies have been given a pursuit dynamic where they will run up to the player at full speed but then revert to a slower run/walk as long as they are within a certain radius of the player. If the player moves outside this radius, enemies will return to full speed. This is a modification of the previous version where enemies immediately dropped to lower speed within a radius of the player. The new version should make enemies more threatening when closing from a distance but allows for a wider slow-pursuit radius that should give melee players more room for tactical movement around enemy groups.
Reduced the rate at which damage drops off due to low OA relative to target - affects both players and enemies.
Some monster spawns tightened a bit so that, on average, you'll tend to see some packs spawning closer together with a bit more of a gap to the next group of enemies. The number of some enemies spawns was increased slightly. In some cases the max is slightly higher, in others only the min was increased.
Increased character name size limit to 24 characters
Removed % Reflect from Thorned Horrors, pierce retaliation increased to compensate
Reduced frequency of stuns from Groble Stone Clan Geomancers
Slightly increased drop rate of Dynamite from Scrap Piles, Cronley's Gang Arsonists and Ascended
Physique now confers Life Regeneration at a rate of 1 point per every 25 points of Physique, beyond the starting 50
Added new critical damage bonus that can appear on skills and rarely on select Epic items. The values of the default Critical Damage bonuses have been reduced to accommodate this shift.
Increased the PvP damage penalty to 70%, up from 50%
For Community Translators: updated the quest offer text in NPC_TomHart_01.cnv
Skills that do 100% weapon damage now say so on their tooltips (was previously hidden).

[Itemization]
Craftable potions can now rarely drop from bosses and heroes
Found a bug where certain types of more common randomized loot objects like stumps, rock piles and such were running chance to spawn twice. Eliminated the second chance roll so that they should now spawn reliably at the set probability. In short, you should see more randomized common lootable objects.
Debuff effects applied via % Weapon damage (ex. % Reduce Target's Resistances) are now capped at 100% Weapon damage. This means that skills that deal more than 100% Weapon damage will no longer amplify the strength of these effects.
Energy Drained has been renamed to Energy Burn to clarify that no transfer of energy occurs
Frizzick's Utility Pack has been redesigned. This belt's versatile +1 to All Skills was difficult to pass up for many builds and stifled selection in that gear slot.
For the same reasons as Frizzick's Utility Pack, the stats on the Mask of Delirium have been revised
Updated the stats on Possessed Human Monster Infrequent (MI) items. Drop rates of rare variants slightly increased.
Reduced Offensive and Defensive Ability values on the prefixes "Paladin's", "Seraphim" and "General's"
Slightly reduced % Total damage values on the prefixes "Tyrant's" and "Officer's"
Replaced % Total damage on the prefix "General's" with bonus Physique
Removed bonus % Offensive Ability from the prefix "Menacing"
Reduced Poison resist values on the prefix "Incorruptible"
The suffix "the Dranghoul" has been split into an Armor-only version and an Accessory-only version. This suffix ended up being slightly over budget on accessories and significantly over budget on armor, and required adjustment. The Offensive and Defensive Ability values on this suffix have been reduced. Unfortunately the split into two affixes is not retroactive, so accessories already rolled with this suffix will have lower than intended values.
Reduced the Offensive Ability values on the suffixes "Onslaught", "Oleron's Wrath" and "Shadows"
Replaced the Cast speed on the suffix "Voracity" with Attack speed and slightly increased the values
Slightly reduced % Attack Speed on the suffixes "Fervor", "Ferocity", "Wildfire" and "the Defiler"
Slightly reduced % Cast Speed on the suffix "Torrents"
Slightly reduced % Total damage and % Attack Speed on the suffix "Onslaught"
Slightly reduced % Total damage on the suffix "the Oracle"
Reduced % Total damage on the suffix "Fury", but increased its Offensive Ability bonus
Removed % Total damage from the suffix "Bestial Rage", but the suffix now gives a larger bonus to pets and scales better on 2h weapons
Removed % Total damage from the suffix "the Wild, but it now also grants % Attack Speed to pets
Updated the Aether Cluster consumable to grant 75% damage absorption for 10 seconds, instead of 90% damage absorption for 5 seconds
Slightly increased % damage bonuses on items crafted from rare-quality blueprints
Slightly increased the drop rate of the Dread Skull component
The component skill Sacred Strike now converts 100% of Physical damage into Elemental damage
Added Critical Damage bonus to component skills Slam and Lightning Strike
The Severed Claw component now also gives 10% Trauma damage
The relic skill Conflagration now scales with Cast Speed, dealing damage more frequently with higher Cast Speed. Base damage interval has been increased from 0.25s to 0.30s. Energy cost is now calculated per damage interval instead of per second.
Adjusted the scaling on Salazar's Harbinger between tiers of the Salazar MI. The Harbinger's basic attack should now scale much better relative to the level of the weapon.
Adjusted the scaling on the Stalwart and Frenzied Guardians summoned by items. Their basic attacks should now scale much better relative to the item level.
The Revenant of Og'Napesh has received cardio lessons and now moves considerably faster
For Community Translators: prefix tagPrefixAO009 has been renamed to "Draining"
For Community Translators: suffix tagSuffixB011_Ar_A has been renamed to "of the Grove"
For Community Translators: tagArmorClass02 has been changed to "Armor", along with removal of the word "Light" from all tagCraftRandomARMORSLOT_Light tags

[Class & Skills]
Soldier
Increased Blade Arc's animation speed. Also increased its bleed damage scaling and the % Weapon damage scaling.
Added Critical Damage bonus to the Blade Arc modifier Laceration and its transmuter, Clean Sweep
Markovian's Advantage now scales up to 30% activation chance by level 8. Also increased the scaling of Defensive Ability reduction to enemies.
Zolhan's Technique now scales up to 30% activation chance by level 8
Added Critical Damage bonus to the Cadence modifier Fighting Form
The Cadence modifier Deadly Momentum has been redesigned: now applies a short buff which increases damage dealt, effectively buffing all your non-Cadence attacks while active
Fighting Spirit reworked to provide Critical Damage bonus and % Physical damage instead of % Total damage, % Life Regeneration instead of % Damage Absorption, a fixed % Offensive Ability, a fixed Cooldown of 24s and a slightly longer duration of 12s
Increased bonus Constitution scaling with rank on Veterancy and the bonus scales up faster at low ranks
Squad Tactics now increases Attack Speed, but provides less % Total damage
Menhir's Will now starts with a lower % Life heal but scales up faster to reach original values by max rank
Overguard now starts with lower absorption and %DA values and scales faster in early levels to promote investment. There is also a fixed amount of +%life regen.

Demolitionist
Increased the Fire damage on Blackwater Cocktail with rank, but the damage is now a range. In addition, the skill now reduces Offensive Ability on afflicted targets.
Increased the scaling of Blackwater Cocktail's modifier Demon Fire
The Blackwater Cocktail modifier Agonizing Flames has been redesigned: now also increases % Chaos damage and reduces resistances on afflicted targets, instead of applying fear and reducing damage dealt by afflicted targets.
Increased the number of fragments on the Fire Strike modifier Brimstone and slightly increased the fire damage dealt
Increased the % bonuses on Ulzuin's Chosen. The chance of resetting the cooldown now scales from 3% to 25% with max rank.
Added Critical Damage bonus to Grenado's modifier High Impact
Grenado damage reduced, most significantly at lower levels as it was far too powerful with just one point invested in the early game. Cooldown was increased by 0.5s so that higher level damage could remain fairly significant. Radius was increased to 2.2 but remains relatively tight, with the idea that this skill should be oriented toward taking down tougher enemies instead of clearing fodder.
Increased Fire damage scaling with rank on Thermite Mines
Added Critical Damage bonus to the Fire Strike transmuter, Searing Strike

Occultist
Increased scaling of the Hellhound's Cunning attribute with level
Added Critical Damage bonus to the Dreeg's Evil Eye transmuter, Focused Gaze
Doom Bolt cooldown reduced from 18s to 15s
For Community Translators: Bonds of Bysmiel modifier, Devotion, has been renamed to Manipulation (tagClass03SkillName03B)

Nightblade
Reduced Shadow Strike's % Weapon damage at the first rank but increased its scaling up to rank 5 until it catches up to the original values. Intention is to promote further investment in the skill.
Added Critical Damage bonus to the Shadow Strike modifier Nidalla's Justifiable Ends
Added Critical Damage bonus to Amarasta's Quick Cut
Reduced Phantasmal Blades % Weapon damage scaling through max rank by 4% but added it to the ultimate ranks
The % Weapon damage penalty on Phantom Blades' transmuter, Frenetic Throw, has been increased. Increased the conversion rate of Pierce to Vitality.
Heart Seeker's now has a % Bleed duration bonus. The Attack Damage Converted to Health has been reduced and the % Bleed damage increased.
Added a chance to greatly increase Critical Damage to Lethal Gambit
Amarasta's Blade Burst starts with lower %weapon damage but catches up to original values by level 5.
Added Critical Damage bonus to Lethal Gambit's modifier, Amarasta's Blade Burst
The Ring of Steel transmuter, Ring of Frost, has been changed so that, instead of reducing Pierce damage and increasing Cold damage, it converts 75% of Pierce damage to Cold

Arcanist
Aether Ray now scales with Cast Speed, dealing damage more frequently at higher Cast Speed. Base damage interval has been increased from 0.25s to 0.30s. Energy cost is now calculated per damage interval instead of per second.
Added Critical Damage bonus to Aether Ray
Improved scaling at ultimate ranks on Aether Ray's modifier, Disintegration
Slightly increased the Elemental damage at higher ranks on Iskandra's Elemental Exchange
Improved scaling on Iskandra's Elemental Exchange's modifier, Elemental Balance, to 90% at max rank, up from 75%
Adjusted the values on the Transmuter Manifestation for Iskandra's Elemental Exchange to -10%/-20%/-40% Elemental damage for 30%/60%/120% pet Elemental damage
The Reckless Power transmuter, Unlimited Power, now grants bonus Critical Damage instead of % Total Damage
Panetti's Replicating Missile Elemental damage increased, especially at ultimate ranks, and energy cost bumped up slightly at higher ranks. Casting speed slightly increased.
Slightly increased the Electrocute damage scaling with rank on Panetti's Replicating Missile modifier, Supercharged
Reduced the Fire damage scaling with rank on Callidor's Tempest, but the % Weapon damage now scales better at ultimate ranks
Slightly increased the Burn damage scaling with rank on Callidor's Tempest's modifier, Inferno
Increased the % Weapon damage on the Callidor's Tempest transmuter, Wrath of Agrivix, to 30%
The Sky Shard modifier, Frozen Core, now has a 100% chance to Freeze and deal Frostburn damage. The Frostburn damage scaling with rank has been slightly reduced and now lasts for 2s instead of 3s.
Added Critical Damage bonus to the Sky Shard modifier Shattered Star
Increased the % Elemental damage reduction on Nullification at ultimate ranks
Nullification now also removes damage over time effects off of allies
Improved scaling at ultimate ranks on Arcane Will
The Chilling Surge modifier, Absolute Zero, now slows for 5s instead of 3s

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  • 2 ay sonra ...
  • 2 ay sonra ...
bayağıdır yazmamışım bu oyun hakkında. kısa kısa bir şeyler yazayım.

oyun şu anda tam sürüme çok yakın. sonbaharda çıkacak.

bu ay (ağustos sonu gibi) son class shaman ve act4 eklenecek. oyunun tam sürümü çıktığında elimizde 6 farklı class olacak, yazalım:

soldier: standart melee adamı. two-handed ve one handed+shield olabiliyor. fiziksel hasar ve beleeding damage temelli. grubun tankı olarak takılabilir rahatça. gruba güzel buffları da var.
demolotionist: ranged sınıf. yanında bombalar, trapler falan da var. fire ve lightning hasar vuruyor ağırlıklı. bow, crossbow, gun vs. gibi silahları kullanıyor doğal olarak.
occultist: summoner abimiz. yancı (pet) oynamak için ideal sınıf. chaos, poison ve vitality damage veriyor. düşmanlara karşı debuffları falan da var. tabii summoner dedik diye kendisi de hiç bir şey vurmuyor değil, vuruyor.
arcanist: oyunun saf elemental sınıfı. frost, vitality, lightning, aether hasar veriyor. türün diğer oyunlarında olduğu gibi vurdu mu oturtan ancak defansı zayıf kalıyor.
nightblade: dual wield (çift silah) kullanan oyunun yegane sınıfı. biraz rogue, biraz assassin, biraz warrior. hızlı bir class ve işini çabuk bitirmek isteyenlerin tercihi. fiziksel, frost, pierce damage ağırlıklı.
shaman: henüz çıkmadığı pek bir bilgimiz yok. two-handed kullanacak ve ağırlıklı lightning damage vuracak. totemleri de olacak. hem melee hem de ranged dengesinde olacak.

şimdi tabii bunları yazarken, şu sınıf şunu vuruyor, bu sınıf bunu vuruyor falan dedim ama oyunun interclass bir yapıda olması her şeyi değiştiriyor. ayrıca oyunun electrocut, forstburn, acid, burn gibi diğer hasar çeşitleri de var. hatta toparlayarak yazayım; oyunda fiziksel, fire, frost, lightning, poison, aetheral, chaos, bleeding, pierce, frostburn, electrocute, internal trauma, burn, acid olarak kullandığımız 14 çeşit hasar var.

yetenek ağacı (talent tree) de gelişim boyunca payını aldı. çeşitli balans ayarlamaları falan dışında bazı skillere pasif slotlar eklendi. çok güzel çeşitlilk sağlıyorlar oyuna. mesela normalde fire ve aether damage vuran bir arcanist skilli, pasif slotu ile tüm aether hasarı chaos hasara ceviriyor. böylece normalde chaos hasarı olmayan arcanist sınıfı buna sahip olabiliyor. talent ağaçlarını merak edenleri şuraya alalım.

crafting zorlu ama güzel. sağdan soldan ilk önce reçete (recipe) buluyoruz (bazıları vendorda var). sonra da gerekli materyalleri toplamaya çalışıp, istediğimiz item'ı yapıyoruz. oyunda çok işe yarayan talisman itemları sadece craftingle elde edebiliyoruz bu arada. yani oyunda crafting yapmak zorundayız. daha doğrusu zorunlu demeyeyim ama gerekli.

oyunun legendary itemlarını henüz göremedik ama dün yapılan açıklama ile ufaktan bunlar hakkında bilgiler almaya başladık. 240'ın üzerinde legendary item olacakmış.

daha yazılacak çok şey var oyun hakkında aslında. reputation ve faction durumları var. bu reputation yükeldikçe o faction'ın quartermaster'ından leziz itemlar ve enchant malzemeleri alıyoruz. rep yükseltmek için elbette oyunun temel dinamiği farmingden yararlanıyoruz. a-rpg/h'ns bu oyun. farmingsiz elbette olmaz. farming demişken end-game için de bir çok şey var. questler bitti, oyun bitti yok. endless dungeonlar, bounty table'lar falan. bir çok şey var ve daha da artacak bildiğim kadarıyla.

Nefis geliyor.
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  • 3 ay sonra ...
buyuk patch gelmis

Hearken to the call! The time has come to leave the confines of Homestead, pass through the Darkvale gate and venture on through the unforgiving wilds of the Asterkarn Mountains. Within the desolate Fort Ikon, further mystery awaits and troubling events unfold...

Along with this stretch of new content, ending in a new boss battle, we're also rolling out the much awaited Devotion system. The level cap has also been raised to 60.

Devotions provide a new layer of skill customization, changing the feel of character progression, greatly expanding build diversity and adding hours of theory-crafting! Devotion points are earned by restoring broken or corrupted shrines found throughout the world and then spent among a giant sky map of constellations. Each constellation has its own lore, adding to the flavor of the world, stat bonuses on each star and the potential to unlock Celestial Powers, which are attached to your class skills and triggered in different ways. Access to higher tier constellations is unlocked by accumulating devotion among five different affinities: Chaos, Order, Eldritch, Primordial and Ascendant.

The remainder of Act 4, which will take you into Necropolis and then down into the final dungeon, is virtually complete and just awaiting polish work and animation of the final boss. It should roll out near the end of the year.

We hope you enjoy the new content and are very excited to see people's reactions to Devotion, which we've all enjoyed playing with and believe adds a lot of new depth and fun to Grim Dawn.

For the full list of changes, take a look below:

v0.3.6.3(b28)

[Major New Features]
The area beyond the Darkvale Gates has been unlocked, granting you access to the Black Legion stronghold of Fort Ikon and the wilderness around it.
The Devotion System is now available. Venture out into the world and uncover shrines dedicated to the deities and celestial symbols of old. Restore them to their former glory in order to harness their power and unlock new bonuses and effects.
The Devotion System is the final layer of character customization in Grim Dawn, offering you a staggering amount of choices to augment your builds and add your personal touch, helping make your builds even more unique. Spend up to 50 points in the Devotion UI across 434 stars and unlock 50 unique Celestial Powers!
With the release of new areas to explore, the level cap has been increased to 60.

[Art]
Caster weapon art updated to feel more appropriate for melee combat, with larger blades and heftier scepters
Updated the mesh and texture on the Occultist's Familiar pet
Updated art for various structures and environments in Devil's Crossing, Lower Crossing and Burrwitch. Added signs to more buildings, providing you more insight into the daily lives of people in Cairn.
Added signs to the various mines in the Arkovian Foothills and Old Arkovia

[Animation]
Updated animations and timing on the Flesh Hulk's two default attacks.

[Tech]
Updated the method by which areas are loaded as you move around the world, resulting in reduced CPU load and significantly improved performance. The performance gains will depend on your hardware configuration.
Various calculation processes have been optimized, resulting in up to a 10% gain in framerates. These changes may cause your equipment to reroll their stats, resulting in different values. This may cause you to lose, or gain, some attributes.
The Always Show Loot Filter is now stored on a per-character basis. You can change the loot filter set for your character by pressing the new button on the left side of the HUD.
Item stacking has been overhauled. You can now split item stacks without resorting to weird tricks. Item stacks also no longer count as individual items, resulting in smoother connections in Multiplayer. The stack size for crafting materials has been increased significantly.
Fixed an issue resulting in a stuck cursor when using Windows scaling
Fixed a bug where certain loot containers would not respect their minimum and maximum level range
All damage calculations on the Character Sheet now include Conversion
Added armor absorption to the Armor Rating tooltip on Character Sheet Tab I
Removed the Complete Components button for the extra inventory bags. The main inventory's combine button will now complete Components throughout the entire inventory.
Fixed certain skill damage calculations double dipping from active buffs
Mind controlled monsters will now award the appropriate reputation when killed
Fixed an instance where spamming certain skills could cause the player to attack itself
Fixed an issue with beam spells (ex. Aether Ray) that would allow you to cast them while moving
Fixed an issue with beams spells that would allow you to accelerate the casting speed of other skills

[Game]
Nemesis spawns now have a 100% chance to spawn in a session, if you meet the Faction requirements
Loot Chests and Orbs from Nemesis and Bounty targets will now generate loot at the level of the monster, and not the area they are opened in (ex. a level 40 Bounty target appearing in a level 15 area will now drop level 40 loot instead of level 15 loot)
Fabius "the Unseen" Gonzar has received a tuning pass, with a reduction to his damage burst and an adjustment to his Blade Barrier. Blade Barrier has a longer cooldown and reflects far less damage, but now also deals Pierce retaliation.
Increased the spawn rate of Kymon's Chosen and Order of Death's Vigil heroes, if you meet the Faction requirements
Lore notes you've already read will no longer appear in the world
Balancing adjustments to many different enemies / enemy skills.
The difficulty jump from Normal to Veteran is more pronounced now, with the result that Veteran should be more challenging. We've done a lot of work though to reduce damage spikes, so it should be a little easier to handle the increase.

[Itemization]
% Conversion on MI (Monster Infrequent) one-handed weapons and helms replaced to reduce excessive Conversion stacking, particularly while dual wielding
Shield Block Recovery cooldown significantly reduced on all shields. Shield damage blocked has been adjusted in some cases, but the net result is a buff to the defense provided by shields.
Updated Retaliation values on items of Rare and above quality, particularly chance of Retaliation values. This is a general buff primarily focused on Rare and Monster Infrequent items, but some Epics were affected as well.
All Component Blueprints are now sold by Faction Quartermasters at Respected status. They no longer drop from monsters/chests.
Epic - Guardsman's Raiment: replaced Block Recovery 2-piece bonus with 6% Defensive Ability
Epic - Menhir's Touch set: renamed to The Apothecary
Epic - Miasma set: updated set bonuses and stats on Torso and Helm
Epic - Shieldmaiden's Guard: replaced Block Recovery with 5% Defensive Ability
Relics: removed % Experience from the list of possible completion bonuses. Increased values on bonuses against specific monster types and increased % attribute combination bonuses.
Relic - Desolation: increased the Electrocute damage to 24
Relic - Haunt: Increased the radius of the activated skill to 5 and increased the damage. The skill now also reduces Aether Resistance. Resistance reduction increased to -30%.
Relic - Juggernaut: reduced % Physical damage to 28%
Relic - Mistborn Talisman: updated values on Troll Rage based on changed to Shaman's Savagery in the B27 Hotfix 1 and 2 to bring this skill in line
Relic - Sacrifice: increased the cooldown on the activated skill, but slightly increased the flat Vitality damage
Relic - Slaughter: increased % Pierce damage to 20%, added 5-8 Pierce damage. Increased the damage, energy cost and number of targets and reduced the cooldown on the activated skill.
Relic - Torment: increased chance of activating the skill to 33%, added 5% Cast Speed, replaced Chance of % Current Life Retaliation with 8 Vitality damage
Class prefixes: the % damage modifiers have been replaced with appropriate attribute modifiers that will scale better in the long-term, while also reducing tooltip bloat
Rare prefixes: updated rare Shield prefixes with proc effects to trigger off of blocks rather than hits taken
Rare prefix - Bloodletter's: added 3% Offensive Ability bonus in addition to a significant buff to its chance of Bleed Retaliation
Rare prefix - Formidable: reduced % Physical damage bonus
Rare prefix - Paladin's: increased % Pierce resistance and damage reduction from Undead
Rare prefix - Plague Bearer's: added % Poison Duration
Rare prefix - Renegade: removed % Physical Resist and updated the slow to scale with the level of the affix.
Rare prefix - Stonehide: added % Poison resist
Rare suffix - Incantations: replaced % Elemental damage with % Total damage, energy regen replaced with % Spirit
Rare suffix - Redoubt: reduced Block Recovery bonus based on level of the affix, but increased the health bonus
Component - Aether Soul: increased % Aether damage to 12% and Aether Resistance to 8%
Component - Aethersteel Bolts: significantly increased the damage on Aether Tendril, slightly reduced its cooldown, but increased the energy cost
Component - Arcane Lens: increased elemental Damage to 2-6, up from 2-4
Component - Black Tallow: increased % Chaos damage to 12% and Chaos Resistance to 8%
Component - Blessed Steel: added 10% Conversion to Elemental
Component - Blessed Whetstone: increased Pierce Ratio modifier to 50%
Component - Corpse Dust: this component can now also be used on Medals
Component - Devil-Touched Ammo: added 10% Conversion to Fire, increased chance of % Total damage
Component - Dread Skull: increased % Pierce damage to 12%. This component can now also be used on Medals.
Component - Ectoplasm: this component can now also be used on Medals
Component - Focusing Prism: added 8% Crit damage
Component - Mark of Dreeg: added % Acid damage and Conversion to Acid. Increased damage on skill and slightly reduced cooldown.
Component - Roiling Blood: this component can now also be used on Medals
Component - Soul Shard: increased % Vitality damage to 12%. This component can now also be used on Rings.
Component - Vengeful Wraith: increased % Cold damage to 12%, but reduced % Coldburn damage to 15%. This component can now also be used on Rings.
Component - Wardstone: this component can now also be used on Medals
Components: updated Poison Bomb and Noxious Poison Bomb to instead leave behind a pool of bubbling venom which will continue to poison enemies that step into it
Components: adjusted damage on Greater Ice Spike, Greater Fireblast, Noxious Poison Bomb and Empowered Lightning Nova. Lightning Nova was performing a little too well, while the rest were lagging behind it, so the difference was equalized.
Components: adjusted the aura skills (ex. Lightning Aura). Added % damage over time bonuses in addition to direct % damage bonuses. Adjusted secondary effects, such as making the slow on Chill Aura affect Total Speed and not just run speed.
Components: reduced % Weapon damage on Component weapon attacks by 20% (ex. Slam). Oleron's Might was reduced by 40%, but the physical damage was increased and the cooldown reduced by 0.5s
Faction - Weapons crafted from Faction blueprints that do not deal primarily Physical or Pierce damage have been udpated to offer more of their damage type baseline, instead of being purely Physical (ex. a Vitality-based Order of Death's Vigil gun will do less Physical damage, but have baseline Vitality damage).
Faction - Binding Powder: replaced % Pet damage bonus with % Vitality resistance for Pets
Faction - Keeper's Binding Dust: replaced % Pet damage bonus with % Vitality resistance for Pets

[Class & Skills]

Soldier
Reworked Overguard
Reworked Veterancy
Added new shield passive that inherited some of the bonuses from Veterancy
Reworked Menhir's Bulwark and Oleron's Rage. They are now toggled exclusive skills similar to those available to Shaman.

Demolitionist
Mortar Trap: slightly reduced damage scaling with rank on the base mortar, but increased the damage scaling on The Big One

Occultist
Vulnerability: now starts lower but scales faster to same resist reduction by level cap. Intention is to make investment beyond the first point more attractive.

Nightblade
Shadow Strike: added Cold damage
Nidalla's Justifiable Ends: increased % Poison modifier
Nidalla's Hidden Hand: moved to tier 3 to make it easier to start melee poison builds. Skill has been rebalanced for earlier access.
Nightfall: increased Cold and Frostburn damage

Arcanist
Aether Ray: reduced Aether damage scaling with rank
Disintegration: reduced % Critical Damage bonus

Shaman
Briarthorn Ground Slam: Increased the radius
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