And I didn't bother with them even before, because I deemed them a complete waste of money. I feel like none of the stats really do much of anything meaningful. Please turn them on if you can. It doesn't feel as machine-gunny anymore. Retroactive fix for characters whose Endurance multiplier was broken in save games.
At Blade's Reach now sshows -20% Melee Damage upon launching an attack, from the -100% previously shown. Because only features related to characters are the broken ones class convert + abbilities due to change in code for class identification. As a Soul Blade you want to be using Soul Annihilation as much as possible with as much Focus as possible. I played Cipher in PoE1 because I didn't like managing per rest resources, so being able to build up but then go all out was pretty fun. .
Injured idle animations now play on characters who have 1 or greater accidents. Normal enemies are scaled up to four stages better and Named enemies are scaled up to six stages better Critical Path Only Level Scaling is now working nicely Hasongo, Ashen Maw and Ukaizo. Vithrack now play their ambient animations. Instead, after submission, click the button under your post to assign the appropriate link flair, which will produce the same spoiler tags. Edited June 7, 2018 by LiefLayer. And they are mostly enemies with two handed weapons.
Kill Cam will exemplify combat with key events! Work Around: Complete the quest Root and Branch prior to completing whichever wing of the Halls Obscured you decide to do second. Rather justified though, considering the other two unique bows weren't really worth using in comparison. Devil's Due down to +2 Health, from +4. The nerf from 50% to 25% means that the benefits went from defining single class Ciphers to being rather marginal. Many encounters have had units swapped out for tougher versions. I noted that before, it was probably bugged to give way more than 50% action speed when used against multiple enemies. Test your mettle against one the toughest fights within the game.
He also noted that it may now definitely works correctly and will not reflect friendly spells. Guessing no since it's technically a melee range spell and not a weapon attack. Suggestions: Mental Binding is much improved but could still use a couple more seconds on the paralyze effect. What follows behind the Spoiler gate is a broad outline of the solutions we pursued. If they removed the double hit to the primary target and didn't raise the weapon's damage to that of other greatswords, it's now garbage. For instance, 1-5 dex gives 1 action per turn, as in free or standard action, 6-10 for 2, 11-15 for 3, etc.
Scyorielophas has been updated to have extra fidgets to break up his idle animation. Moreover, they didn't have to take the Draining Whip passive and instead opt for Biting Whip, even though in theory, Ascendants and Soul Blade, but that's for melee-oriented Cipher builds were designed with the idea that they are supposed to go for Draining. Players in broken states can speak with Trumbel to complete the quest. I don't think anything should be doing raw damage if I'm being honest, since they didn't appropriately scale things to account for it. Thank you everyone who helped identify, report, and even beta test the fixes to some of these bugs!! I don't have the metrics but reading on this forum, most players seem to have an abundance of cash at the end of the game so it's not really shocking that the devs raise the cost of some items in game. I think the base damage might have been dropped by 1-2 points as well, though I feel like the latter was unnecessary, as when combined with the nerf to the additional freeze damage, the freeze damage now only hits for like 1 damage per arrow compared to the 2-4 from before. Fixed issue where the Ability Bar sub menu could get locked into not disappearing if a hot key bar was ever shown.
Will update if anything else presents itself. I don't like nerf on abilities. Possibly a lower scaling on the Accuracy boost. This fix is also retroactive for cases where Lady Webb still waits to hear your word about getting an invite - head over Hadret House and speak with Webb to continue with the Crucible Knight's support as intended in your playthrough. This videos playlist: I provide extra information in my videos via annotations, most last less than 10 seconds.
Many edge case crashes reported by users have also been resolved. Base healing value was increased from 20 per tick to 25 per tick and Greater Lay on Hands increased from +7 to +12. You can find instructions on how to opt in to the beta branch on the newly created Backer Beta Patch subforum. Well I don't think most players upgrade every unique weapon, rather just the ones they use. This game definitely doesn't need any more money sinks. And thank you to the Beta branch testers in making sure this patch was stable and ready for everyone to enjoy! Nice changes, but abilities like Barbarians Spirit Tornado is really too powerful in turn-based, it's a free ability that does aoe damage and terrifies enemies, with good initiative and stride, no enemy will be able to do anything if your barbarian can act before them. Ain't nothing one can do about it.
You can also watch the update video below:. Spell bars now clear out correctly when users switch party members with hotkeys. Highlight shader will now properly render behind objects in the scene. Subsequent hits against the same race will increase stacks up to +20. It's a pretty big nerf to the bow. I haven't tested extensively, but I did use it to give myself a couple items for testing purposes and there was no problem at all.