Update 73.1 Release Notes

woq

Well-known member
Dual shot and repeating crossbows would benefit from a 50% damage reduction. Hopefully, we will get closer to that threshold in bringing them in line with other ranged styles in the next update or two, because, this does nothing to even speed bump up the out-of-control Inquisitive meta.
50%??

Show us where the repeater hurt you and we'll blow away the booboo. That's nonsensical.
 

Sylvanush

Well-known member
Call it whatever you like. The fact is that the fix/change to Patience has a negative impact on Inq dps. The the real meat on the plate no matter what label is used
Let me see if I understand. So SSG needs to leave a feat that is a bug and not working as intended for only crossbows. Because it gives an extra 10% of speed and no penalty like it does to other weapons, and because they fixed it and made everything legal (Like it is supposed to be), now it harms INQ dps.? Really? Really? So let the feat be only a benefit with no flaws for Inq builds? 🤣🤣🤣🤣🤣🤣🤣🤣🤣.
 

Vox

Well-known member
Abuse definition: the improper use of something.

Again, what abuse?

By your own described definition, a nuker taking patience on their sorcerer would be abusing it?

Maybe you mean inquisitives have been trying to drag it to their hotbar?

Why did you decide that the act of doing the abuse, is a noun's definition?
 

mikarddo

Well-known member
Let me see if I understand. So SSG needs to leave a feat that is a bug and not working as intended for only crossbows. Because it gives an extra 10% of speed and no penalty like it does to other weapons, and because they fixed it and made everything legal (Like it is supposed to be), now it harms INQ dps.? Really? Really? So let the feat be only a benefit with no flaws for Inq builds? 🤣🤣🤣🤣🤣🤣🤣🤣🤣.
Obviously they should fix it. And just as obviously the fix has a negative impact on Inq dps. The two are not mutually exclusive in any way.

Nice touch with so many emotes in a childish way. I guess its in lieu of a real argument
 
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Sylvanush

Well-known member
Obviously they should fix it. And just as obviously the fix has a negative impact on Inq dps. The two are not mutually exclusive in any way.

Nice touch with so many emotes in a childish way. I guess its in lieu of a real argument
Mhhhmmmmm. For you
 

Sylvanush

Well-known member
Again, what abuse?

By your own described definition, a nuker taking patience on their sorcerer would be abusing it?

Maybe you mean inquisitives have been trying to drag it to their hotbar?

Why did you decide that the act of doing the abuse, is a noun's definition?
Nuker? Hahaha DITTO. Whatever you say (y).
 

Stanrok

Member
So it looks like the aggro (and remain aggro'd) check has a distance that has been set WAAAAY too big at this time. Currently tested as to needing 1.5 arches distance from the entrance in A Sharn Welcome before enemies are no longer able to detect you and slowly drop aggro. Any closer than this distance, and once aggro'd, enemies will keep aggro sharing and keep enemies on the "WhooImabouttomakeanameformyselfhere" moment just waiting for you to become pathable to attack again.

That distance is just too darn big at the moment.

Will be testing again with a pure stealth and invis character in a moment to see if distances change to drop aggro.

And, as predicted, (regular Tremorsense) Reaper caused aggro will mean the above being true and no cut off point unless you can make that distance to avoid enemies (1.5 arches in from the entrance). This distance is impossible to reach with the "attack last echo" that enemies have will always be a larger detection range than you can move without causing a new echo (which is compounded if there is more enemies there as each one gets updated at different times).

Testing continues... (Loot taking a back seat for the moment)

J1NG
This change is really negatively impacting stealthy toons. After being once in the fight my rogue assassin can't get out of the fight and hide anymore. My Hide and Move Siilently are both somehow in the range of 123 and even with Shadow Jaunt, Shadow Phase or From the Shadows I have no chance to become undetected. If that is the intended experience, well done. I have to say it is just a terrible change for sneaky rogue toons and makes the above mentioned feats rather useless.
 

J1NG

I can do things others can't...
This change is really negatively impacting stealthy toons. After being once in the fight my rogue assassin can't get out of the fight and hide anymore. My Hide and Move Siilently are both somehow in the range of 123 and even with Shadow Jaunt, Shadow Phase or From the Shadows I have no chance to become undetected. If that is the intended experience, well done. I have to say it is just a terrible change for sneaky rogue toons and makes the above mentioned feats rather useless.
Agreed. The only other way to manage this would be to utilise Bluff and tackle any enemies drawn to you solo away from the others, but not all enemies can be bluffed, meaning if you attempt to use Bluff and it fails for whatever reason (non bluffable, or failed bluff), it will treat it as entering combat normally.

This then means that all (current) stealth is currently over, since it's impossible to achieve the distance needed for enemies to drop aggro without utilising in game geometry to prevent pathing towards you and then make that distance to let the enemies (slowly) drop aggro. So Stealth actually got hit worse than before. I am unsure if the Devs actually intended this outcome however, as they were previously saying that Stealth shouldn't be impacted.

Most likely, much like the Abbot issue, is that it's an oversight and thus needs more adjustments to the code to alter enemy behaviour.

J1NG
 

Mindos

CHAOTIC EVIL
This change is really negatively impacting stealthy toons.
It is also making fights bigger even without stealth. Mobs seem to communicate over a wider area and pull in other groups nearby that used to not come running but now do.
 

Stanrok

Member
Agreed. The only other way to manage this would be to utilise Bluff and tackle any enemies drawn to you solo away from the others, but not all enemies can be bluffed, meaning if you attempt to use Bluff and it fails for whatever reason (non bluffable, or failed bluff), it will treat it as entering combat normally.

This then means that all (current) stealth is currently over, since it's impossible to achieve the distance needed for enemies to drop aggro without utilising in game geometry to prevent pathing towards you and then make that distance to let the enemies (slowly) drop aggro. So Stealth actually got hit worse than before. I am unsure if the Devs actually intended this outcome however, as they were previously saying that Stealth shouldn't be impacted.

Most likely, much like the Abbot issue, is that it's an oversight and thus needs more adjustments to the code to alter enemy behaviour.

J1NG
Add-on to Bluff: While it is still possible to solo target a monster with Bluff in stealth mode, it directly starts attacking you as stealth is not working anymore.

Not sure what SSG means by "Enemies will now chase an echo of your location", in fact they chase me, not my echo.

This release is broken and needs to be fixed ASAP.
 

J1NG

I can do things others can't...
Hmmm, it seems like Colours of the Queen has not had the full purge of effects by what has been described in the notes. I just had some traps spawn and most notably a woodland animal (which got eliminated by the boss before I could see what it was) - the traps I can see possibly staying as is (if it works without issues), but the woodland animal caught me off guard. Anyone else notice similar when using Colours of the Queen Epic Past Life?

J1NG
 

Redtalktree

Well-known member
This change is really negatively impacting stealthy toons. After being once in the fight my rogue assassin can't get out of the fight and hide anymore. My Hide and Move Siilently are both somehow in the range of 123 and even with Shadow Jaunt, Shadow Phase or From the Shadows I have no chance to become undetected. If that is the intended experience, well done. I have to say it is just a terrible change for sneaky rogue toons and makes the above mentioned feats rather useless.
Stealth play has been neffed for years, devs just hate that you can bypass the mobs to end and win, they put up kill objectives to stop (I am looking at you Sharn part 1, in the bear switch room-have to clear room, wheras before you can just sneak in and pull lever and on your way), mobs can true seeing and tremor sense and now any reaper can frack ya no matter how high your stealth is, kinda sad to see a once good game play so badly shafted, and now this...
 

what xp

Member
Toil and Trouble: The shrine optional is not giving the chest access that it should. The objective: find the Red Wizard is not completing even after the unicorn is defeated and the hag hauls the red wizard away. This means the quest is not completing ...

Covered Culvert: I bought this pack because the wiki shows the optional chest as having a level 4 ring with 7 dodge. The ring is level 13. So effectively the big selling point for the pack is misleading.
 

rs125racer

Member
The "adjustments" to tracking for stealthed/invisible characters by mobs has completely ruined hide/sneak/stealth. "Chasing an echo" of your character is ridiculous and makes no sense. This basically means you can never regain stealth and have no choice but to either run away completely or engage in full melee like a fighter/paladin/barbarian/etc. This change has me furious.
 
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