the molten graphics on the ground are different to
seems like they removed the acient path golbin in act 2 as well
Ancient path goblin removed, pretty much confirmed. I ran it 30+ times and didn't see one. Before my longest stretch w/o a goblin was 12. RNG is RNG, but other are reporting this as well on the main forums. How hard is it to add "and Ancient Path" to the patch notes instead of making us find out the hard way?
This is a known side-effect of Blizzard's client/server architecture. The patch notes we get are primarily client patch notes, so client-affecting changes have a very straightfoward route to the notes, but things like monster and chest spawn locations are purely server-side changes, so the path by which they reach the patch notes is a bit more convoluted, and they sometimes get lost. IMO Blizzard should just have a separate blog or thread somewhere to keep us informed about server-side changes... and/or improve their processes, of course
I suspect those would be of utmost importance to be added to the patch notes. If anything we'll be seeing mostly texture and particle changes that weren't documented, as otherwise the 40-minute read of the patch notes would've taken us 3 hours.
Mortar has a new graphic that displays where the projectile will land.
Molten explosion when a mob dies has a new graphic that visually shows you how big the radius is.
If this is true, I do not like those changes one bit. I like the randomness of kiting mortar mobs and the risk of dying. If you see where they are going to land, it trivializes everything. I also liked the old molten explosion effect, I knew to get the hell out after it died.
before 1.04 you could also know where they land, its still random where they go, but its not random to know where they land.
Treasure goblins spawn rates in the vault of assassins seems to have gotten a buff. I did 3 clears this morning and found 2 on the first run, 4 on the second run and 2 on the third. Never seen more then one before the patch.
I checked the road to alcarnus gob also and couldn't find one in about 8 runs. Actually nothing spawned there so maybe it was more then just the gob that got removed.
The blessing NPC (at least the one in Act 2 Hidden Camp, haven't tried others) now has one less click to get healed - you just click on him to talk, and bang! healed. Used to have to select a conversation option "give me a blessing".
If this is true, I do not like those changes one bit. I like the randomness of kiting mortar mobs and the risk of dying. If you see where they are going to land, it trivializes everything. I also liked the old molten explosion effect, I knew to get the hell out after it died.
LOL how does it trivialise it? If you play the game for more than 5 minutes you memorise the radius of those abilities. The indicators on the screen allow me to play close to the bone and move as little as possible, I love the idea.
I got caught by the explosion all the time fighting normal mobs with a racial explode just because I was too busy looting and not paying attention
The blessing NPC (at least the one in Act 2 Hidden Camp, haven't tried others) now has one less click to get healed - you just click on him to talk, and bang! healed. Used to have to select a conversation option "give me a blessing".
That's a plus, maybe I'll actually use his services for once.
Does anyone know if they fixed the mortar wall "bug" (I'm not even sure that they would classify it as a bug, hence the quotes). If you don't know what I mean, mortars will not go over waller elite walls, so even though you are right next to them you get blasted by mortars constantly. Not a huge problem, just curious.
* Life on Hit is absolute garbage now, on Demon Hunters atleast, Reflect Damage mobs rape the shit out of u, before jagged spikes would heal most of it, but it doesn't do anything now. I have to go to town to heal before i can kill the fucking mobs ...
* Life on Hit is absolute garbage now, on Demon Hunters atleast, Reflect Damage mobs rape the shit out of u, before jagged spikes would heal most of it, but it doesn't do anything now. I have to go to town to heal before i can kill the fucking mobs ...
LoL, yeah its a double wammy for DH''s cuz now your abilities have more damage so it reflects more damage, and they completely eliminated the proc off of Jagged spikes, not just drop proc rate, eliminated it.
Does anyone know if they fixed the mortar wall "bug" (I'm not even sure that they would classify it as a bug, hence the quotes). If you don't know what I mean, mortars will not go over waller elite walls, so even though you are right next to them you get blasted by mortars constantly. Not a huge problem, just curious.
Can confirm this is no longer happening. Also want to say they guy who said the mobs no longer make a U wall, well he either doesn't realize that it was only champion wallers that did that... or somehow broke the game, waller champion mob are still making the U, but the normal 3/4 pack elite wallers are just random.
* Life on Hit is absolute garbage now, on Demon Hunters atleast, Reflect Damage mobs rape the shit out of u, before jagged spikes would heal most of it, but it doesn't do anything now. I have to go to town to heal before i can kill the fucking mobs ...
LoL, yeah its a double wammy for DH''s cuz now your abilities have more damage so it reflects more damage, and they completely eliminated the proc off of Jagged spikes, not just drop proc rate, eliminated it.
PS.
Please get Barbarian Rend Screen Shot posted
also want to throw in a tid-bit more to this, before the patch i was noticing a 5% reflect from act 1 mobs, and act 2. but before the patch in act 3/4/pony i was calculating it to be about a 10%... now it seems more like 35% reflect or some shit(even act 1 during my XP clear test the mobs there were reflecting significantly more postpatch), i can literally shoot one shock pulse through 4 reflect mobs and almost wtf pwn myself... have about 40k hp too~
Waller mobs now no longer make a big U shaped wall that makes you run straight at the mob. There is now always a side exit to the wall.
That sucks. It was exciting getting trapped, just you and the mobs and all the while you're thinking 'holy shit don't drop a sentry' or 'so many freaking pools let me gtfo'
That and the radius of frozen/mortar/molten... the easyfication has gone too far!
I can confirm that wallers are still very apt at creating culdesac (u-shaped) walls. Ran into a ton of waller/arcane/plagued/frozen mobs tonight. Made for some hilarious deaths.
I can confirm that wallers are still very apt at creating culdesac (u-shaped) walls. Ran into a ton of waller/arcane/plagued/frozen mobs tonight. Made for some hilarious deaths.
Packs like that require strict discipline in terms of how you approach them. Rule of thumb is that you always keep at least one utility skill off of cooldown. Don't spam skills blindly when fighting wallers, jailers, vortex and teleporters.
They've added invisible walls to the Tower of the Cursed and Tower of the Damned so you can't cheese packs any more from higher up area of the map to a lower part.
can confirm this. now more dropping hydra's downstairs.
Awesome. That 0 in the upper left corner was bugging me ever since 1.0.3.
This is a known side-effect of Blizzard's client/server architecture. The patch notes we get are primarily client patch notes, so client-affecting changes have a very straightfoward route to the notes, but things like monster and chest spawn locations are purely server-side changes, so the path by which they reach the patch notes is a bit more convoluted, and they sometimes get lost. IMO Blizzard should just have a separate blog or thread somewhere to keep us informed about server-side changes... and/or improve their processes, of course
Ha. Bagstone.
I checked the road to alcarnus gob also and couldn't find one in about 8 runs. Actually nothing spawned there so maybe it was more then just the gob that got removed.
LOL how does it trivialise it? If you play the game for more than 5 minutes you memorise the radius of those abilities. The indicators on the screen allow me to play close to the bone and move as little as possible, I love the idea.
I got caught by the explosion all the time fighting normal mobs with a racial explode just because I was too busy looting and not paying attention
That's a plus, maybe I'll actually use his services for once.
LoL, yeah its a double wammy for DH''s cuz now your abilities have more damage so it reflects more damage, and they completely eliminated the proc off of Jagged spikes, not just drop proc rate, eliminated it.
PS.
Please get Barbarian Rend Screen Shot posted
Can confirm this is no longer happening. Also want to say they guy who said the mobs no longer make a U wall, well he either doesn't realize that it was only champion wallers that did that... or somehow broke the game, waller champion mob are still making the U, but the normal 3/4 pack elite wallers are just random.
also want to throw in a tid-bit more to this, before the patch i was noticing a 5% reflect from act 1 mobs, and act 2. but before the patch in act 3/4/pony i was calculating it to be about a 10%... now it seems more like 35% reflect or some shit(even act 1 during my XP clear test the mobs there were reflecting significantly more postpatch), i can literally shoot one shock pulse through 4 reflect mobs and almost wtf pwn myself... have about 40k hp too~
I can confirm that wallers are still very apt at creating culdesac (u-shaped) walls. Ran into a ton of waller/arcane/plagued/frozen mobs tonight. Made for some hilarious deaths.
can confirm this. now more dropping hydra's downstairs.
Goes to show that the whole team really works on a patch, not just the balancing team or programmers.