Quote from DerfOnTurf
Not sure if I approve of the monk using weapons or not. I was really enjoying the punching.
It wasn't entirelly the punching that was causing people to speak out about it. If you watch some videos you'll notice that the monk will run around with his weapons out, he'll attack something and suddenly they disappear from his hands to his belt - the second the attack is done, they'll teleport back to his hands. Repeat this process for every single time you use a generator and you get the idea.
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Sorry to disappoint guys, but the weapons still magically sheath and unsheathe during combo attacks. (You have no idea how hard it is to catch a Fists of Thunder screenshot in the middle of an attack!)
Notice the weapons at my Monk's side during that animation, before even using a combo she was running around with weapons out. She's wielding two swords for screenshot purposes and this was on the third combo attack.
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One other possibility is they might have added a lot of new item variations into this particular beta build compared to before and that just increases chances we'd see a rare in general. I didn't get any rares on my Monk run until the SK, but I definitely noticed a wider range of item types, especially ones with class requirements. I got so many wizard hats and DH cloaks it was crazy...
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That would be my guess anyways?
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It's mostly out of game UI, which the screenshots in the Beta 5 Notes thread show off well enough. As for in-game, the only real addition is a lot more newbie tool-tips that you get barraged with for the first couple levels and the mini-map shows more visible icons (Altar in town, Shrines, Artisan specific icon, etc)
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It's not. You just click on the banner itself instead now.
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Yeah at first i just wasn't sure if they placed it somewhere else, but you definitely do not get the Cauldron with this Beta patch - not even with a new character like you mentioned when the Blacksmith tossed it over to you previously.
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I didn't get it either and I've been clearing every single nook and cranny of all the maps.
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I like it, though it could use some tweaks like the ones that Jael mentioned. Whats the purpose of having a build (Or even a 6 active skill limit for that matter) when you can just leave your skill window open and change everything on the fly whenever you want anyways.
It's not that bad, only slightly annoying in the beginning of the game - but once you get Stone of Recall, it doesn't really matter anymore.
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Had a nice pink chest plate on my wizard before this patch!
I'm playing the monk myself, but some small things I've noticed is that some of the skills you get at different levels than before for the first several levels.
Also Fists of Thunder has a new animation for all 3 of it's levels, it's not quite as bright or out there and actually looks like lightning is coming from the fists, not just a giant orb in front of your hero. Dashing Strike also looks cleaner and leaves float around after you dash, almost as if your speed is knocking debris into the air, looks nice.
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Also found the mortar mobs, GIANT blobs of pink squares popping out!
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Instead of Hydra's they now toss an Orb at a random location which then spins around randomly with a long arcane line damaging you if you get hit, was pretty brutal - wish i captured a screenshot when I could.
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I think just the fact that there are 3 levels of all the Spirit Generators that can be mixed/matched and used at different times simply provides so many more combinations of what you can do. You can spam fists of thunder three times if you want, or you could do Level 1 Crippling Wave, Level 2 Deadly reach and Level 3 Exploding palm and accomplish so much more in the same amount of attacks.
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Attack 1 - Step 1 Crippling Wave - Snare a few enemies in a frontal cone.
Attack 2 - Step 2 Deadly Reach - Heavy damage, line in front you.
Attack 3 - Step 3 Exploding Palm - Apply a Dot to the main target to end the combo, which will likely explode the target for even more AOE damage.
Mix and match!