Build 11 Changelog

Did this update fix the constant Standing Stones bug in Wightmire and Burrwitch Outskirts? :stuck_out_tongue:

Can you be more specific? Must have missed this if it was posted.

Edit: Ah, it’s the same thing as with the alter. Yes that should be fixed.

Great patch, very impressed with the speed and the actual issues addressed. Well played.:cool:

Very nice, I’ll be sure to check it out today sometime.

I would like to jump on the I-love-this-build bandwagon. Like some of the other folks that have posted, these are my favorite parts:

The hotslot skill change made a much bigger improvement to the combat than I expected - nice work!

This is the result of your ability to cancel animations by giving the character new commands. I think some people may not be used to it in games where you are locked into completing the animation. I believe D3 and PoE work that way.

There are pros and cons to both systems I think but perhaps for many people, not being able to break out of animations is a more expected behavior.

In regard to skill targeting, it would be very nice if skills that are cast on players would always default to yourself if no valid target is selected.

This way, for example, I could just press “4” to cast Blast Shield on myself without worrying about where my cursor is. Currently, I have to place the cursor on myself, or it will not work.

Didn’t TQ use the system where you couldnt cancel animations? I think it allowed queueing up several skills.

TQ and GD have the same character command / animation system. You can queue skill commands but you can interrupt anything by moving.

We’re actually looking at overhauling this system currently to something that might be a little more of a best of both worlds solution. It was nice being able to interrupt attacks if you needed to run but part of the need for that is due to the relatively long attack animations in TQ.

Have some new monsters been added in the Secret Laboratory? After playing with the new patch I have seen some new ones on my latest run through to kill the Warden.

Might just be because you are now a higher level, I had other mobs show up at higher levels before as well

Might be to do with your level. I’ve noticed Monster types spawn related to your level.

Maybe yeah but I have been farming the warden for ages now and I have never seen a mob called “Raging Hulk” they were similar to Mutant Butchers but alot bigger and tankier. I haven’t been able to find them again though I’ll keep trying hopefully I can get a screenshot.

I have already seen this type of mobs too. But I don’t konw if it was before or after the patch! :slight_smile: But I have the feeling, that it was before. Strange thing was, that I have made thousands of runs before without seeing them and then they were there…

Strange, maybe its just a rare mob…

That is what I thought as I saw them the first time, but they did not drop something special as far as I remember. Because of his little brothers, who can dish out a lot of damage, I thought this meatier version is going to instant kill me, but that wasn’t the case. :smiley:

They were already there in B10.
And yes, they’re really rare !

I have the impression that the droprate of rares and uniques has increased with the build 11.
Someone have the same feeling ?

Seems about the same to me.

A couple times now, I’ve died and then had a quest boss die from DoT. The result is that I do not get credit for that quest and I have to reload and start over from the latest waypoint. :-o