system
February 13, 2017, 5:59pm
101
Has anyone had any legendaries drop in the Crucible since this patch went live or is my luck just even worse than normal?
I played about 10 hours of Crucible over the weekend without a single legendary dropping. I know the patch notes mentioned the drop chance was reduced, but I’d hoped to get at least one drop after 10 hours of grinding.
Things did balance out a bit though when I got three legendaries from my one trip through ultimate SoT, so it wasn’t all bad; one from a boss, one from trash and the third from under a rock!
Funny you mention that, because this patch more or less kills the current speedrun build.
e: Should probably clarify this isn’t a huge deal though, because the speedrun community isn’t super concerned with running current patch so we’ll just run 1.0.0.7 until the expansion comes out and worry about things then. I haven’t done a whole lot of non-speedrun stuff with 1.0.0.8 but if this patch makes that better it’s still a net positive.
mamba
February 14, 2017, 1:20am
103
yes, even after the first 50 waves of Aspirant (yep, had to rub that in )
system
February 14, 2017, 4:10pm
104
At least now I know I’m not wasting my time.
Just another bad RNG day in the office :mad:
Sent from my Nexus 6 using Tapatalk
system
February 15, 2017, 10:39pm
105
Hi Crate.
When will the hotfix be released?
Zantai:
[Class & Skills]
A variety of class skills have received buffs at low ranks in order to front-load some of their potential and make leveling with them a smoother experience. This is a buff to those skills in general, but is more substantial at lower ranks.
Devotion
Affliction: increased Defensive Ability by 8
Amatok, Spirit of Winter: increased Health by 40, % Frostburn damage by 50% and % Cold damage by 50%, added 30 Defensive Ability
Anvil: increased Defensive Ability by 5
Berserker: increased % Physical damage bonus by 50%, increased % Pierce Resist to 15%, removed % Damage Converted to Health bonus, chance of % Bleed and Bleed Duration is now 100% chance but reduced to 50% Bleed damage with 50% bleed duration
Blades of Nadaan: reduced % Attack Speed by 2%
Blind Sage: added 25 Defensive Ability, increased % Burn, % Frostburn and % Electrocute damage to 200%
Crab: increased Defensive Ability by 17
Dire Bear: added 40 armor, removed % Attack Speed bonus
Dying God: added 25 Defensive Ability
Eel: increased Defensive Ability by 7
Fox: reduced Bleed damage by 7 / 3s
Gallows: increased Health by 45
Ghoul: added 23 Defensive Ability
Guardian’s Gaze: added 8% Vitality Resist
Harpy: added 1.5 Energy Regeneration
Harvestman’s Scythe: added 2% Defensive Ability
Huntress: added 10 Cunning and increased Offensive Ability by 15, reduced Bleed damage to 10 / 3s
Hydra: increased % All damage by 25%, increased % Offensive Ability to 4%, increased Offensive Ability by 10
Imp: added 10 Defensive Ability
Jackal: added 6% Cast Speed
Leviathan: increased Defensive Ability by 14
Light of Empyrion: added 30 Defensive Ability
Magi: added 20 Defensive Ability, increased % Burn damage by 60%
Manticore: increased Offensive Ability by 10
Mogdrogen the Wolf: added 30 Defensive Ability, reduced Bleed damage to 18 / 3s
Oklaine’s Lantern: added 20 Defensive Ability
Oleron: reduced Physical damage to 9-12
Owl: added 15 Defensive Ability, increased % Burn, Frostburn and Electrocute damage to 50%
Panther: increased % Energy Regeneration to 15%
Revenant: added 175 Health and 6% Cast Speed, increased % Vitality Resist to 24%, reduced % Damage Converted to Health to 6%
Rhowan’s Scepter: increased Defensive Ability by 11
Sailor’s Guide: added 8 Defensive Ability
Scholar’s Light: added 8 Defensive Ability, increased Energy Regeneration to 2.2
Solael’s Witchblade: added 10 Defensive Ability
Spider: increased Defensive Ability by 5, increased % Cast Speed to 5%
Targo the Builder: increased Defensive Ability by 5
Tsunami: added 10 Defensive Ability
Turtle: increased Defensive Ability by 8
Unknown Soldier: increased Health to 220, reduced Pierce damage to 10, removed % Damage Converted to Health bonus
Wolverine: increased Defensive Ability by 7
Acid Spray: reduced Resistance Reduction to 25
Blizzard: slightly increased damage
Assassin’s Mark: reduced Resistance Reduction to -28%
Blade Burst: reduced % Weapon damage to 18%, increased base Pierce damage
Blind Fury: reduced % Weapon damage to 60%, increased base Bleed and Internal Trauma damage
Bull Rush: reduced % Weapon damage to 28%, increased base Physical and Internal Trauma damage
Elemental Seeker: seekers now last a shorter duration before exploding. Their ambient damage has been increased to compensate for the reduced duration.
Falcon Swoop: reduced % Weapon damage to 20%, increased base Physical damage
Fissure: slightly increased damage, chance to stun now scales with rank to 25%
Guardian’s Gaze: increased Chaos damage
Ghoulish Hunger: now activates at 45% health (this may cause your skill assignment to reset for this Celestial Power), now also grants up to 15% Physical Resist while active
Light of Empyrion (proc): now applies a % Damage Reduction debuff instead of reducing Armor
Living Shadow: increased base damage
Mark of the Wendigo: reduced % Damage Converted to Health to 65%
Maul: reduced % Weapon damage to 50%, increased base Physical damage
Meteor Shower: Thermite Mines can no longer be assigned to this proc, slightly increased damage (this may cause your skill assignment to reset for this Celestial Power)
Raise the Dead: skeletons now deal aether and vitality damage and scale with player bonuses, rather than scaling with pet bonuses. This proc has always been a bit of a niche, but as other options already exist via itemization for more hybrid pet summoning builds, it seemed better to focus Raise the Dead to be an option for direct damage builds that like the idea of having pets around but not necessarily excel at them. Damage may require further refinement, but the skeletons are now harder to kill, move faster and last longer.
Rend: reduced Resistance Reduction to -28%, increased base Bleed damage
Scorpion Sting: reduced Defensive Ability Reduction to 130
Targo’s Hammer: reduced % Weapon damage to 35%, increased % Trauma damage and flat Physical damage, added 0.1s cooldown
Tainted Eruption: increased base Poison damage, slightly reduced damage scaling with rank
Trample: reduced % Weapon damage to 50%, increased based Internal Trauma damage
Tree of Life: increased base Health Regeneration, reduced Health Regeneration scaling with rank to 75
Soldier
Blade Arc: slightly increased Bleed damage scaling at ranks 1-7
Laceration: slightly increased Physical damage scaling at ranks 1-5
Blitz: slightly increased Physical damage scaling at ranks 1-8
Blindside: slightly increased Internal Trauma damage scaling with rank
Deadly Momentum: added Internal Trauma damage, slightly reduced flat Physical damage scaling with rank
Decorated Soldier: slightly increased % Physical damage scaling at ultimate ranks. Added % Internal Trauma bonus.
Discord: Physical dealt as Elemental increased to 100% by rank 3
Internal Trauma: slightly increased Bleed and Internal Trauma damage scaling with rank
Markovian’s Advantage: slightly increased Physical damage scaling at ranks 1-7
Menhir’s Bulwark: reduced Physical damage scaling with rank. Reduced % Life Damage Reduction to 33% by rank 12, 45% by max ultimate rank.
Military Conditioning: reduced % Health bonus at ultimate ranks, 25% by max ultimate rank
Overguard: adjusted Damage Absorption scaling with rank such that more of it is earned from ranks 1-12, rather than ultimate ranks; max ultimate rank value remains unchanged. Increased cooldown to 20s, reduced % Shield Damage Blocked scaling at ultimate ranks to 235% by max ultimate rank.
Added a new Transmuter for Overguard, Markovian’s Defense. Markovian’s Defense reduces the cooldown of Overguard by 7.5s, but causes Overguard to modify all damage dealt by -26% while active.
Shield Training: removed Physical damage bonus
Squad Tactics: increased % All damage scaling with rank
Zolhan’s Technique: slightly increased Internal Trauma damage scaling at ranks 1-5, increased starting % Weapon damage to 90%, scaling up to its previous values by rank 12
Demolitionist
Blackwater Cocktail: reduced Offensive Ability Reduction scaling at ultimate ranks to 250 by max rank, reduced duration to 3s so enemies must stand within the flame to maintain the debuff for longer
Agonizing Flames: reduced Resistance Reduction scaling at ultimate ranks to 30 by max rank, reduced duration to 3s so enemies must stand within the flame to maintain the debuff for longer
Demon Fire: slightly increased Chaos damage scaling at ranks 1-5
High Potency: increased % Damage Modifier to 175%. Reduced % Physical Damage Reduction to 18% for 2s, requiring enemies to stand in the flame to maintain its effect for longer.
Blast Shield: reduced Damage Absorption at ultimate ranks, 1750 by max ultimate rank. Increased cooldown to 14s and reduced the Health Activation Threshold to 60%.
Flame Touched: slightly increased % Fire/Lightning/Burn damage scaling at ultimate ranks, added % Electrocute bonus. Slightly reduced flat Fire damage and Offensive Ability scaling at ultimate ranks, to 55 and 220 respectively at max rank.
Temper: slightly increased % Physical/Pierce damage scaling at ultimate ranks, increased % Internal Trauma damage scaling. Slightly reduced flat Physical damage scaling at ultimate ranks, to 52-62 by max rank.
Full Spread: slightly increased Electrocute and Internal Trauma damage scaling at ranks 1-7
Heavy Ordnance: slightly increased Lightning damage scaling at ranks 1-6
Improved Casing: slightly increased Internal Trauma damage scaling at ranks 1-6
Searing Light: reduced chance of Fumble and Impaired Aim to 33% by rank 10, 40% by max ultimate rank
Shattering Force: increased base Internal Trauma damage by 10
Thermite Mines: reduced % Fire and Lightning Resistance Reduction scaling with rank, to -40% by rank 16, -50% by max ultimate rank
Hellfire Mines: slightly increased Chaos damage scaling at ranks 1-5
Occultist
Blood of Dreeg: slightly reduced Offensive Ability scaling at ultimate ranks, to 210 by max ultimate rank Reduced % Heal and Health Regeneration scaling at ultimate ranks to 30% and 198 by max rank, respectively. Increased Acid damage scaling at ranks 1-5, slightly reduced Acid damage scaling at ultimate ranks.
Aspect of the Guardian: slightly increased % Acid/Poison/Vitality damage scaling at ultimate ranks
Blood Burst: slightly increased Acid and Poison damage scaling at ranks 1-5, slightly reduced scaling at ultimate ranks
Vile Eruption: slightly increased Acid and Vitality damage scaling at ranks 1-6, reduced number of fragments scaling at ultimate ranks to 6-7 by max ultimate rank
Bloody Pox: significantly increased Bleed damage scaling with rank, particularly at ultimate ranks. Slightly increased spread interval. Cooldown reduced to 3s.
Wasting: increased % Bleed damage scaling with rank, increased base Vitality damage by 3
Black Death: increased Poison damage scaling with rank. Chance to confuse now scales with rank to 30% by rank 12, 40% by max ultimate rank. Now also increased the duration of Bloody Pox.
Ember Claw: slightly increased Fire and Chaos damage scaling at ranks 1-7
Hellfire: slightly increased % Chaos/Fire/Burn damage scaling at ultimate ranks
Infernal Breath: slightly increased Fire and Chaos damage scaling at ranks 1-7
Fevered Rage: reduced % Offensive Ability bonus for enemies to 25%
Doombolt: reduced energy cost and increased damage scaling with rank, % Current Life damage now scales with rank to 20-35% by rank 12, 25-45% by max ultimate rank
Lightning Strike: slightly increased Lightning damage scaling at ranks 1-7
Manipulation: slightly increased % pet damage scaling at ultimate ranks
Sigil of Consumption: slightly increased Vitality damage scaling at ranks 1-5
Destruction: slightly increased Fire and Chaos damage scaling at ranks 1-6
Solael’s Witchfire: increased % Vitality damage scaling at ultimate ranks, added % Vitality Decay damage bonus
Second Rite: slightly increased % Chaos damage scaling at ultimate ranks
Storm Spirit: slightly increased % Elemental damage scaling at ultimate ranks
Nightblade
Amarasta’s Quick Cut: slightly increased Pierce damage scaling at ranks 1-5
Anatomy of Murder: increased % Bleed damage scaling at ultimate ranks, add % Vitality and % Vitality Decay damage bonuses
Belgothian’s Shears: slightly increased Physical damage scaling at ranks 1-5
Blade Spirit: slightly increased base damage
Devouring Blades: increased base Vitality damage by 5
Elemental Awakening: slightly increased % Elemental/Frostburn damage scaling at ultimate ranks
Execution: increased starting % Weapon damage to 230%, scaling up to its previous values by rank 8
Lethal Assault: redistributed Cold and Acid damage bonuses such that they are equal, total bonus remains roughly the same across all ranks
Merciless Repertoire: slightly increased % Acid/Poison/Cold/Frostburn damage scaling at ultimate ranks
Nightfall: increased base Cold and Frostburn damage by 10
Phantasmal Blades: slightly increased Pierce damage scaling with rank
Heart Seeker: reduced % Damage Converted to Health to 10% by rank 12, 12% by max ultimate rank
Nether Edge: slightly increased Cold damage scaling with rank
Nidalla’s Hidden Hand: increased base Acid and Poison damage by 3
Frenetic Throw: increased Pierce dealt as Vitality to 60%
Ring of Steel: increased starting % Weapon damage to 55%, scaling up to its previous values by rank 16, slightly increased Pierce damage scaling at ranks 1-7
Circle of Slaughter: reduced Chance to Fumble to 35% by rank 12, 45% by max ultimate rank, slightly increased Bleed damage scaling at ranks 1-6
Shadow Strike: slightly reduced % Weapon damage scaling at ultimate ranks, 410% by max rank
Whirling Death: increased starting % Weapon damage to 45%, scaling up to its previous values by rank 8, slightly increased Pierce and Bleed damage scaling at ranks 1-7
Arcanist
Disintegration: increased Vitality damage scaling at ranks 1-6
Distortion: slightly increased Aether damage scaling at ranks 1-5
Supercharged: slightly increased Electrocute damage scaling at ranks 1-5
Proliferation: slightly increased Aether damage scaling at ranks 1-5
Elemental Balance: slightly increased % Burn/Frostburn/Electrocute damage scaling at ultimate ranks
Overload: slightly increased % Elemental damage scaling, particularly at ultimate ranks, increased base Burn/Frostburn/Electrocute damage
Fabric of Reality: increased % Aether/Chaos damage scaling, particularly at ultimate ranks
Frozen Core: slightly increased Frostburn damage scaling at ranks 1-5
Shattered Star: slightly increased Lightning damage scaling at ranks 1-5
Inferno: slightly increased Burn damage scaling at ranks 1-5
Olexra’s Flash Freeze: damage scaling with rank reduced. The skill now scales better at ultimate ranks such that the damage loss at max ultimate rank is less than 5% of its previous value.
Absolute Zero: slightly increased Frostburn scaling with rank, particularly at ultimate ranks
Sphere of Protection: penalty to Physical damage removed. Total Damage Penalty can now be reduced to 0 by max ultimate rank
Wrath of Agrivix: reduced cooldown to 5s
Shaman
Blood Pact: increased base Vitality damage bonus by 4
Devouring Swarm: reduced % Damage Converted to Health to 28% by rank 16, 33% by max ultimate rank, reduced -% Vitality Resist scaling with rank to 60%, 70% by max ultimate rank
Emboldening Roar: slightly increased % All damage scaling at ultimate ranks
Ground Slam: slightly increased damage scaling at ranks 1-5
Feral Hunger: increased starting % Weapon damage to 70%, scaling up to its previous values by rank 10, slightly increased Bleed damage scaling at ranks 1-6
Grasping Vines: slightly increased damage scaling at ranks 1-7
Entangling Vines: slightly increased Life Leech damage scaling at ranks 1-5
Heart of the Wild: reduced % Health bonus to 30% by rank 10, 40% by max ultimate rank
Primal Strike: slightly increased Lightning damage scaling with rank
Torrent: slightly increased Lightning damage scaling with rank
Storm Surge: added Electrocute damage bonus
Storm Totem: slightly increased Lightning damage scaling at ranks 1-5
Upheaval: increased starting % Weapon damage to 90%, scaling up to its previous values by rank 10, slightly increased Bleed and Lightning damage scaling at ranks 1-6
Wind Devil: slightly increased Physical damage scaling at ranks 1-7, slightly increased Electrocute damage scaling with rank
Raging Tempest: significantly increased Cold damage scaling with rank, reduced Elemental Resistance Reduction scaling at ultimate ranks to 40 by max ultimate rank
Maelstrom: slightly increased Lightning damage scaling at ranks 1-6, slightly increased Electrocute damage scaling with rank
Bug, very unlucky, or chance of drop very low, in drop to mace 2h Shar’Zul’s Worldeater?
Hi Zantai and guys, someone there was able to drop Shar’Zul’s Worldeater, new item added in the last patch, which falls from the last boss of the 2nd dg .
I ask since the patch I have been in this DG more than 70 times, and in most Times with full pt, and neither me nor anyone else with me was able to drop … do you have a bug preventing the drop of this item? On 1st DG I got all 3 legendary items from Alkamos after going 14 times …
After playing for some time i engoy the new patch. I realy like the direction the game`s moving. :good:
Some skills are better now in ultimate ranks which was opposite. That direction is good. Other things that they have changed are debateable though.
taciolevi:
Bug, very unlucky, or chance of drop very low, in drop to mace 2h Shar’Zul’s Worldeater?
Hi Zantai and guys, someone there was able to drop Shar’Zul’s Worldeater, new item added in the last patch, which falls from the last boss of the 2nd dg .
I ask since the patch I have been in this DG more than 70 times, and in most Times with full pt, and neither me nor anyone else with me was able to drop … do you have a bug preventing the drop of this item? On 1st DG I got all 3 legendary items from Alkamos after going 14 times …
70 times? Really? I fought SharZul 15 times on ultimate, hoping for a Worldeater drop, but i got none (only the green and blue versions of the weapon). If there’s bug then i stop going on BoC until is fixed.
Vastator:
70 times? Really? I fought SharZul 15 times on ultimate, hoping for a Worldeater drop, but i got none (only the green and blue versions of the weapon). If there’s bug then i stop going on BoC until is fixed.
Yes, and as I’m putting up a command, I decided yesterday to go with it on the Elite, as I figured this weapon would be with a bug similar to one of the Alkamos set rings, which is not dropping for chars lv 80 / +.
I was 20 times in this DG yesterday in the second difficulty and with my command lv 79 / - and did not drop anyway. So I think there’s some kind of bug that makes it impossible to drop that mace.
I am waiting for Zantai to comment on this to make sure, if there are any bug in fact on the drop of this weapon … I am very anxious to get this weapon to my command
Zantai
February 17, 2017, 9:37am
111
Drop rate for the Worldeater is not bugged.
JoV
February 17, 2017, 9:44am
112
Any eta for hotfix? I mean if hotfix is planed that it.
JoV
February 17, 2017, 9:55am
114
Zantai:
When it’s ready?
Sentence ˝When is ready˝ with ˝?˝ :eek: Does it contains some hidden message?
P.S. I really wanted to post some new builds but guess I will w8 for hotfix, would hate to see them nerfed in few days
Zantai
February 17, 2017, 10:23am
115
JoV:
Sentence ˝When is ready˝ with ˝?˝ :eek: Does it contains some hidden message?
P.S. I really wanted to post some new builds but guess I will w8 for hotfix, would hate to see them nerfed in few days
Yes…cause I deviously study every build you post instead of working…
Only nerfs coming in the hotfix are:
Legendary - Infernal Knight’s Faceguard: replaced % Crit damage with % Chaos damage
Flashbang: increased Energy Cost scaling with rank
Searing Light: increased Energy Cost scaling with rank
Will probably kill all the builds.
hilrad
February 17, 2017, 10:26am
116
Any buff or positive change coming ?
Envoyé de mon E5823 en utilisant Tapatalk
JoV
February 17, 2017, 10:34am
117
Zantai:
Yes…cause I deviously study every build you post instead of working…
Only nerfs coming in the hotfix are:
Legendary - Infernal Knight’s Faceguard: replaced % Crit damage with % Chaos damage
Flashbang: increased Energy Cost scaling with rank
Searing Light: increased Energy Cost scaling with rank
Will probably kill all the builds.
Thx and sry for that, but I had to make sure
Ill trust your word for it, keep up the good work and dont slack in lvling BM cuz of that
Zantai:
Yes…cause I deviously study every build you post instead of working…
Only nerfs coming in the hotfix are:
Legendary - Infernal Knight’s Faceguard: replaced % Crit damage with % Chaos damage
Flashbang: increased Energy Cost scaling with rank
Searing Light: increased Energy Cost scaling with rank
Will probably kill all the builds.
Any buffs in the hotfix? I am also holding out on updates just in case.
Also any chance for Worldeater ability to not be a granted skill but a proc in the future? Or something spammable? As nice as the ability looks I think it will not be used with auto attacks or spammables like Force Wave
Zantai
February 17, 2017, 10:41am
119
Yes, there are buffs…There are always more buffs than nerfs…
Worldeater is not changing.
JoV
February 17, 2017, 10:47am
120
You mean there are always more candy wrappers than nerfs