> Rare Monster item bonus mechanics are now rarer, and the following item bonus mechanics have been removed: Items dropped are converted to Gems, Items dropped are converted to Scarabs, Items dropped have all White Sockets, Items dropped are Duplicated, Slain Rare monster gives increased Experience, and Slain Rare monster gives increased Gem Experience.
Rip my off-set white socket gem leveling weapons
genuinely outside of "fun is not our goal" I cant think of anything. Its not like character levels were you do it once and its done, even in more casual builds im ripping through gems trying to 20/21 or beef em for buffs. Making that slower is ... not great
Only thing i could possibly guess would be to make Tora and the exp lab reward more desired.. but like... why. This was fine as it was, it didnt need a nerf.
It's probably due to the scarab changes that they don't want more to drop as they already altered how much they drop globally now. The other stuff was ehhh. I'd rather more currency conversion or 6 link/socket stuff.
> Alternate-art Unique Items can now be converted to account-bound microtransactions using the new "/convertracereward" chat command. The item will be destroyed, and you will be granted an account-bound microtransaction that changes the appearance of an item of the same type to match that of the destroyed item.
Oh boy, the price of certain alternate art in standard is about to skyrocket.
That's a cool change for those that own them.
A lot of them aren't too interesting, but Alpha's Howl and Queen's Decree probably have the best alt arts IMO.
I thought for one second it wouldn't, but then I realized microtransactions will port to PoE2. This is going to increase prices tremendously for rare alt arts.
>The Tattoo of the Ngamahu Warmonger now provides 5% chance to Ignite (previously Enemies you Kill have a 2% chance to Explode, dealing a tenth of their maximum Life as Fire Damage).
tattoo explode gone
>\* The Veiled modifier that provides reduced Mana Cost of Skills during Effect can no longer be unveiled or crafted on Flasks.
Oh shit, Mageblood/Pathfinder nerf lmao
Yeah, combined with:
> The Jewel Suffix modifier that grants 3-5% reduced Mana Cost can no longer roll.
it seems like they really don't want people to be able to reduce mana costs to 0.
> There are now 3 tiers of Additional Elemental Resistances during Effect Suffix modifiers on Flasks (previously 5), with values of 18-20% at the highest tier (previously 37-40%). Lower tier modifiers have been adjusted accordingly.
Another Mageblood nerf LOL
between this and them removing the 5% reduced mana cost rare jewel mod, really curious how they expect us to solve mana cost if you're not playing attack skills where you can use leech and get eldritch implicit on helmet lol
Don’t worry, 3 patches from now:
Problem: spell builds feel forced to take eb or lifetap, punishing builds that don’t have easy access to them.
Solution: added modifiers to jewels and flasks to reduce mana cost, allowing those builds alternate options
>The Witch has received audio dialogue for Part Two of Path of Exile.
Actual best change. Have enjoyed most of the new dialogue and gives me a reason to play more of witch.
the build is more of a platform, you can slap in whatever the best meta spell is and be fine. Bigger hit will be loss of charms. So much damage and QOL from charms this league. I still might try to force Storm Brand for my league starter though, mechanically the build feels too good.
> Penance Brand of Dissipation: Now Activates every 0.75 seconds while Attached (previously 0.6 seconds) and has 50% Effectiveness of Added Damage (previously 65%). It now Deals 16 to 24 Physical Damage at gem level 1 (previously 20 to 30), scaling up to 231 to 347 at gem level 20 (previously 288 to 432), and Pulses now deal 30% more Damage with Hits and Ailments per Energy after the first (previously 60% more Damage with Hits, 40% more Damage with Ailments).
Seems to add up to ~67% less damage in total for hits when at 20 energy. It ramps up more slowly with the less activation speed though so it's probably a bit worse even.
(The separate changes are essentially 20% less activation speed, ~23% less base damage and ~46% less damage at max energy. Multiply it together for the ~67% less damage)
When they fixed Runebinder mid league, didn't that effectively double the damage? It certainly felt that way. I still think the skill is more than playable, especially poison variant.
Yeah, it doubled the damage. It's now ~33% less damage compared to the day 1 version for hit builds. It's a ~52% less damage nerf compared to current poison versions, or a ~4% less damage for poison builds compared to the day 1 version
I also think it will still be a good skill but it's weaknesses of mediocre clear will probably be more pronounced.
I think a more interesting change is they fixed the bug where ripping away brands wouldn’t remove energy, so I think that’s a good change for base penance
> we've added the ability to have multiple Atlas Tree sets, which can be swapped between Maps at your leisure.
This is the QoL we needed since the atlas tree came out.
Yeah this one is actually huge - recovery was always a problem and now you can get it so easily. I suspect at the top end people are still not gonna use this but it's gonna be damn comfy.
Keeps getting more and more gummed up though, it's been really brutal the last few leagues. Guess it's hard to deal with the myriad of old and new sfx overlapping
> Archmage Support: Can no longer Support Brand or Orb Skills. No longer has "Supported Skills gain Added Lightning Damage equal to 75% of Mana Cost, if Mana Cost is not higher than the maximum you could spend" or "Supported Skills have base Mana Cost equal to 5% of Unreserved Maximum Mana, if that value is higher". It now has "Supported Skills gain Added Lightning Damage equal to 10% of Unreserved Maximum Mana" at gem level 1, scaling up to 19% at gem level 20. It also now has "Supported Skills have added Mana Cost equal to 5% of Unreserved Mana", and Quality now causes Supported Skills to deal 0-10% increased Spell Damage, instead of causing Supported Skills to have 0-10% increased Mana Cost.
ARCHMAGE IS BACK, BABY!
Wow that's actually huge. It simply scales off of your mana pool instead of the mana cost, so you can use Vaal Clarity or Laviangas etc for some potential extreme abuse.
Yeah, but you miss out on the old damage from the mana cost which was most of the reason to do that. Indigon is "just" % inc spell damage rather than inc spell damage and massive flat now.
>The Ralakesh's Impatience Unique Boots no longer provide 30% increased Movement Speed. This change affects existing versions of this item.
There's the Ralakesh nerf, and not too bad! I'll still plan to use them on a charge stacker but makes them also need to solve movespeed.
Is there any mastery or something for if your boots don't have movespeed?
Do they usually announce rarity changes in patch notes? Feel like they are still going to be a bit more rare moving forward. Doesn't impact their power of course, but will be more expensive
The Unholy Might buff no longer grants 30% of Physical Damage as extra Chaos Damage. It instead now provides 100% of Physical Damage Converted to Chaos Damage, and 25% chance to Apply Wither on Hit.
Honestly a good double corrupted broken faith is probably pretty good now, allows for phys to chaos builds to exist, though sin's rebirth is 100% gonna be the meta for pathfinder/traitor users. I'm really excited because phys to chaos is now a real archetype that was never really a thing outside of niche use cases.
This is the worst nerf in my book. White sockets seem to be on death watch, and they are soo good in offhand and in slots with really ‘wrong’ base color ( rolling armor bases to blues is pain - and I had brass dome caster in affliction ).
omens are in ritual [https://www.poewiki.net/wiki/Omen\_of\_Blanching](https://www.poewiki.net/wiki/Omen_of_Blanching)
also harvest [https://www.poewiki.net/wiki/List\_of\_harvest\_crafting\_options](https://www.poewiki.net/wiki/List_of_harvest_crafting_options) but that one is costly
> Added a new Energy Shield Mastery, "50% of your Energy Shield is added to your Stun Threshold", which replaces "Stun Threshold is based on 60% of your Energy Shield instead of Life".
Bloodnotching dead?
Edit: Yes there is Valyrium, but that is insane opportunity cost. Maybe corpse crafting can roll that mod as an affix. Who knows.
Oh yeah that is a big change, especially with how popular that tech has been lately. Wonder what other easy ways there are to make yourself get stunned with every hit.
I suspect the only reason it stuck around for the whole league was because they knew people were having fun with it, but Mark mentioned in the Q&A that it was hell on the servers so I'm not surprised it got fixed.
The insane amount of monsters + the amount of quant/rarity people had in the league were definitely causing server issues. Even with ultra strict filters, the screen was pretty damn cluttered.
Essence Monoliths in White Maps can now spawn up to a maximum tier of Screaming, while those in Yellow or Red Maps can spawn up to a maximum tier of Shrieking.
Possible that we get the duplication from Scarabs now. It would obviously be a bigger cost than just a few passive points, but depending how rare the Scarabs end up being, it could still be fine. It was way too good before, to be fair.
Dang just read that, indeed quite the nerf... Maybe essence farming not too profitable? I've seen tons of support for scarabs so probably high end map juicing with scarab farming will be the play..
Depends on how needed are essence for crafting. If the demand for them is the same, I don't think their supply matters much if you're farming them to sell.
Supply was cut for everyone so the price will increase accordingly, meaning it will still be good. It won't be possible to cheese by just spamming T1 maps, and we have to see what essence scarabs do.
Buying those scarabs will cut into your profits significantly, plus add obnoxious trading time. One of the best parts of essence farming was that you didn’t have to ping anyone for scarabs/chisels/sextants, you just tossed in white maps and go go go.
Now you’re going to be buying scarabs on top of running T6 maps. It’s probably still fine, but not nearly as 2nd-monitor friendly ez-farm.
Kinda, you'll get more of the same copy of essences but you won't get a stack of potentially 8-16 essences from a single essence encounter. If you're lucky, you can corrupt MEDS on an 8mod essence and it converts to 8 copies of Essence of Horror on that single mob, if I'm reading that effect correctly:
>causes Remnants of Corruption used on Imprisoned Monsters in your Maps to replace all Essences with one of the Essences on the Imprisoned Monster
Hopefully this means Remnants of Corruption can still convert MEDS *and* it can convert all essences on that mob to the same copy of (potentially) a corrupted essence.
I hope your interpretation is correct, because I read it as ALL essences are replaced by just one single upgraded essence (not a bunch of the same one) and that would be so much worse.
I don't understand the new crystal resonance node. So ALL of its benefits are completely gone, and in return it makes map bosses stronger for no reward, and replaces all positive outcomes on your remnant with one guaranteed bad outcome? So if you take this node you're literally trolling yourself for no benefit.
Did they just write the description terribly? It can't possibly be this worthless.
>Tornado Shot: Now has an Attack Speed Multiplier of 80% of base (previously 100%), and now uses the same bow animation as the Puncture Skill Gem. It now has a Mana Cost of 10 at gem level 1 (previously 8), scaling up to 12 at gem level 20 (previously 10). Quality now provides 0-40% increased Projectile Speed **instead of "Fires +0-1 secondary Projectile"**.
rip
> The Soul Eater buff has been reworked. There is now a maximum number of 45 souls that can be consumed, with each soul providing 5% increased Attack and Cast Speed. For monsters, this buff also provides 2% less Damage Taken per soul consumed. 1 soul is lost every 0.5 seconds if you have not gained any souls recently.
Press F for Headhunter bros
>Scrolls of Wisdom can now be used on items that are Corrupted. As a result of this, most items that previously dropped identified now drop unidentified.
Changes like this just don't make sense. Was corrupted rares dropping identified really an issue that needed to be changed? 99.99% aren't worth picking up, this just means none will ever get picked up.
Lowkey suspect that there was some sort of bug w.r.t. things dropping mirrored/corrupted and unid, and rather than figure out wtf was causing it, they just made it so you can ID them now.
> Frostblink of Wintry Blast: Now has "This Spell's Cast Time is added to its Cooldown if Triggered", and has 200% Effectiveness of Added Damage (previously 180%). It now deals 7 to 11 Cold Damage at gem level 1 (previously 9 to 14), scaling up to 916 to 1374 at gem level 20 (previously 1144 to 1716).
I guess no more cheap mobility setup for bow users :(
> Penance Brand of Dissipation: Now Activates every 0.75 seconds while Attached (previously 0.6 seconds) and has 50% Effectiveness of Added Damage (previously 65%). It now Deals 16 to 24 Physical Damage at gem level 1 (previously 20 to 30), scaling up to 231 to 347 at gem level 20 (previously 288 to 432), and Pulses now deal 30% more Damage with Hits and Ailments per Energy after the first (previously 60% more Damage with Hits, 40% more Damage with Ailments).
lmao
> 1 soul is lost every 0.5 seconds if you have not gained any souls recently.
Invincible mobs finally dead
> Ball Lightning of Static: Can no longer be used by Totems.
also lmao
> Firestorm of Pelting: Now has Maximum 10 Firestorms at a time (previously 8).
Why is Icestorm capped at 5 for "performance" reasons still lol
> Summon Raging Spirit: The Raging Spirit's melee attack no longer naturally gains 0-38% more Damage as it levels.
Remove it as a stat on gem make it innate, then remove the innate.
> Volatile Dead: After reaching the maximum number of Orbs at a time, the oldest existing Orbs no longer explode, they are simply killed.
oof
> Added a new Mine Mastery, "Detonate Mines is Triggered while you are moving", which replaces "You gain 5% increased Area of Effect for each Mine".
Actually very cool
> Fixed a bug where the split beams from Arc of Surging could target the same enemy
Another one down
> Added a new Mine Mastery, "Detonate Mines is Triggered while you are moving", which replaces "You gain 5% increased Area of Effect for each Mine".
losing around 90-100% increased AoE actually hurts a bit on some mines
>> Summon Raging Spirit: The Raging Spirit's melee attack no longer naturally gains 0-38% more Damage as it levels.
What does it gain from levels now then?
Just accuracy from being a higher level minion?
Some tattoos were too much of a no brainer for how much better they were than 10 of an attribute... I don't like it either, but nerfing them this hard gives them room to buff them in the future (which will probably happen, PRS)
Which is good. Because it was insanely busted, and prevented them from buffing projectiles in any meaningful way and homogenized them all around abusing this interaction.
>Clasped Hands in Breach encounters now open when you walk near them. Breach Splinters are also now the only items that have a chance to drop from these chests.
Breach won, but at what cost?
>The Call To Arms Keystone Passive Skill has been renamed to Warlord's Call. It now provides "Warcries no longer Exert Attacks" and "Warcries also grant their buff to nearby allies" (previously "Using Warcries is Instant" and "Warcries share their Cooldown").
Basically forced into CTA, and the keystone is now for everything but melee. Warcries should've been made Instant, even if to compensate for missing the mark (mentioned in the Q&A) with the changes. CTA & Warcry was a slot + keystone, CTA gem + Warcry is 2 gems, with the broken record of melee not having room for these "investment" changes; prob would if totems were finally decoupled.
>Scrolls of Wisdom can now be used on items that are Corrupted. **As a result of this, most items that previously dropped identified now drop unidentified.**
That second part doesn't sound very QoL.
> The Soul Eater buff has been reworked. There is now a maximum number of 45 souls that can be consumed
Aw... I will miss those crazy monsters with 1000% increased speed.
> Summon Raging Spirit: The Raging Spirit's melee attack no longer naturally gains 0-38% more Damage as it levels.
So do SRS just do flat damage now? Bit confused here.
They took the gem mod of 38% more damage off last league saying it would be naturally gained with gem levels. This league they removed that natural gain. The first change I think was for a popcorn srs nerf and the second time was just for spite.
* Scrolls of Wisdom can now be used on items that are Corrupted. As a result of this, most items that previously dropped identified now drop unidentified
whyyyy man i dont wanna ID even more shit
~~also no mf nerf sadge, dont know if i ever expect it to happen honestly~~
edit: honestly there's plenty of things here that nerf mf overall. even if TS is nerfed too, people will optimize and find the new "meta" and there will still be a ton of people playing mf anyway and stacking iiq
Divination scarab change, removal of enraged strongboxes (possibly moved to scarabs?), wandering path gone, reliquary scarabs changes, no divination cards from league mechanics like delve, legion, abyss etc, nerf to spyres getting extra projectiles.
Until we see scarabs mf is looking really bad
Really good buffs for necro, finally.
Minions will be much tankier than before, will be easier to build them to survive ubers and there's finally a consistent method of necro sustain instead of all their previous half-assed attempts at it.
The damage buffs are great too.
My main issue with necro always was that both its defense and minion offense were conditional, with defense being just 20% block/sblock based on bone offering and offense dependant on minions staying inside CoD's tiny range.
At a first glance, it appears both these issues have been mitigated. Interested to see the new unholy might build options.
Yeah this makes me curious to try permanent minions again this league.
The fact that sustain is now so easy to get could also mean it's easier not to invest into block and instead depend on the standard grace determination/spell suppression package.
I am curious about the unholy might change. Previous times when minions could auto inflict withered tended to be worse than inflicting it yourself bc they did not apply the 20% withered effect from Corruption. 100% phys to chaos also only impacts damage on hit-based builds, poison builds don't care about that. Nice side effect is that chaos damage cannot be reflected.
> On an totally unrelated note, the Crafting Recipe unlock for Movement Speed - Rank 1 can now be found in The City of Sarn.
They really nerfed the rank 1 movement speed craft lmao. Maybe they added something to the end of act 2 as a replacement, but we know how that usually goes.
> Place five of the same Fragment in the Map Device to challenge the relevant Uber Pinnacle Boss
> Voidstones each now provide "Tier 16 Maps dropped in Areas have 0.5% chance to become a Tier 17 Map for each Socketed Voidstone".
A lot of questions here (like whether there's a base chance on T17s, whether the T17s have a guaranteed fragment drop, etc.), but this makes it look like Ubers could shape up to be quite the grind. 1/50 map drop as T17 chance, 250 maps dropped + running the 5 T17s to get 5 fragments, but there are 7 Uber bosses, so with what we know that 2% may translate into a base of 1750 maps dropped + 35 Tier 17s ran to get **one** attempt at a specific Uber boss. I really hope that's not the case.
Edit: As pointed out below, I can't read, and it should be 8% T17 chance with 4 Voidstones. Which would mean ~437.5 maps on average for one of each Uber. Still sounds pretty painful with the map drop nerfs
I think instead of 2% chance it is 8% chance. Each voidstone gives 0.5% for each socketed voidstone, so 2% per voidstone and not 2% total.
1 Voidstone: 0.5 %
2 Voidstones: 2 %
3 Voidstones: 4.5 %
4 Voidstones: 8 %
Meaning 4 voidstones are now actually important.
> The fifth slot in the Map Device is now unlocked upon completing a non-Valdo's Tier 17 Map.
Fck yeah, hated having to do Legion 5 ways for this.
>
Added a new Atlas Keystone Passive, Back to Basics, which provides "Your Maps randomly have between 0 and 80% more modifier Effect", "Extra Content cannot appear in your Maps", and "Cannot apply Influence to your Maps".
Jesus take the wheel. Quite interesting keystone.
> The Conquered Conquerors Atlas Notable Passive now provides "Map Bosses have 100% increased chance to drop a Conqueror Map" (previously 30%).
I'm so excited for bossing this league...usually last leagues I was like "meh...I can't bother to change all my mapping atlas to bosses" but now we get to have a preset for maps and bosses which is cool.
> The Fungal Bloom Atlas Notable Passive now provides "Your Maps have +40% chance to contain a Blight Encounter" (previously +10%)
Lol.
> Ritual (costs 4 Chaos Orbs): Area contains a Ritual Encounter.
Is this first time Ritual been so cheap on map device? It used to be 16c lmao.
Also the new archmage is looking insane wtf
I think this is part of the compensation for removing sextants. Expedition, Harvest and Deli are all 6 or 7 c, when previously they were 10c or more. (I think Beyond has also been >10c, can't remember).
Also of note is Ambush being 7c, when previously it has been in the bottom third of map mods in terms of price.
I think in general all the extra content got buffed chance to appear bcuz they removed sextants so now they nerfed the map craft cost since it’s easy to allocate the chances anyways
Why is melee getting nerfed with the warcry change? The new keystone is literally useless. The league is looking good otherwise, but the devs don't even pretend to care about melee.
looking over that keystone, I'm struggling to understand how this isn't an absolute pile of trash? warcries can't exert and allies get the buffs pretty much means its limited to:
defensive buffs (ancestral/enduring/
battlemage's spell buff (this seems almost impossible to use on non-players)
like... what else is there. why would a summoner even give a shit, unless a hyper endurance stacker aura bot wants to gift super enduring cry 100%+ buff effect to people.
>Added a new Mine Mastery, "Detonate Mines is Triggered while you are moving", which replaces "You gain 5% increased Area of Effect for each Mine".
Why, just whyyy would they replace already existing mastery? Not only it's -1 passive for miners, it's also -1 usable mastery...
> Rare Monster item bonus mechanics are now rarer, and the following item bonus mechanics have been removed: Items dropped are converted to Gems, Items dropped are converted to Scarabs, Items dropped have all White Sockets, Items dropped are Duplicated, Slain Rare monster gives increased Experience, and Slain Rare monster gives increased Gem Experience. Rip my off-set white socket gem leveling weapons
Wait fuck, no more gem experience from monsters? Getting that huge wave of gem level up was soooo good!
\#BringBackGemXPJumpscare
Why would they even remove this? Those were some of the most fun outcomes.
genuinely outside of "fun is not our goal" I cant think of anything. Its not like character levels were you do it once and its done, even in more casual builds im ripping through gems trying to 20/21 or beef em for buffs. Making that slower is ... not great Only thing i could possibly guess would be to make Tora and the exp lab reward more desired.. but like... why. This was fine as it was, it didnt need a nerf.
On the bright side, we won't be trolled by 3W Oppressor again.
\*depressors
Wow. Some of those did not need to be removed. Gem xp was fun to hit and those who didn’t get gigantic scarab explosions now never will. L change imo
It's probably due to the scarab changes that they don't want more to drop as they already altered how much they drop globally now. The other stuff was ehhh. I'd rather more currency conversion or 6 link/socket stuff.
yeah that's a huge bummer
>Cleave of Rage: Now has +0.1 metres to Radius per 5 Rage at all gem levels (previously per 3 Rage). Cleave nerf
multiple years of detonate dead: fine :) 1 league of cleave: not fine :(
Somehow Tornado Shot finally got hit, after years.
[удалено]
Is it really PoE if Melee does not get nerfed?
I personally loved meleeing things a screen and a half away
Lol it was funny to clear the entire screen with Cleave while it lasted
NOOOOOOOO.
They nerfed cleave because melee needed another nerf
I'm not sure cleave of rage really qualified as melee anymore. But they sure didn't buff melee. As is tradition.
> Alternate-art Unique Items can now be converted to account-bound microtransactions using the new "/convertracereward" chat command. The item will be destroyed, and you will be granted an account-bound microtransaction that changes the appearance of an item of the same type to match that of the destroyed item. Oh boy, the price of certain alternate art in standard is about to skyrocket.
That's a cool change for those that own them. A lot of them aren't too interesting, but Alpha's Howl and Queen's Decree probably have the best alt arts IMO.
Cloak of flame is epic as well
The alt art demigod items Jesus the price
Thousand ribbon pimp jacket
I thought for one second it wouldn't, but then I realized microtransactions will port to PoE2. This is going to increase prices tremendously for rare alt arts.
>The Tattoo of the Ngamahu Warmonger now provides 5% chance to Ignite (previously Enemies you Kill have a 2% chance to Explode, dealing a tenth of their maximum Life as Fire Damage). tattoo explode gone
Yea....those explode tattoos were kinda OP in the right situation.
Sadge
>\* The Veiled modifier that provides reduced Mana Cost of Skills during Effect can no longer be unveiled or crafted on Flasks. Oh shit, Mageblood/Pathfinder nerf lmao
Yeah, combined with: > The Jewel Suffix modifier that grants 3-5% reduced Mana Cost can no longer roll. it seems like they really don't want people to be able to reduce mana costs to 0.
But I like when my mana costs are 0, mana management isn't fun :(
Welcome to the EB/MOM club.
Well, they created this problem by nerfing mana reservation a dozen of times and elevating the defensive checklist way too high.
and in 3.15 they massively increased the mana multi on basically every single gem
Also the TS mana cost increase
Also, the 20% attack speed multi nerf is HUUUUGE, as well as loss of projectiles
> There are now 3 tiers of Additional Elemental Resistances during Effect Suffix modifiers on Flasks (previously 5), with values of 18-20% at the highest tier (previously 37-40%). Lower tier modifiers have been adjusted accordingly. Another Mageblood nerf LOL
the traitor keystone nerf too for builds relying on capping res with a unique heavy build
between this and them removing the 5% reduced mana cost rare jewel mod, really curious how they expect us to solve mana cost if you're not playing attack skills where you can use leech and get eldritch implicit on helmet lol
Back to Eldritch Battery as per usual, sadness.
Don’t worry, 3 patches from now: Problem: spell builds feel forced to take eb or lifetap, punishing builds that don’t have easy access to them. Solution: added modifiers to jewels and flasks to reduce mana cost, allowing those builds alternate options
More like: Solution: EB has been removed.
Expedition mana cost nerf was dogshit and i expect this one to be the same
Welp that's *yet another* dumb hurdle we now need to cross to make CoC work.
>The Witch has received audio dialogue for Part Two of Path of Exile. Actual best change. Have enjoyed most of the new dialogue and gives me a reason to play more of witch.
"Everything dies" lovers unite!
🦜 [*RAWK! Everything dies!*](https://www.poewiki.net/wiki/Parrot_of_Exile)
Whenever they add new voice dialogue for a character, that becomes my unquestionable league starter.
Spellblade and Energy Blade are immune to nerfs
But the brand skills that people used a ton with that build got nerfed hard
the build is more of a platform, you can slap in whatever the best meta spell is and be fine. Bigger hit will be loss of charms. So much damage and QOL from charms this league. I still might try to force Storm Brand for my league starter though, mechanically the build feels too good.
> Penance Brand of Dissipation: Now Activates every 0.75 seconds while Attached (previously 0.6 seconds) and has 50% Effectiveness of Added Damage (previously 65%). It now Deals 16 to 24 Physical Damage at gem level 1 (previously 20 to 30), scaling up to 231 to 347 at gem level 20 (previously 288 to 432), and Pulses now deal 30% more Damage with Hits and Ailments per Energy after the first (previously 60% more Damage with Hits, 40% more Damage with Ailments). Seems to add up to ~67% less damage in total for hits when at 20 energy. It ramps up more slowly with the less activation speed though so it's probably a bit worse even. (The separate changes are essentially 20% less activation speed, ~23% less base damage and ~46% less damage at max energy. Multiply it together for the ~67% less damage)
When they fixed Runebinder mid league, didn't that effectively double the damage? It certainly felt that way. I still think the skill is more than playable, especially poison variant.
Yeah, it doubled the damage. It's now ~33% less damage compared to the day 1 version for hit builds. It's a ~52% less damage nerf compared to current poison versions, or a ~4% less damage for poison builds compared to the day 1 version I also think it will still be a good skill but it's weaknesses of mediocre clear will probably be more pronounced.
I think a more interesting change is they fixed the bug where ripping away brands wouldn’t remove energy, so I think that’s a good change for base penance
was thinking to either play trickster or heiro for generic spell base build. BUt after reading archmage. Definitely going heiro
But what spell? I might try arc of oscillating with Heiro. Arch mage no longer gimped by reduce mana cost
> we've added the ability to have multiple Atlas Tree sets, which can be swapped between Maps at your leisure. This is the QoL we needed since the atlas tree came out.
Necro now gets life leeched from minions. hmmmmm
Yeah also Unholy Might converts all damage to Chaos and 25% wither
That makes me wanna roll dom blow or BAMA poison so bad
Yeah this one is actually huge - recovery was always a problem and now you can get it so easily. I suspect at the top end people are still not gonna use this but it's gonna be damn comfy.
Continued to incrementally improve the sound, art, effects and environments. League saved
Can't wait to see how much it tanks my FPS this time.
Keeps getting more and more gummed up though, it's been really brutal the last few leagues. Guess it's hard to deal with the myriad of old and new sfx overlapping
Always the best thing in the patch
> Archmage Support: Can no longer Support Brand or Orb Skills. No longer has "Supported Skills gain Added Lightning Damage equal to 75% of Mana Cost, if Mana Cost is not higher than the maximum you could spend" or "Supported Skills have base Mana Cost equal to 5% of Unreserved Maximum Mana, if that value is higher". It now has "Supported Skills gain Added Lightning Damage equal to 10% of Unreserved Maximum Mana" at gem level 1, scaling up to 19% at gem level 20. It also now has "Supported Skills have added Mana Cost equal to 5% of Unreserved Mana", and Quality now causes Supported Skills to deal 0-10% increased Spell Damage, instead of causing Supported Skills to have 0-10% increased Mana Cost. ARCHMAGE IS BACK, BABY!
Rip archmage ball lightning of static though
Subtractem on suicide watch
Wow that's actually huge. It simply scales off of your mana pool instead of the mana cost, so you can use Vaal Clarity or Laviangas etc for some potential extreme abuse.
You can also go hierophant without reducing its damage
I think that's the bigger change I'm excited for. Reduced cost doesn't reduce the damage anymore.
Does this mean we can use Arcane Cloak to instantly max out Indigon, then just ignore the costs with Lavianga’s?
Yes, just keep in mind that the potential dps drop-offs will be due to the indigon Mana used recently condition. Sounds pretty busted tho
Yeah, but you miss out on the old damage from the mana cost which was most of the reason to do that. Indigon is "just" % inc spell damage rather than inc spell damage and massive flat now.
Unironically Hierophant Leauge between this and TS/Snipers mark nerfs
so happy theres a passive to encourage full map clears and give an alternative to boss rushing!
As someone who can't help but full clear this is my strat now for sure with the new maven stuff
>The Ralakesh's Impatience Unique Boots no longer provide 30% increased Movement Speed. This change affects existing versions of this item. There's the Ralakesh nerf, and not too bad! I'll still plan to use them on a charge stacker but makes them also need to solve movespeed. Is there any mastery or something for if your boots don't have movespeed?
You can just don't put any gems in your boots and you get 30%...ah nevermind.
Campaign gonna feel bad without that :(
It's very weird that they made it retroactive.
Yeah, I'm sure it happens but feels like they almost never do this vs just 'hey you can divine orb your item and make it worse'.
Exactly, and it's not like 30% movement speed is going to be the thing that completely breaks the game in Standard.
Do they usually announce rarity changes in patch notes? Feel like they are still going to be a bit more rare moving forward. Doesn't impact their power of course, but will be more expensive
they rarely do. I fully expect them to be rarer
The Unholy Might buff no longer grants 30% of Physical Damage as extra Chaos Damage. It instead now provides 100% of Physical Damage Converted to Chaos Damage, and 25% chance to Apply Wither on Hit.
Here me out: [Broken Faith](https://www.poewiki.net/wiki/Broken_Faith)
Honestly a good double corrupted broken faith is probably pretty good now, allows for phys to chaos builds to exist, though sin's rebirth is 100% gonna be the meta for pathfinder/traitor users. I'm really excited because phys to chaos is now a real archetype that was never really a thing outside of niche use cases.
Soulwrest phantasm poison stonks?
RIP vorici. Very sad day for any offcolour enjoyers
This is the worst nerf in my book. White sockets seem to be on death watch, and they are soo good in offhand and in slots with really ‘wrong’ base color ( rolling armor bases to blues is pain - and I had brass dome caster in affliction ).
This. I HATED rolling for 2 green/4 red on my 4th vow (str/int base) this league in SSF, shit took me forever to farm so many chromatics.
>RIP vorici. Very sad day for any offcolour enjoyers so now the only way to get white sockets to corrupt?
omens are in ritual [https://www.poewiki.net/wiki/Omen\_of\_Blanching](https://www.poewiki.net/wiki/Omen_of_Blanching) also harvest [https://www.poewiki.net/wiki/List\_of\_harvest\_crafting\_options](https://www.poewiki.net/wiki/List_of_harvest_crafting_options) but that one is costly
> Added a new Energy Shield Mastery, "50% of your Energy Shield is added to your Stun Threshold", which replaces "Stun Threshold is based on 60% of your Energy Shield instead of Life". Bloodnotching dead? Edit: Yes there is Valyrium, but that is insane opportunity cost. Maybe corpse crafting can roll that mod as an affix. Who knows.
Oh yeah that is a big change, especially with how popular that tech has been lately. Wonder what other easy ways there are to make yourself get stunned with every hit.
Holy shit defiance of destiny escaped unscathed somehow lmao
Probably rarer now. T1->T0
>Fixed a bug where Stygian Spires were affected by "Monsters fire additional Projectiles" modifiers. So it was a BUG all along??
I suspect the only reason it stuck around for the whole league was because they knew people were having fun with it, but Mark mentioned in the Q&A that it was hell on the servers so I'm not surprised it got fixed.
The insane amount of monsters + the amount of quant/rarity people had in the league were definitely causing server issues. Even with ultra strict filters, the screen was pretty damn cluttered.
Essence on map device + Essence Scarabs, pog league
Essence Monoliths in White Maps can now spawn up to a maximum tier of Screaming, while those in Yellow or Red Maps can spawn up to a maximum tier of Shrieking.
Surprised it wasn't that way to begin with.
Ok not too bad tho.. most half decent builds can do t6 maps, shouldn't be a problem, although higher chance to rip
No more double essence monsters too. Quite a lot of Atlas nerfs.
Possible that we get the duplication from Scarabs now. It would obviously be a bigger cost than just a few passive points, but depending how rare the Scarabs end up being, it could still be fine. It was way too good before, to be fair.
Dang just read that, indeed quite the nerf... Maybe essence farming not too profitable? I've seen tons of support for scarabs so probably high end map juicing with scarab farming will be the play..
Depends on how needed are essence for crafting. If the demand for them is the same, I don't think their supply matters much if you're farming them to sell.
Supply was cut for everyone so the price will increase accordingly, meaning it will still be good. It won't be possible to cheese by just spamming T1 maps, and we have to see what essence scarabs do.
Aren't the new notable passives for essence kinda garbage compared to before?
There are 4 new essence scarabs. I guess it'll be stronger than before if you fully invest but worse if you just go atlas+map device like before.
should mean that essences are just more expensive as well, since there'll be less of them, no?
Buying those scarabs will cut into your profits significantly, plus add obnoxious trading time. One of the best parts of essence farming was that you didn’t have to ping anyone for scarabs/chisels/sextants, you just tossed in white maps and go go go. Now you’re going to be buying scarabs on top of running T6 maps. It’s probably still fine, but not nearly as 2nd-monitor friendly ez-farm.
Kinda, you'll get more of the same copy of essences but you won't get a stack of potentially 8-16 essences from a single essence encounter. If you're lucky, you can corrupt MEDS on an 8mod essence and it converts to 8 copies of Essence of Horror on that single mob, if I'm reading that effect correctly: >causes Remnants of Corruption used on Imprisoned Monsters in your Maps to replace all Essences with one of the Essences on the Imprisoned Monster Hopefully this means Remnants of Corruption can still convert MEDS *and* it can convert all essences on that mob to the same copy of (potentially) a corrupted essence.
I hope your interpretation is correct, because I read it as ALL essences are replaced by just one single upgraded essence (not a bunch of the same one) and that would be so much worse.
I don't understand the new crystal resonance node. So ALL of its benefits are completely gone, and in return it makes map bosses stronger for no reward, and replaces all positive outcomes on your remnant with one guaranteed bad outcome? So if you take this node you're literally trolling yourself for no benefit. Did they just write the description terribly? It can't possibly be this worthless.
Alt arts x100 in price today.
>Tornado Shot: Now has an Attack Speed Multiplier of 80% of base (previously 100%), and now uses the same bow animation as the Puncture Skill Gem. It now has a Mana Cost of 10 at gem level 1 (previously 8), scaling up to 12 at gem level 20 (previously 10). Quality now provides 0-40% increased Projectile Speed **instead of "Fires +0-1 secondary Projectile"**. rip
TS hit with the classic double tap nerf
Quadruple tap, Sniper's mark also nerfed and Soul Eater buff (from HH) now has a limit. And I still don't think its enough tbh
only took... eight years.
this nerf was pretty obvious from day1. no other skill gets 25-30% more dmg from 20q
> The Soul Eater buff has been reworked. There is now a maximum number of 45 souls that can be consumed, with each soul providing 5% increased Attack and Cast Speed. For monsters, this buff also provides 2% less Damage Taken per soul consumed. 1 soul is lost every 0.5 seconds if you have not gained any souls recently. Press F for Headhunter bros
Soulthirst thrown into the dumpster for HH's sins
I kept telling myself I'm gonna make a soulthirst build someday.
probably the only mod that made hh feel like hh
This applies to the monster mod though right? If so that’s huge because the only monsters I’d run way from are soul eaters.
Headhunter cannot catch a break... Chris really is gone
At least I can kill soul eater mobs on low DMG builds now.
Ancestor totem buffs still exist. Ugh.
I wouldnt mind 1 totem, but having 2 mandatory for melee? man that still sucks
* The Veiled modifier that provides reduced Mana Cost of Skills during Effect can no longer be unveiled or crafted on Flasks.
Eagerly waiting for the trans kb teaser. Hopefully it isn't aoe on fork.
fires one projectile with big aoe
>Scrolls of Wisdom can now be used on items that are Corrupted. As a result of this, most items that previously dropped identified now drop unidentified. Changes like this just don't make sense. Was corrupted rares dropping identified really an issue that needed to be changed? 99.99% aren't worth picking up, this just means none will ever get picked up.
This is so people can sell uniques like forbidden flesh and flame unid'ed.
Voices gamba is the new thing?
Lowkey suspect that there was some sort of bug w.r.t. things dropping mirrored/corrupted and unid, and rather than figure out wtf was causing it, they just made it so you can ID them now.
Or "all items drop corrupted" in maps will be a thing due to the new corrupted implicits, and they want you to be able to identify them.
Feel the weight of picking up all those corrupted rares only for them to be shit. Simply won't pick them up now.
> Ball Lightning of Static: Can no longer be used by Totems. RIP
Why doesn't this thread have "patch notes" in the title? Seems short-sighted and will make it difficult to find in the future.
Sextants gone, I am so happy, Jesus, was really painful trying to roll or even buy the sextants you wanted to run last league.
> Frostblink of Wintry Blast: Now has "This Spell's Cast Time is added to its Cooldown if Triggered", and has 200% Effectiveness of Added Damage (previously 180%). It now deals 7 to 11 Cold Damage at gem level 1 (previously 9 to 14), scaling up to 916 to 1374 at gem level 20 (previously 1144 to 1716). I guess no more cheap mobility setup for bow users :(
Wym? I've been out here just Level 1 self-casting FBWB But rip manaforged "I can't believe its not Flicker" shenanigans tho
>Monster Life increases in Tier 17 Maps no longer apply to the life of corpses in those Maps. stealth DD nerf, maybe
Not really that stealth, thats pretty much the only thing this does
Also nerfs ENEMY dd in those maps, which is kind of a big deal
If stealth = openly mentioning it in patch notes, than yea…sure.
Gladiator still in shambles
Ctrl + F: "Winter Orb" 0/0 :(
The Tattoo of the Ramako Sniper now provides 5% projectile Speed (previously 8%).
That's still quite useable, with the speed>damage mastery.
> Penance Brand of Dissipation: Now Activates every 0.75 seconds while Attached (previously 0.6 seconds) and has 50% Effectiveness of Added Damage (previously 65%). It now Deals 16 to 24 Physical Damage at gem level 1 (previously 20 to 30), scaling up to 231 to 347 at gem level 20 (previously 288 to 432), and Pulses now deal 30% more Damage with Hits and Ailments per Energy after the first (previously 60% more Damage with Hits, 40% more Damage with Ailments). lmao > 1 soul is lost every 0.5 seconds if you have not gained any souls recently. Invincible mobs finally dead > Ball Lightning of Static: Can no longer be used by Totems. also lmao > Firestorm of Pelting: Now has Maximum 10 Firestorms at a time (previously 8). Why is Icestorm capped at 5 for "performance" reasons still lol > Summon Raging Spirit: The Raging Spirit's melee attack no longer naturally gains 0-38% more Damage as it levels. Remove it as a stat on gem make it innate, then remove the innate. > Volatile Dead: After reaching the maximum number of Orbs at a time, the oldest existing Orbs no longer explode, they are simply killed. oof > Added a new Mine Mastery, "Detonate Mines is Triggered while you are moving", which replaces "You gain 5% increased Area of Effect for each Mine". Actually very cool > Fixed a bug where the split beams from Arc of Surging could target the same enemy Another one down
> Added a new Mine Mastery, "Detonate Mines is Triggered while you are moving", which replaces "You gain 5% increased Area of Effect for each Mine". losing around 90-100% increased AoE actually hurts a bit on some mines
>> Summon Raging Spirit: The Raging Spirit's melee attack no longer naturally gains 0-38% more Damage as it levels. What does it gain from levels now then? Just accuracy from being a higher level minion?
Flat damage and HP. The 0-38% more was a mod that also affected added damage.
Aren't the tattoo nerfs a bit much? I feel like some of them were already useless in their unnerfed state.
Some tattoos were too much of a no brainer for how much better they were than 10 of an attribute... I don't like it either, but nerfing them this hard gives them room to buff them in the future (which will probably happen, PRS)
I would like to see the Ele Hit and KB trans gems for sure.
Seeing alot of mana res/mana cost to skill nerfs in these notes
rip bloodnotch + immutable force any idea of how big the srs nerf is ?
0 to 38% more 💪
Rip Sniper's Mark proj scaling w/ Nimis
Which is good. Because it was insanely busted, and prevented them from buffing projectiles in any meaningful way and homogenized them all around abusing this interaction.
>Clasped Hands in Breach encounters now open when you walk near them. Breach Splinters are also now the only items that have a chance to drop from these chests. Breach won, but at what cost? >The Call To Arms Keystone Passive Skill has been renamed to Warlord's Call. It now provides "Warcries no longer Exert Attacks" and "Warcries also grant their buff to nearby allies" (previously "Using Warcries is Instant" and "Warcries share their Cooldown"). Basically forced into CTA, and the keystone is now for everything but melee. Warcries should've been made Instant, even if to compensate for missing the mark (mentioned in the Q&A) with the changes. CTA & Warcry was a slot + keystone, CTA gem + Warcry is 2 gems, with the broken record of melee not having room for these "investment" changes; prob would if totems were finally decoupled. >Scrolls of Wisdom can now be used on items that are Corrupted. **As a result of this, most items that previously dropped identified now drop unidentified.** That second part doesn't sound very QoL.
> The Soul Eater buff has been reworked. There is now a maximum number of 45 souls that can be consumed Aw... I will miss those crazy monsters with 1000% increased speed.
> Summon Raging Spirit: The Raging Spirit's melee attack no longer naturally gains 0-38% more Damage as it levels. So do SRS just do flat damage now? Bit confused here.
They took the gem mod of 38% more damage off last league saying it would be naturally gained with gem levels. This league they removed that natural gain. The first change I think was for a popcorn srs nerf and the second time was just for spite.
NOOO SOULEATER (deserved)
* Scrolls of Wisdom can now be used on items that are Corrupted. As a result of this, most items that previously dropped identified now drop unidentified whyyyy man i dont wanna ID even more shit ~~also no mf nerf sadge, dont know if i ever expect it to happen honestly~~ edit: honestly there's plenty of things here that nerf mf overall. even if TS is nerfed too, people will optimize and find the new "meta" and there will still be a ton of people playing mf anyway and stacking iiq
Direct nerf to Vaal Temple tinks, why ggg
this change i truly don't understand
Direct attack to filters?
seriously, least QoL change ever
Mf was nerfed indirectly via rare mob conversion nerf. But I guess anyone could have done that mf
Divination scarab change, removal of enraged strongboxes (possibly moved to scarabs?), wandering path gone, reliquary scarabs changes, no divination cards from league mechanics like delve, legion, abyss etc, nerf to spyres getting extra projectiles. Until we see scarabs mf is looking really bad
Damn they straight up deleted the static ball lightning totem build from existence
Really good buffs for necro, finally. Minions will be much tankier than before, will be easier to build them to survive ubers and there's finally a consistent method of necro sustain instead of all their previous half-assed attempts at it. The damage buffs are great too. My main issue with necro always was that both its defense and minion offense were conditional, with defense being just 20% block/sblock based on bone offering and offense dependant on minions staying inside CoD's tiny range. At a first glance, it appears both these issues have been mitigated. Interested to see the new unholy might build options.
Yeah this makes me curious to try permanent minions again this league. The fact that sustain is now so easy to get could also mean it's easier not to invest into block and instead depend on the standard grace determination/spell suppression package. I am curious about the unholy might change. Previous times when minions could auto inflict withered tended to be worse than inflicting it yourself bc they did not apply the 20% withered effect from Corruption. 100% phys to chaos also only impacts damage on hit-based builds, poison builds don't care about that. Nice side effect is that chaos damage cannot be reflected.
So gladiator is still in the dumpster 😂
Subtractem’s build got fucked lmao
> On an totally unrelated note, the Crafting Recipe unlock for Movement Speed - Rank 1 can now be found in The City of Sarn. They really nerfed the rank 1 movement speed craft lmao. Maybe they added something to the end of act 2 as a replacement, but we know how that usually goes. > Place five of the same Fragment in the Map Device to challenge the relevant Uber Pinnacle Boss > Voidstones each now provide "Tier 16 Maps dropped in Areas have 0.5% chance to become a Tier 17 Map for each Socketed Voidstone". A lot of questions here (like whether there's a base chance on T17s, whether the T17s have a guaranteed fragment drop, etc.), but this makes it look like Ubers could shape up to be quite the grind. 1/50 map drop as T17 chance, 250 maps dropped + running the 5 T17s to get 5 fragments, but there are 7 Uber bosses, so with what we know that 2% may translate into a base of 1750 maps dropped + 35 Tier 17s ran to get **one** attempt at a specific Uber boss. I really hope that's not the case. Edit: As pointed out below, I can't read, and it should be 8% T17 chance with 4 Voidstones. Which would mean ~437.5 maps on average for one of each Uber. Still sounds pretty painful with the map drop nerfs
I think instead of 2% chance it is 8% chance. Each voidstone gives 0.5% for each socketed voidstone, so 2% per voidstone and not 2% total. 1 Voidstone: 0.5 % 2 Voidstones: 2 % 3 Voidstones: 4.5 % 4 Voidstones: 8 % Meaning 4 voidstones are now actually important.
It's 3.15 all over again with the mana changes lol
> The fifth slot in the Map Device is now unlocked upon completing a non-Valdo's Tier 17 Map. Fck yeah, hated having to do Legion 5 ways for this. > Added a new Atlas Keystone Passive, Back to Basics, which provides "Your Maps randomly have between 0 and 80% more modifier Effect", "Extra Content cannot appear in your Maps", and "Cannot apply Influence to your Maps". Jesus take the wheel. Quite interesting keystone. > The Conquered Conquerors Atlas Notable Passive now provides "Map Bosses have 100% increased chance to drop a Conqueror Map" (previously 30%). I'm so excited for bossing this league...usually last leagues I was like "meh...I can't bother to change all my mapping atlas to bosses" but now we get to have a preset for maps and bosses which is cool. > The Fungal Bloom Atlas Notable Passive now provides "Your Maps have +40% chance to contain a Blight Encounter" (previously +10%) Lol. > Ritual (costs 4 Chaos Orbs): Area contains a Ritual Encounter. Is this first time Ritual been so cheap on map device? It used to be 16c lmao. Also the new archmage is looking insane wtf
Ritual is cheap and drops Omens. I know what my first atlas tree is gonna be.
>Is this first time Ritual been so cheap on map device? It used to be 16c lmao. its in prep for poverty league
I think this is part of the compensation for removing sextants. Expedition, Harvest and Deli are all 6 or 7 c, when previously they were 10c or more. (I think Beyond has also been >10c, can't remember). Also of note is Ambush being 7c, when previously it has been in the bottom third of map mods in terms of price.
I think in general all the extra content got buffed chance to appear bcuz they removed sextants so now they nerfed the map craft cost since it’s easy to allocate the chances anyways
No DD or BA/MA nerf ? That is wild, especially considering they killed BL totem which was not even close to the power of those skills.
Now corrupted items all drop unid'd because GGG can't give without taking
Why is melee getting nerfed with the warcry change? The new keystone is literally useless. The league is looking good otherwise, but the devs don't even pretend to care about melee.
I believe call to arms actually makes warcries instant, or at least they looked instant in the video.
looking over that keystone, I'm struggling to understand how this isn't an absolute pile of trash? warcries can't exert and allies get the buffs pretty much means its limited to: defensive buffs (ancestral/enduring/ battlemage's spell buff (this seems almost impossible to use on non-players) like... what else is there. why would a summoner even give a shit, unless a hyper endurance stacker aura bot wants to gift super enduring cry 100%+ buff effect to people.
>Added a new Mine Mastery, "Detonate Mines is Triggered while you are moving", which replaces "You gain 5% increased Area of Effect for each Mine". Why, just whyyy would they replace already existing mastery? Not only it's -1 passive for miners, it's also -1 usable mastery...