Path of Exile 3.0.0: The Fall of Oriath Patch Notes
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deMoxE wrote:
I played KB wander for over 2 years or so, KB nerf seems massive but will see how this plays out for me.
Even if this kills my build I don't care, still the amount of work you put into this expansion and the game itself is impressive.
Please don't listen to this people crying about nerfs, balance is a must.
Exactly, and I think the fact that people are crying only reinforces the necessity to make these nerfs. Nerfing opens up for more options because you to a lesser degree feel forced to choose specific builds that are much stronger than others.
Great notes and GGG could have written the patch notes in only one sentence:
Summoned totems have 45% less life and take 45% less damage. This will impact life leeched from attacking enemy totems and the damage dealt by Righteous Fire totems.
Just when I want to try this and it got nerfed. O.o
I Believe I Can Fly ~~~~
Last edited by dda550#3843 on Aug 2, 2017, 9:55:12 AM
I sure hope "the Eclipse theme" is not permanent or at lest that some HUD choice options will be implemented in the future. Yay for the biggest update though.
I played KB wander for over 2 years or so, KB nerf seems massive but will see how this plays out for me.
Even if this kills my build I don't care, still the amount of work you put into this expansion and the game itself is impressive.
Please don't listen to this people crying about nerfs, balance is a must.
Exactly, and I think the fact that people are crying only reinforces the necessity to make these nerfs. Nerfing opens up for more options because you to a lesser degree feel forced to choose specific builds that are much stronger than others.
Great notes and GGG could have written the patch notes in only one sentence:
New game, enjoy!
To me it looks like old game, i see roll back on CoD chest and even better mana regen stat, elem builds to the roof, frozen bossess again well done, chaos builds/bleed in minority, can we get also then old area reflect pls? I loved that reflect. Yea to me except this 10 chapters everything looks same old story, like I traveled in past. Probably because we are constantly moving with that patching in the circle.
Diversity? There is No diversity because there is no balance, PVP also not exist and like it seems never will.
Like you said one sentence:
"New old still unbalanced game, enjoy!"
Last edited by Coolmer#1879 on Aug 2, 2017, 9:59:38 AM
15% Less SRS Damage? The Problem is the Baron Helmet & Dark Mage Cards &+2 Fire Essences not SRS.
What about builds that want to use Zombies, Spectres & SRS ? SRS will be worthless now in it. Was already pretty weak. Please stop nerfing the abilities themselves and nerf the build enabling items instead (Vinktars comes to mind)
Yes, these items made SRS strong, but still not strong enough to warrant a nerf. As there are builds that have better DPS and survivability, then SRS didn't need a nerf did it.
And now with the nerf to SRS itself, these items are now mandatory to play SRS, especially since Commander of Darkness was also nerfed.
The Dying Exile's voice acting has been rerecorded. Pretty short gig.
"Grrlaaaarrrgggggghhhhh!" Ok, done, when do I get paid for the gig?
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Bex_GGG wrote:
Your pets now occasionally play their other animations while they are idle.
...idle hands (paws).
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Bex_GGG wrote:
DirectX11 is now the default graphics option. This can be changed in the Options menu.
Fixed multiple bugs around changing screen resolutions and windowed/full-screen modes.
Thank goodness DX9 is still available. GGG's implementation of DX11 was buggy. Hopefully 3.0 will be a little better, but many DX11 issues not mentioned in patch notes, so possibly not fixed, especially with GGG's DX11 implementation when multiple monitor issues your DX11 implementation has.
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Bex_GGG wrote:
The Marauder's act of self-flagellation on the character creation screen is now audible.
LOL, was this a highly requested feature? o.O
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Bex_GGG wrote:
These characters will not have any of the quest rewards from the mandatory quests in Acts 5 through 10, but can receive them by talking to the questgivers. No side quests will be automatically completed, and existing characters will have to receive and complete these quests to obtain the quest rewards.
For those who didn't read the patch notes, ie: casuals, how are they going to know this? Is there a warning/hint about it in-game?
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Bex_GGG wrote:
Helping Oak grants: 1% of Life Regenerated per second, 2% additional Physical Damage Reduction, 20% increased Physical Damage.
Helping Alira grants: 5 Mana Regenerated per second, +20% to Global Critical Strike Multiplier, +15% to all Elemental Resistances.
Helping Kraityn grants: 6% increased Attack and Cast Speed, 3% chance to Dodge Attacks, 6% increased Movement Speed.
Eramir grants 2 Passive Skill Points if you decide to kill all three.
Thanks! Good to know.
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Bex_GGG wrote:
The Achievements All Ears, No Stone Unturned, Locomancer and No Loose Ends have been updated to work with the new act content.
Thank you!!!
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Bex_GGG wrote:
Rewards throughout all versions of the Labyrinth have been reworked and should be more rewarding for the time invested.
Additional Treasure Keys can be found in special chests throughout the Labyrinth. There are two keys guaranteed to appear in every Labyrinth run.
This is awesome! I'm one of the vocal minority here who loves the lab, so I enjoyed seeing that clearing more of it will be more rewarding. A while after 2.2 I switched to just running the lab quickly because there was no real reward to spending more time there. So thank you! :-D
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Bex_GGG wrote:
Arctic Armour: Now slows attackers by 30% for 0.6 seconds.
That's one skill change I love! Assuming that this means mobs who attack those with Arctic Armor, not just mobs running through your trail from the skill.
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Bex_GGG wrote:
All minions other than Raging Spirits deal more damage at lower levels. This damage bonus levels out to no change at minion level 70 for minions other than Raised Zombies and Summoned Skeletons. (Minion level is based on the level requirement of their gem).
Raised Zombies have had their damage increased, up to 45% more damage at level 20 than previously.
So much better. Necromancers were pretty weak in DPS during progression unless we invested heavily in SRS or something self-cast. Nice to see this change.
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Bex_GGG wrote:
Summoned Raging Spirits now deal approximately 15% less damage at all levels.
Not happy about that. SRS builds were nerfed not once, but twice now. SRS was not instant damage like other builds, as it had a summon time for the spirits, then they disappeared after a short time any ways. I can understand not buffing SRS, but nerfing it? -_-
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Bex_GGG wrote:
Righteous Fire now deals 20% less damage to enemies at all levels. You now deal 20% more spell damage while Righteous Fire is active with a level 1 Righteous Fire gem (down from 40% more spell damage), up to 39% more spell damage at gem level 20 (down from 58% more spell damage).
That makes sense. RF needed a nerf since it was all anyone was running during Legacy. Even with 20% less damage, it's still powerful.
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Bex_GGG wrote:
Scorching Ray's damage has been reduced by 15% at level 1, down to 25% less damage at level 20. Scorching Ray now does not lock onto targets if you are holding your standing-attack key.
I like the second change, of removing target lock, but the first one with the 25% nerf? You just killed any chance of people running SR builds from now on. Even when I did CwC with Firestorm, my Firestorm, an AoE attack, was doing more single target damage reliably than Scorching Ray. This is sad.
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Bex_GGG wrote:
Summoned totems have 45% less life and take 45% less damage. This will impact life leeched from attacking enemy totems and the damage dealt by Righteous Fire totems.
Good balance change.
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Bex_GGG wrote:
Ice Bite Support has also been reworked. It now grants 15% chance to freeze at all levels. and a 50% chance to gain a Frenzy charge on slaying a frozen enemy. At gem level 1, it now grants 8 to 12 added cold damage, up to 69-103 added cold damage at gem level 20. It also grants 2 to 3 added cold damage per Frenzy charge at gem level 1, up to 15 to 23 added Cold damage per Frenzy Charge at gem level 20.
Hypothermia now grants 20% increased Chill Effect at all levels.
Thank you!
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Bex_GGG wrote:
Energy Shield as a defensive mechanic has undergone a review and, generally speaking, all sources of Energy Shield on items have been reduced by approximately 20%.
All local Energy Shield modifiers on items, as well as the base Energy Shield of items, have been reduced at higher levels. Very low-level items will see a slight increase or no change, scaling up to a 33% reduction at the highest tier of modifiers.
Local Added Energy Shield modifiers have been rebalanced at all levels. Early mods grant more energy shield, dropping to 36%-45% less energy shield at the highest tier.
The passive skills behind Chaos Inoculation have been removed.
Most idiotic nerf of 3.0 for sure. Why do you put a flat reduction of ES across the entire progression of characters, instead of addressing this at the 1% top of CI builds with way too much ES? You mention either increase or no change early levels, but the real problem with ES is mid-game, and now that's been nerfed into oblivion. GGG, you shouldn't have touched progression, but instead gradually incremented the nerf towards end-game where the ES numbers are stupid. Yet now we have this nerf that makes going ES a royal PITA during progression to the point where almsot EVERYONE will be going life as a result. Perhaps some might switch to ES/CI at end-game. Still, this is one nerf that HURT the choice between life and ES during progression.
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Bex_GGG wrote:
The Ascendant has been heavily modified:
The Ascendant's Elementalist now grants Elemental Conflux for 6 seconds when you kill a Rare or Unique Enemy (up from 4 seconds), Damage Penetrates 6% of Enemy Elemental Resistances (up from 5%), +1 to the number of Golems you can have active, and 50% reduced reflected Elemental damage taken. It no longer grants 30% increased Damage of each Damage Type for which you have a matching Golem, or 4% reduced Elemental damage taken.
This is a bad nerf to Scion's (Ascendant's) damage. Really annoyed with this change. You're reducing build diversity by forcing an Ascendant to invest in something other than elemental damage. There's NO where else to get decent, flat elemental damage boosts for those focusing on int/spells in the Ascendant's Ascendancy points now. Total crap.
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Bex_GGG wrote:
Map boss life has been adjusted. In general, map boss life has increased significantly, and most map boss encounters within the same tier will have similar total life pools The gap between the life of tier 15 map bosses and the tier 16 Guardians is much smaller. The life of the tier 16 Guardians remains unchanged.
/facepalm You boosted mob life once before, now again, yet you nerf builds. WTF, GGG? What's worse is that the map competition challenge in Harbinger is now up as well, with 1,337 maps instead of 1,000. So you make map grinding longer on both ends. Screw that.
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Bex_GGG wrote:
Overgrown Ruin: The boss room's orientation has been flipped, making it safer to approach the boss. The boss has been moved further back into the room.
Wasn't really necessary, but ok.
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Bex_GGG wrote:
Bog and Arid Lake: Defeating the map boss while it is enraged is now more rewarding.
And still people grinding maps won't bother because doing so makes the boss battle even longer. Now with higher boss life, no one will intentionally enrage the boss.
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Bex_GGG wrote:
Burial Chambers: The boss's cauldrons have been moved farther away from each other.
Worthwhile change, thank you.
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Bex_GGG wrote:
The Quay map has been renamed Port.
GGG, you don't need to sanitize naming for the rest of the world. If people didn't know what the Aussie word Quay meant (old English + old French), they can always look it up.
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Bex_GGG wrote:
Zana League Mods Available During 3.0.0:
Level 3: Bloodlines (costs 3 Chaos Orbs): Magic monster packs each have a Bloodlines mod, 25% more Magic monsters, 20% increased quantity of items found.
Level 4: Beyond (costs 3 Chaos Orbs): Slaying enemies close together can attract monsters from Beyond, 20% increased quantity of items found.
Level 5: Ambush (costs 4 Chaos Orbs): Areas contain 3 extra Strongboxes.
Level 6: Perandus (costs 4 Chaos Orbs): Areas contain 3 extra Perandus chests, and there's a chance for Cadiro Perandus to appear.
Level 7: Nemesis (costs 5 Chaos Orbs): Rare monsters each have a Nemesis mod, 50% more Rare monsters, 20% increased quantity of items found.
Level 8: Breach (costs 6 Chaos Orbs): Areas contain 2 extra Breaches.
Thank you! :-)
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Bex_GGG wrote:
PvP Balance:
PvP premade characters have been updated to work with the current Passive Skill Tree.
Skills linked to Cast While Channeling now do 70% less damage in PvP.
Scorching Ray now assumes a cast time of 4 seconds for calculating damage in PvP, down from 30 seconds. This will result in significantly reduced damage in PvP.
Wait, what, people still play PvP? I thought GGG just permanently dropped the ball on that one, lol???
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Bex_GGG wrote:
World Balance:
Reduced the number of monsters that appear in the Dried Lake.
Now that Act IV is no longer the end of progression, I guess that's ok. But in hardcore, this is annoying as it was a decent grinding place to over-level before fighting Malachai.
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Bex_GGG wrote:
Fixed a bug where the unique body armour The Covenant would cause spontaneous hair growth or a severe case of having-no-face when combined with certain Microtransactions on the Witch and Scion.
LOL!
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Bex_GGG wrote:
You can no longer wander into Oyun's cages in Highgate.
"" The Cruel and Merciless resistance penalties have been moved to the completion of Act 5 and the completion of Act 10 respectively. Once either act has been completed, these penalties affect your character in all game areas. ""
Then i won't finish A10
I was wondering the same thing. How's GGG going to force us to complete Act 10?
In 2.6, I typically don't ever bother completing Act 4 in merciless. When I get to Act 4 Merciless, I go far enough to get the Skill book and then I'm done questing.
So GGG, you will need to block us from mapping until Act 10 is completed or give a significant quest reward we cannot do without. Otherwise, no one will ever complete Act 10.
That is how it already works in beta, if u try to start map before completing last availible story quest, u recieve a message "You cannot access endgame content before completing act10"