Path of Exile 3.16 Balance - Part 1 - Flasks and Ailment Mitigation

Excited for the 22nd <8^)
“Fear not the man who lusts. Fear not the man who hates. Fear the man who feels nothing at all."

- Rigwald, the Wolven King
wow wow well done, many good things, some low nerf but we will see in game
Pantheon now matters more than ever. Please let upgraded pantheons to be shared with all account characters.
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JackieTP wrote:
Cool, one question about the Mana gained on hit if you have used a mana flask recently modifier, Why would I care about mana on hit if I have already used a mana flask to mitigate my mana issues?


I guess you can use a hybrid flask to get the benefits from mana on hit and life regen. It seems that now we are getting better non-instant flasks and then this could free a flask slot in some builds
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JackieTP wrote:
Cool, one question about the Mana gained on hit if you have used a mana flask recently modifier, Why would I care about mana on hit if I have already used a mana flask to mitigate my mana issues?


Probably for Mind over Matter builds to be considered.
Way too early thoughts:

- Didn't see anything that offended me, so that's good.

- Lots of flask choices to try out with Soulthirst. 20.48 second base duration for 28% Vinktar or Taste of Hate with duration enchant, 21.76s for Wise Oak. Will someone finally come up with a Fanaticism Inquisitor that's OP? Will someone actually run Formless Inferno with a bunch of flask effect and Ruby/Bismuth flasks with armor changes? Increased flask duration in general helps undo some of the flask changes of 3.15.

- 40% increased Flask Mana Recovery rate - Buffing of this mod is huge since it's hard to get. Will help with mana problems for Enduring flask users. You'll just have to press it more often.

- Increased life recovery rate from flasks/gear mods combined with double speed of healing from healing potions might create a situation where ALL life flasks basically feel instant even though they're not.

- Ailment reduction modifiers on flasks: So we're basically where we were before 3.15 only now it's a little more annoying to roll them. We didn't really need the nerfs of 3.15 at all then...

- Love the bleed immunity on Steelskin. Purity of Elements change is fine I think. Your build should be getting resistances from gear/jewels and niche builds that stack phys taken as X WE mods were already in the uber expensive tier.

- "Finally we're changing Elemental Overload and Elemental Equilibrium and massively buffing elemental damage over time to be less dependent on them." That's scary, let's hope the numbers add up. 50% resistance reduction and 40% more damage is hard to make up.

- Curse/ailment avoidance changes in general: Sounds fine. I can see myself trying to squeeze out the last bit of curse immunity from jewels, which would be good itemization.
So base Sulphur was 5 sec,they buffed it to 8.Bottled Faith was 5 sec +40% incresed duration made it 7 sec (all without qual)...now BF will be nerfed,from 8 to 6 sec duration.They couldnt just remove incresed duration from it,oh no,we need to put reduced duration there...why do you do that...stop it!
tnx GGG, this is cool format
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Many Pantheon Powers have been updated to better mitigate Ailments. Some Pantheon modifiers have been updated to be more of a choice with others


This is great, hopefully the drop rate of Divine Vessels will be improved?
Made to 85 this league without one dropping anywhere.
~ Adapt, Improvise and Overcome
AT first glance, I like the changes overall that give players more options to mitigate Ailments along with the flask changes and making enkindling/Instilling orb enchant modifiers more impactful to offset some of the downsides to the base flask modifiers at higher tiers. This is good imho.

I sure hope the rest of the changes in the balance pass will continue to be impactful and exciting, and also am hoping the Scourge League Mechanic is as good as the Expedition League Mechanic because I did love the Expedition League mechanic a great deal, although some of the remnants in certain maps were stretched out way too far from the detonation device (especially in maps with long passageways/pinch points that would prevent a more efficient way at obtaining more remnants. Other than that, Expedition was a lot of fun, but only after investing quite a lot of time and resources into building up the characters' gear/jewels/skill gems, so by no means was it an easy path for me, but well worth the time/currency investment at least to get in a place where it could tackle the harder content, and yet still suffer from deaths to such from time to time.
Last edited by AShugars#6351 on Oct 5, 2021, 8:51:14 PM

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