Path of Exile 2 - Upcoming Changes

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Vendetta#0327 wrote:
Technically speaking this patch can be summarized in one quote from someone in game of thrones which name I do not remember....Outside your statistics "you know nothing" GGG


why are you playing the game then? go back to wherever you came from please.
All of this are great,but banning people for a exploit that was in the game due to some balance problem is kinda lame
I fail to see the logic in the buff you're now doing to stormcaller arrow in the form of proliferating it's shock to nearby enemies and doing a 50% radius increase.

The problem with stormcaller arrow now is that it doesn't shock anymore in any reliable kind of way. This is due to the following points :

- The huge nerf of several support gems that were most useful for it, massively lowering the total lightning damage output, which thus inherently already lowers the skill's chance to shock significantly
- The then additional nerf of dropping the skill's 1 single benefit it has, it's inherent increased chance to shock, from 800% to 500%
- The fact that while the skill only has 1 real benefit, it comes by default with plenty of disadvantages:

* it does only 62% of base attack damage (and that's at gem level 20)
* it's attack speed is only 80% of base attack speed
* and worst of all is the additional 1,5 seconds built-in delay for
the main damage with boosted shock chance to be inflicted
Allow me to add that 1,5 seconds is an eternity for a ranged
character that mainly tries to survive by staying AWAY from the
enemy

In short, i don't see how this solves anything. If i don't apply shock consistently enough, then what good is it going to do me that the shocks I don't inflict would otherwise be propagated to nearby enemies ?
True, when using high-end gear, this problem gets somewhat mitigated, but I seriously question a skills' validity if they only work with awesome gear.
What this skill NEEDS to offset it's many built-in disadvantages is a higher built-in chance to shock, like it had. The frequency of shocking WAS on point for this skill but it no longer is. It's that simple. And swapping out a damage support gem for the increased chance to shock support is ofc a zero operation, so no solution either
All of this also makes cast on shock (together with it's HALVED energy generation reduction from 2 to a measly 1 energy per shocked enemy) feel like a complete and total waste of 60 spirit reservation in combination with stormcaller's. It may have been overtuned when used with other skills, but for stormcaller's, it is now just useless. If the energy generation of cast on shock needs to stay where it is now, then stormcaller's should be reviewed again. This buff seems meaningless and completely misses the mark.

On the other hand, you're implementing a significant buff to lightning rod that, in my opinion, is not needed. Lightning rod easily does 2-3 times the damage of stormcaller arrow already with the same amount of damage supports and has nowhere near the same amount of built-in issues to overcome. And that comparison is made when stormcaller actually shocks ...
I feel lightning rod is somewhat fine where it is, yet stormcaller is definitely not

Oh yes, and that remark about stun and elemental ailment treshold being available together in a cluster now somewhere is laughable. You can't nerf virtually every gem into the ground and then expect us to invest several points in the passive tree to also combat the increased crowd control now inflicted by mobs. A good amount of skills will require most points in damage nodes now to be somewhat viable in late game, plus there's always the heavy investment into ES and/or evasion (Not going to bother mentioning armour). I don't know which game you people are playing but i don't have any points i could spare to go take a cluster somewhere that only combats the now heavier crowd control. Nevermind you have to first get to it if you'd even want to take it
[img]http://s15.postimage.org/ppi19icy3/piggy.gif[/img]
Last edited by keppie#6373 on Apr 9, 2025, 11:15:34 AM
Nice
Some decent changes. Thank you
Acolyte of Chayula still comfortably in F tier. Playable or even top tier classes getting buffs and adjustments while this forgotten ascendancy rots.
I hope they help out concoctions. That mana flask charge cost is crazy without the 50% More flask charges node, cant use heralds anymore because no martial weapon, and waaay harder to scale the damage because no extra proj/gem levels can be gotten from weapons anymore.
"
Community_Team wrote:
A Note About The Ritual Exploit

Recently there was an exploit involving reducing the deferral cost of Ritual items in combination with using a Unique Tablet that allows for unlimited rerolls. This occurred during the middle of the night and unfortunately due to an internal miscommunication, we didn't fix the exploit until around 8 hours after. We have banned 301 accounts that were clearly exploiting this, and they will remain banned until the end of the current league. Thankfully, the economic impact outside of the banned accounts is relatively small.


I dont trust your words about 'clearly exploiting' as you been dishonest before, so it wouldnt be your first time, as company.

The only people who should take responsibility about their fkups, is your own team, the whole, as seem you got some serious management issues out there and no one whos able to test internaly such 'features' and interaction between.

Git gud GGG and stop blaming players for your own mistakes.

Polski kanał globalny SSF
/global 966
less levers pog.
RUTHLESS
I love the change to rare monsters being visible (and hopefully bosses). They should always be visible at endgame! Love it.

I think my biggest complaint as a fairly casual player is that since I have already beat the campaign, doing it again with no perk feels like drudgery. I am regretting starting a new league.

My hope for the long term is that you add some sort of legacy system where getting a character to end game or 100 or fully ascended or hopefully some other thing that is challenge based makes my future plays of the game easier to get to the end game on a new character.

Character speed is the hardest to lose going from a fast room clearing character to needing to try. It is very slow paced which could be fine if I felt I was accomplishing something. If you are going to force us through the campaign again, I either need more variety or I need to feel like I am building towards something bigger.

I feel like the hideout system is very under utilized and hope to see that expanded to bring in your old character as npcs that have some sort of purpose in your current characters run. Somehow my previous characters need to impact my current run. Even in a new season/economy. This would make it so everything you ever do in the game has some value.

Doing the campaign again is rough.

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