Path of Exile

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I am sorry that I don't want to be forced to do a retarded weapon swapping if I want to play crossbow.
And merc starting position in passive tree is still absolutely ass.
 
We're back with a teaser for 3.28 less than a week before the reveal:

With the community's lore queen KittenCatNoodle being hired as a narrative designer by GGG, let's hope she can help turn this ship around somehow. And for another piece of good news from the reveal announcement post:
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Notice anything? That's right, Jonathan isn't gonna be on the reveal this time around for some reason. Interesting. Let's hope this means GGG stops forsaking POE 1 for POO2 (cope? I know).
 
Instead of a daily trickle of QoL updates, they've decided to drop all of them in a single video.

Also, Dreamcore noticed some things possibly missing from the currency exchange in the QoL teaser and here's some speculation about there being a shake-up towards atlas maps having tiers:
 
A fuckton to chew on this time. Here's the trailer:
And all of the things:
with the patch notes.

I don't even know where to start. We now have the better version of the Poo2 atlas where we can pick whatever layout we want and somehow, watchstone regions and astrolabes have made a return. Mirage seems to be a "double your map's mechanics" type of thing with extra juice. And T17's are gone.

Somehow, more things happened in this patch than Settlers, and that had a lot of changes.
 
A few cliffnotes and kneejerk thoughts. Spoilers are the relevant patch notes and reasoning.

The atlas is a forbidden lovechild between PoE1 and PoE2, taking the best from both.
  • Map items are no longer associated with a specific Map Area. As an example, instead of having a Tier 10 Mesa Map, you will now find a Tier 10 Map. To open a Mesa Map, you now locate and select Mesa on your Atlas, put in your Map item, and activate the Map Device.
  • That Mesa Map may drop a Tier 11 Map. You can then place this into your Map Device, which defaults to the last Map run, and either run Mesa again or choose a new Map Area to use it on.
  • All Unique Maps are now present on the Atlas, including some old favourites that are appearing for the first time.
  • You now gain 1 Atlas Skill Point per Unique Map completed on your Atlas, up to a maximum of 10. There are around 20 Unique Maps available, so you only need to complete the half you want (not looking at you, Hall of Grandmasters).
  • The remaining Atlas Skill Points have been moved to other places, and you can now get more total Atlas Skill Points than before.
There's a bunch of other stuff but I'm not interested in the minutia. My main concern is if they're going to nerf map drops preemptively to balance out access and way overdo it.
  • The following Map Modifiers can no longer roll:
    • Players and their Minions deal no Damage for 3 out of every 10 seconds.
    • Area contains Petrification Statues.
    • Players have reduced Action Speed for each time they've used a Skill Recently.
    • Players are Marked for Death after killing a Rare or Unique monster.
    • Rare and Unique Monsters remove Life, Mana and Energy Shield from Players or their Minions on Hit.
    • When a fifth Impale is inflicted on a Player, Impales are removed to Reflect their Physical Damage multiplied by their remaining Hits to that Player and their Allies within 1.8 metres.
    • Area has patches of Awakeners' Desolation.
    • Player Skills which Throw Traps throw fewer Traps.
    • Players' Minions have less Movement/Attack/Cast Speed.
    • Damage Players' Totems take from Hits is taken from their Summoner's Life instead.
  • Drowning Orbs no longer move towards players if there are no other enemies in range of the player.
And good fucking riddance. Searing Exarch Runes next?
  • Tier 17 Maps have undergone significant changes, and are now Nightmare Maps.
  • Completing each Nightmare Map now awards 1 Atlas Skill Points (5 total).
  • Slightly increased the reward values of Originator-influenced and Nightmare Map modifiers that granted Increased Pack Size or Item Rarity.
  • Slightly reduced the reward values of Originator-influenced and Nightmare Map modifiers that granted More Currency, Maps or Scarabs.
I may blind or stupid, but they've been changed to be T16, I just can't find it in the patch notes. They still exist as the way to get Uber Boss fragments, but this is a nerf to i84 base access. I'm torn on this. I'd prefer they remove T17 maps completely. Even if they've removed most of the worst mods. This kind of feels like them sweeping the problem under the rug and hoping no one notices the rotting corpse still poking out under the rug.
Not gonna quote stuff on this one, just check the patch notes, but I'm mad. Keepers was trash and ruined one of the remaining good mechanics, and Harbingers is a chill mechanic I love to farm. They did make Keepers less trash, but it's still Bad Breach. They plan to rework Harbinger and "do it properly", but I don't know why they couldn't have just left it in the game until it's time to shoot the Blue Man Group in the head.
  • All sources of reduced Reflected Damage Taken have been replaced with a percentage of Damage cannot be Reflected. Some legacy items will still have the old stats however.
Assassin
  • The Opportunistic Notable now provides Damage cannot be Reflected (previously Damage from your Critical Strikes cannot be Reflected).
Ascendant
  • The Assassin Notable now provides Damage Cannot be Reflected (previously Damage from your Critical Strikes cannot be Reflected).
  • Added a new Protection Mastery that provides 50% of Damage from your Hits cannot be Reflected (replacing the Mastery that granted 65% reduced effect of Wither on You).
  • The Sibyl's Lament Unique Ring now grants 100% of Elemental Hit Damage from you and your Minions cannot be Reflected in the Left Ring Slot (previously 80%), and 100% of Physical Hit Damage from you and your Minions cannot be Reflected in the Right Ring Slot (previously 80%) Existing items can be updated to the new values with a Divine Orb.
  • Essence of Insanity on Rings now grants 60% of Hit Damage from you and your Minions cannot be Reflected (previously 40%).
  • Synthesis Implicits on Rings and Quivers now grant up to 30% of Damage from your Hits cannot be Reflected (previously 15%).
  • Influenced Modifiers on Rings now grant up to 75% of Elemental or Physical Hit Damage from you and your Minions cannot be Reflected (previously 55%).
  • Watcher's Eye Modifiers now grant up to 75% of Damage from your Hits cannot be Reflected, for specific Damage types, while affected by Specific Auras (previously 50%).
Sourced of increased damage taken no longer causes you to lose reflect immunity, thank god. 100% is also a lot more accessible.
  • Viper Strike of the Mamba: Now has 30% less Attack Speed if Dual Wielding and Each Weapon Hits separately if Dual Wielding, dealing 20% less Damage (matching regular Viper Strike). It also now has Cannot inflict multiple Poisons in the same Hit.
  • The Low Tolerance Cluster Jewel Notable now has Poisons you inflict on non-Poisoned Enemies deal 200% increased Damage (previously 300%).
  • Foulborn The Embalmer can no longer roll on Killing a Poisoned Enemy, nearby Enemies are Poisoned.
They absolutely gutted the base skill so it's no longer just better Dual Strike for elemental builds, and the scaling has been completely destroyed for poison builds. The extra tap of nerfing Foulborn Embalmer means anyone who still wants to play it is forced to play Pathfinder until they can afford Bino's Kitchen Knife.
  • The Bloodnotch Unique Jewel now has 20-30% of Damage taken from Stunning Hits is Recovered as Life (previously 40-60%).
  • The Hinekora, Death's Fury Notable now has Enemies you or your Totems Kill have 10% chance to Explode (from 5), dealing 250% of their maximum Life as Fire Damage (from 500).
  • The Defiled Forces Notable Passive no longer refreshes the Duration of Ignite on Enemies you Curse, and instead has Curse Skills have 15% increased Cast Speed.
I haven't done the math, but it may be impossible to get 100% damage recovered as life now. They also absolutely destroyed its single target damage, which is the part it struggles with the most, by halving the Hinekora explosions, and making you no longer able to extend ignites indefinitely by cursing enemies.
  • The Liege of the Primordial Notable no longer has 50% increased Effect of Buffs granted by your Golems.
  • The Primordial Bond Cluster Jewel Notable now has 20% increased Effect of Buffs granted by your Golems (previously 40%).
Pretty huge nerf. I didn't play the build so I don't know how bad it is in practice now.
  • Autoexertion now has a Mana Reservation of 20% (previously 15%).
  • Overexertion now grants Supported Attacks deal 7-10% more Damage for each Warcry Exerting them (previously 12-18%), and Supported Attacks deal 10-14% more Damage if Exerted (previously 10% at all gem levels). No longer displays as supporting Triggered Attack skills which cannot be Exerted, such as Shockwave Support.
  • Earthshatter: Now has an Effectiveness of Added Damage of 158%-329% at gem levels 1-20 (previously 171%-393%).
Plus gambling nerfs, nerfs to Kingsmarch, and nerfs to the giving tree, slammers are gonna be in a rougher spot. Probably still playable, but will be harder to scale them and harder to league start them without the game just giving you good weapons.
  • Intelligence now inherently grants 1% increased Maximum Energy Shield per 10 Intelligence (previously per 5 Intelligence).
  • Foulborn Hand of Thought and Motion now has 3% increased Accuracy Rating per 25 Intelligence (previously 5% increased Accuracy Rating).
  • The Evasion and Energy Shield Mastery now has 1% increased Evasion Rating per 10 Intelligence (previously per 5 Intelligence).
  • The Shaper's Touch Unique Gloves now have +2 Accuracy Rating per 2 Intelligence (previously +4). Existing items can be made worse with a Divine Orb.
  • Energy Blade: Quality now provides Buff grants 0-10% increased Attack Speed (replacing Buff grants 0-5% more Maximum Energy Shield).
  • Foulborn Ghostwrithe has your Maximum Energy Shield is equal to 40% of your Maximum Life (previously 50%).
I may have missed things or forgotten stuff mentioned in the Q&A. For the most part, it's reasonably minor nerfs that add up to being fairly impactful. Foulborn Ghostwrithe is a life stacker nerf, not an int stacker nerf, but I'm just including it because this is the best place I can think to include it. That one is a deserved nerf for sure, as fun as it is.
  • Portal: No longer has its casting interrupted by self-damage.
For the uninitiated. Zero bitrate demonstration at 2:25
The build used sources of self damage when casting skills, with Portal's instant cast ignition and canceling when you take damage, to spam out self damage ticks and trigger a shitload of CWDT setups.
  • Currency Items now account for a significantly larger portion of dropped items. This change is to allow currency rewards from slaying of enemies to be more competitive with other sources of it in the game.
  • This change does not affect the number of Scrolls of Wisdom or Portal Scrolls that drop. Non-Unique Equipment items are approximately 6% less common as a result of this change. These changes do not affect Ruthless.
  • Relative rarities of several currencies have been adjusted. Most notably, Exalted and Regal Orbs will now be comparatively more common.
During the Q&A at 8:08, Mark said they will "effectively be doubling all the currency [...] from core drops, not windows, not tile loot." Not sure what the actual impact will be in practice, since GGG has a bad history with misevaluating the impact of core drops vs league drops, but I'm going to try to be optimistic.

I think that's it for my thoughts.

I'll probably be league starting a melee juggernaut for shits and giggles, and later respec into a strength stacker chaos berserker. Hopefully with the hits to Int stacking, a bunch of streamers don't jump back on strength stacking and make everything overpriced again.
 
Now that the new gems' info is out and there are hopefully no more surprises, what are you guys planning to start this league, I think I'm done trying to home brew builds and will try to follow a guide this time, I'm thinking of starting either bleed eviscerate glad or static strike slayer(?).

That being said I will eventually try to make the new holy shield skills work, but probably not so early into the league.
 
what are you guys planning to start this league
Even though I've played the original Ice Nova of Frostbolts manastacker already, I kinda wanna play the Frostmage Guardian version of Shock Nova of Procession. I've been debating whether to start with the meta Kinetic Fusillade totems or the Archmage Hiero version of the same Shock Nova skill. I've decided to go with the Archmage Hiero Shock Nova to minimize respeccing and switching gear. Guide by Goratha here:
 
Even though I've played the original Ice Nova of Frostbolts manastacker already, I kinda wanna play the Frostmage Guardian version of Shock Nova of Procession. I've been debating whether to start with the meta Kinetic Fusillade totems or the Archmage Hiero version of the same Shock Nova skill. I've decided to go with the Archmage Hiero Shock Nova to minimize respeccing and switching gear. Guide by Goratha here:
https://youtube.com/watch?v=6vyNa69RjUs
I think I might have to play that myself. Looks good on paper, for a league starter. Goratha also is 100% not a bait build maker, I've played multiple things from him in the past and had a good time on all of them.
 
I think I might have to play that myself. Looks good on paper, for a league starter. Goratha also is 100% not a bait build maker, I've played multiple things from him in the past and had a good time on all of them.
Yeah, if he can make Chalupa monk in Poo2 work, he can make anything work. He was new-ish on the buildmaker scene when he became the architect of that Ice Nova of Frostbolts build back in Affliction too.
 
Looks like Viper Strike of the Mamba has had two of its nerfs reversed. Low Tolerance has been unnerfed back up to 300%, and you strike with both weapons again. So the nerfs to Viper Strike of the Mamba are modest but nowhere near as bad as they looked at first.

Now that the new gems' info is out and there are hopefully no more surprises, what are you guys planning to start this league, I think I'm done trying to home brew builds and will try to follow a guide this time, I'm thinking of starting either bleed eviscerate glad or static strike slayer(?).

That being said I will eventually try to make the new holy shield skills work, but probably not so early into the league.
Juggernaut. Gonna go RF Chieftain for a chill campaign and early maps, then respec after 4 stones into a Reave Juggernaut and slowly transition into strength stacker. I just wanna play something different for a change after so many leagues of going Templar, Shadow, or Ranger.
 
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