Path of Exile 2

Path of Exile 2

.
.
Last edited by ⓀⒾⓦⒾ‰; Jan 26 @ 12:23pm
< >
Showing 1-15 of 15 comments
['w'] Jan 16 @ 11:18am 
And I'll take all the lubricious clowns and rewards, thank you.
Last edited by ['w']; Jan 16 @ 11:24am
Pervy Jan 16 @ 12:49pm 
Originally posted by ⓀⒾⓦⒾ‰:
Originally posted by Dr. Rockso:
https://www.pathofexile.com/forum/view-thread/3695606 for those against walls of text.

anyone with half a brain will ctrl+f to search any item or skill that would effect them
i guess thats not either of you
And they can't do that on the web browser?
Moriarty! Jan 16 @ 12:50pm 
armour 15% more effective....lol
Pervy Jan 16 @ 12:51pm 
Originally posted by Moriarty!:
armour 15% more effective....lol
You should listen to the vod, also they found a bug, where white mobs would do WAY WAY too much dmg. Hopefully that bug is fixd with this patch thats comming in less then 10 mins.
EvilHare Jan 16 @ 12:54pm 
Originally posted by Automaton 32:
Originally posted by Moriarty!:
armour 15% more effective....lol
You should listen to the vod, also they found a bug, where white mobs would do WAY WAY too much dmg. Hopefully that bug is fixd with this patch thats comming in less then 10 mins.
In situations where Armor is involved, yes. But they said the fix will not be till the new league update. They want to see where the synergy went wrong.
Pervy Jan 16 @ 12:56pm 
Originally posted by EvilHare:
Originally posted by Automaton 32:
You should listen to the vod, also they found a bug, where white mobs would do WAY WAY too much dmg. Hopefully that bug is fixd with this patch thats comming in less then 10 mins.
In situations where Armor is involved, yes. But they said the fix will not be till the new league update. They want to see where the synergy went wrong.
I'm aware of the rework, but i though they would alteast fix the white mobs.
Originally posted by ⓀⒾⓦⒾ‰:
Endgame Changes

Added 4 new Tower Map areas: Alpine Ridge, Bluff, Mesa, and Sinking Spire.
The Lost Towers Map area has also been revamped.
To address the problem of only having one attempt at the Arbiter of Ash Boss fight, you will now have up to six respawn attempts at this fight. Respawns can only be triggered by the person who put in the keys, and everyone in your party will be respawned at the same time. Leaving the Map still forfeits your attempt so you'll still need to fight the boss with the build you walked into the Map with. Higher difficulties of the Boss will lower the number of respawn attempts you receive. We'll be looking to add respawn attempts to other Pinnacle content over time.
The Arbiter of Ash can no longer be interrupted during his falling flame seed skill. His flaming gale skill can no longer be blocked.
The Arbiter of Ash Boss is now invulnerable for longer during its emergence and now takes significantly reduced damage while emerging.
The Arbiter of Ash is now way less likely to target minions when using his sword, which could prevent some of their skills being used.
Added checkpoints to Map areas.
Map areas now contain a minimum of 3 Rare Monsters.
Citadels can now appear closer to the Ziggurat Refuge.
Improved the visibility of Citadels on the Endgame Map.
Maps now display their Biome when hovered in the Atlas UI.
Added the new Overseer's Precursor Tablet, a currency item which can be placed in completed Towers to add Map Bosses to valid Maps in radius. These tablets drop from Map Bosses, and can roll exclusive modifiers that affect Map Bosses.
Map areas have been adjusted to have more distinct specialities for the content they contain. For example, one Map area might have more total number of monsters, while another is more likely to contain additional content such as Strongboxes, Essences or Shrines. Generally speaking, the more difficult a Map is to clear, or the smaller it is, the more axes it will specialise in. Here's an overview of changes we've made to give Maps more discernibility:
A number of Maps now spawn up to double the number of Chests, and twice as many minimum Magic or Rare Chests.
A number of Maps now contain up to double the number of Monsters.
A number of Maps now contain 50% more Magic Monsters.
A number of Maps now contain 50% more Rare Monsters.
A number of Maps now have a higher minimum number of Rare Monsters you will encounter.
A number of Maps now have a lower minimum number of Rare Monsters you will encounter.
A number of Maps now have 50% more chance to contain Essences.
A number of Maps now have 50% more chance to contain Strongboxes.
A number of Maps now have 50% more chance to contain Shrines.
Maps that are only exclusively found in Biomes containing Citadels now have 50% more chance to contain Essences, Strongboxes and Shrines.
Unclaimed Hideout Areas now have substantially more Magic Monsters, and fewer Rare Monsters.
Monsters in the Untainted Paradise have been breeding. Untainted Paradise now contains 100% more Monsters, of which spawn 100% more (thus quadruple) Magic and Rare Monsters.
Improved the highlightability/clickability of Shrines.
Reduced the damage scaling of Monsters in Simulacrum encounters with added Difficulty.
Adjusted the chance for Maps to contain Bosses, you should be encountering a Boss roughly every 1 in 4 Maps.
The chance for Map Bosses to drop a Waystone of the current tier or higher has been reduced to account for the increase in total number of Map Bosses.
The Radiant Waystones Atlas Notable Passive now provides +15% chance for Map Bosses to drop a Waystone of the current tier or higher (previously 25%).
The small Map Boss Waystone Chance Passives now provide +6% chance for Map Bosses to drop a Waystone of the current tier or higher (previously 10%).
The "I'm not afraid of you!" Delirium Atlas Passive Skill now grants "Delirium Bosses in your Maps drop 100% increased Simulacrum Splinters" (previously 50%).
Reduced the number of monsters and small chests from Breaches by 15%.
Increased the amount of Simulacrum Splinters found in Maps by 20%.
Added dedicated 2D art for Waystones that are instilled with layers of Delirium.
Crisis Fragments, Breachstones, Simulacrums, and An Audience with the King now have a more appropriate gold value to vendors.
Increased how far you can zoom out on the Endgame Map on keyboard and mouse input, to match the zoom level on controller input.


Skill Changes

Supercharged Slam now has "Each successive aftershock gains +0.5 metres to radius, up to 3 metres (previously uncapped).
Scavenged Plating now grants you stacks for a duration based on the enemy's rarity. Normal enemies grant 1 stack, Magic enemies grants 2 stacks, Rare enemies grant 5 stacks, and Unique enemies grant 10 stacks.
The Lightning Bolt Skill granted by the Choir of the Storm Unique Amulet has been renamed to Greater Lightning Bolt to differentiate it from the Skill granted by Staves. Triggered Greater Lightning Bolts are now unable to trigger a subsequent Greater Lightning Bolt if the first was a Critical Hit. Greater Lightning Bolt now deals roughly 3.5 times more base Lightning Damage compared to Lightning Bolt.
The Temporalis Unique Body Armour can no longer reduce the cooldown of a Skill to below 100ms.
Skills socketed in a Meta Gem's sockets can no longer gain energy.
Clarified Vine Arrow's description to explicitly state that it hits enemies on landing.
Removed the Aura tag from Pain Offering for consistency with other minion skills, as the skill does not directly create an Aura (the Aura is created by the summoned minion).


Monster Changes

Monsters now have increased Toughness per Essence modifier affecting them.
Added a small delay before monsters released from Essence Monoliths can use their skills.
Forsaken Miners now throw less grenades, which have also had their damage reduced and their visuals improved.
Rudja, the Dread Engineer's grenades now deal less damage in Cruel and Maps.
Reduced how far away Faridun Plaguebringers can use their Detonate Dead skill from. The telegraphing for this skill has been improved.
Reduced how far away Lost-men Zealots can use their Meteor skill from. The visuals of this skill have also been improved.
The Lightning Storm skill used by Lost-men Zealots should now always strike at the telegraphed marker, as opposed to somewhere random.
Filthy Crone no longer uses their Projectile Vomit skill point blank in front of you (because that's just rude), and now has a basic projectile attack.
Reduced the leap distance of Vile Vulture's Leap skill. The visuals of this skill have also been improved.
Reduced the axe throwing distance of Vaal Axemen.
Reduced the area of effect for Filthy First-born's on-death explosion. The visibility of the area of effect has also been improved.
The vomit skill used by Rotting Hulks and Bog Hulks now deal less damage, and can no longer be used point blank in front of you.
Adjusted the damaging area of The Bloated Miller's slam skills to more closely match the visual effects.
Adjusted the damaging area of Zalmarath, the Colossus' attacks to more closely match the visual effects.
Adjusted the player targeting behaviour for Zalmarath, the Colossus. Their arms are no longer targetable.
Adjusted the damaging area of Bahlak, the Sky Seer's Tornadoes to more closely match the visual effects. Tornadoes now push you slightly away when they appear, and now deal less damage when they first appear before ramping up.
Reduced how often Prowling Shades can use their invisibility skill.
Adjusted the frequency of some monsters such as Prowling Shades and Gelid Zealots.
Vaal Zealots are now less likely to repeatedly use their Eye of Winter skill.
Improved the visual effects of Fiery Zealots' Fire Storm skill.
Adjusted the damaging area of the Executioner's attacks to more closely match the visual effects. The telegraphing for his Guillotine Slam has also been improved.
Improved the visibility of Cultists Archers' skills. Their Toxic Rain skill also now deals less damage.
Jamanra, the Risen King's zombie skirt no longer spontaneously explodes on death.
Mighty Silverfist's Commando Roll skill now deals significantly less damage.
Reduced how often Azak Stalkers use their Slam skill.
Walking Goliaths no longer deal damage twice when they fall over. Their slam now deals more damage in the centre, and less around the edges.
Reduced the distance of which Urnwalkers in the Trial of the Sekhemas are able to initiate their skill. We've also fixed an issue where they were not dealing damage correctly, meaning they now deal more damage.
Slitherspitters no longer deal damage twice with their projectile attack. Their melee attack now deals Physical damage instead of Chaos.
The density of monsters in Utzaal has been reduced. Monsters contained in the area are now more likely to be of a weaker variety.
The density of monsters in Dreadnaught areas has been adjusted to result in less swarming encounters.
Improved the telegraphing for Azak Shamans' Detonate Dead skill.
Improved the telegraphing for the crystals left by Vaal Goliaths when they die.
Chaos Pustules in Ritual encounters have had their visuals improved.
The Impending Doom modifier in the Trial of Chaos now has more time before it explodes and has had its visuals improved.
Improved the telegraphing of the anchor drop from monsters affected by Essence of Torment.
Improved the visuals of the area of effect from monsters affected by Essence of Electricity. The time before the area of effect explodes has also been increased.
Volatile Plants are now much more noticeable both before and as they're about to explode.
Elemental explosions caused by minion death or those periodically cast by a Rare Monster have had their visual effects improved. The delay before these explode has also been increased.
The Aura from the "Prevents Recovery Above 50%" Monster modifier now has a visible radius.
Energy Shield modifiers on Monsters now provide far more sensible levels of Energy Shield.
The Shielding Monsters modifier has been reenabled in the Trial of Chaos.
DORK
EvilHare Jan 16 @ 1:11pm 
Originally posted by Automaton 32:
Originally posted by EvilHare:
In situations where Armor is involved, yes. But they said the fix will not be till the new league update. They want to see where the synergy went wrong.
I'm aware of the rework, but i though they would alteast fix the white mobs.
I am sure there is a reason. Possible the coding to fix it has to do with deeper coding than can be fixed with just a patch? They did give reasons why certain things were needed to be done as a reset.
There are simple way to fix it, like add global Damage reduction (like shield affixe) on armor pieces or skill tree. 15% is nothing less than a skill node.
wait so are we getting less waystone drops now?
or is the +15 an additional boost to the previous drop rate?

I have been playing as a merc and just got to tier 12 waystone challenges and have been having a hard time getting appropriate level waystones, so am I even more ♥♥♥♥♥♥ or is this extra?
Manage Jan 16 @ 1:24pm 
stop the cap
afx2 Jan 17 @ 8:29am 
"Skills socketed in a Meta Gem's sockets can no longer gain energy." what does it mean?
Originally posted by Lord Hotspur:
wait so are we getting less waystone drops now?
or is the +15 an additional boost to the previous drop rate?

I have been playing as a merc and just got to tier 12 waystone challenges and have been having a hard time getting appropriate level waystones, so am I even more ♥♥♥♥♥♥ or is this extra?
I tried this morning a couple of T15 and can confirm the drop rate as greatly increased (I'm using tablets and gold map with 200+) on my merc. I have +100% MF on my gear. Same with charm drops and uniques.
Last edited by Moriarty!; Jan 17 @ 8:52am
Originally posted by afx2:
"Skills socketed in a Meta Gem's sockets can no longer gain energy." what does it mean?

I too wonder that...
< >
Showing 1-15 of 15 comments
Per page: 1530 50

Date Posted: Jan 16 @ 11:06am
Posts: 15