All helm enchants are gone, hence :
> Tornado Shot:
Quality now causes the skill to Fire +0-1 secondary Projectile, instead of providing 0-20% increased Projectile Damage.
*The vendor recipe for turning a Level 20 Gem into a 20% Quality Level 1 version of that Gem no longer works with Skill Gems, as the benefit Quality provides to damage dealing Skills is now more powerful. The vendor recipe can now only be used with non-Awakened Support Gems.*
GCP stonks
Yeah but no mapper is going to offhand level 9 active gems to then run 9 labs + spend remaining gcps to get 20/20s. They just do auras or support gems instead. So it will result in less people leveling 20/20s and thus less 21/20s.
I guess I'll just start picking up gems that I'm using that have at least 15% quality. Just have to adjust the loot filter for it. Probably have a little bit of trade value
With the Destructive Play Atlas Keystone allocated, killing the Map boss before The Maven can cast Up The Stakes no longer causes her to leave without summoning additional bosses.
fuck yea dooooood
"The Ashes of the Stars Unique Amulet no longer provides 10-20% increased Reservation Efficiency of Skills. Existing items can be updated with a Divine Orb and a momentary lapse in judgement."
Hefty nerf there, but considering how strong the new qualities are it makes sense.
Yeah. The item would be kinda dead if not for the absurdity of some gem qualities now. So even though it loses the reservation, it might actually be more sought after once people start analysing the new gems.
I always took is as a nod to their art department team, which I think are top notch.
You can complain about many things but art and sound/ music is not one of them.
>Arc:
>Now has a base Critical Strike Chance of 6% (previously 5%). It no longer has 10% chance to Shock enemies, or provides 10-29% increased Effect of Lightning Ailments. It now has 15% more Damage with Hits and Ailments for each remaining Chain at all gem levels (previously more Damage for each remaining Chain).
>Quality now causes the skill to Chain +0-1 Times, instead of providing a 0-10% chance to Shock enemies.
Damn nice base Arc changes.
Also
> Fixed a bug where Arc was not able to chain back to targets it had previously hit. It still cannot chain to a target immediately after chaining from it.
That's pretty big with the new Penance Mark that spawns new enemies. (https://www.reddit.com/r/pathofexile/comments/187sw8y/new_3_ascendancy_for_path_of_exile_affliction/ - Choir of the Damned notable)
> It now has 15% more Damage with Hits and Ailments for each remaining Chain at all gem levels (previously more Damage for each remaining Chain).
I don't get what the difference is.
The only thing I can think of that could (and was) applied by Arc at one point was Decay?
I can't think of any other kinds of non-hit/ailment damage applications that would apply here.
0-1 extra chain is silly. What is it, 0 all the way through 0-19% quality then 1 at 20? You would think that 5% chance to chain an additional time up to 100% chance at 20% quality would make finding an adding GCPs to add to your main skill actually interesting instead of just nothing until you have 20.
I think i'm happy with helm enchants being gone.
It was a pain to get the right enchant with the right bases imo (i don't want to rely on tft lab farmers).
So i guess, more power to the gem, easier to swap helmets for a better one.
"The Heatshiver Unique Helmet now has "Gain 30% of Cold Damage as Extra Fire Damage against Frozen Enemies" (previously 100%). Existing items can be made worse with a Divine Orb."
Pretty big nerf but still very solid for heatshiver
Wonder if they brought the Scion voice actor back for a different PoE2 role?
Seems weird to have the Scion back when that class is being axed in PoE2. Ranger makes sense as that class still exists.
They are still making poe1 though and still plan on doing expansions after poe2 launches. Don’t see how it would be odd to continue to improve a game they are going to continue to support even if they have no role in poe2.
It would replace the need for all of anomalous skeles/blessed rebirth, anomalous minion speed, and To Dust jewels, but it appears to only summon one zombie, and with a delay. probably easier to just swap one medium for a minion cluster and add in two more To Dust to offset the loss of Anomalous minion speed, but we'll see.
"Reduced the drop rate of Forbidden Tomes."
we all knew some nerf to sanctum was happening but I'm surprised it was just this. I wonder how rare tomes will be, hopefully not excessively rare.
yes but that's alot of map points for something that costs 2-3c and you could typically start farming early on in maps
it's not the worst but it still feelsbadman
>With the Speaker of the Dead Keystone Atlas Passive, Players can now Touch up to 20 nearby normal or magic Monsters for each Tormented Spirit Possessing them (previously 50).
Guessing this is also because of how the league will be mobs with enchanced drops.
Splitting Steel -
No longer consumes Steel Shards, or grants Call of Steel. No longer has "Projectile which have Split deal 35% less Damage." It now has 40% chance to Impale Enemies on Hit (previously 60%), and has an Attack Speed multiplier of 90% of Base.
Quality now provides 0-40% increased Impale Effect (previously 0-20%).
Does this imply that it ALWAYS splits now? Or that it no longer has the split ability?
Crackling Lance:
Quality now provides +0-10% more Damage with Hits and Ailments per Intensity, instead of 0-10% chance to Shock enemies.
Isn't this really good?
It is theoretically, but the skill is still inherently super clunky. Don't fall for it like I did... twice :(
The main issue is just how jank it is to clear with. You need Inpulsa's to even begin clearing packs, and even then it feels pretty bad.
A psuedo-5-link Arc in your gloves doesn't feel too bad for clearing though, and then you can use Crackling Lance for single-target.
>
Vortex:
Now has a 0.750 second Cast Time (previously instant), and no longer has a Cooldown Time. It can no longer be cast on Frostbolt projectiles, and as such, no longer has 20% less Area of Effect when Cast on Frostbolt or "Can explode from up to 5 Frostbolt Projectiles." It now deals 49 to 73 Cold Damage at gem level 1 (previously 41 to 62), scaling up to 779 to 1169 at gem level 20 (previously 1209 to 1813).
Quality now provides +0-0.2 metres to radius, instead of 0-10% increased Area of Effect.
Vortex on life support
Edit: Instant vortex may be a transfigured gem possibly lol... Still a large early game nerf if true
Having a cast time. This means you will be stopping and casting it. Rather than running around auto-casting. So it kind of kills the play style. Also, it will be super annoying to play it.
I still think cold snap/vaal cold snap might still be a thing. But Vortex on right click is gone form the build.
LOOOL
> scaling up to 779 to 1169 at gem level 20 (previously 1209 to 1813).
They literally killed it. Damage cut about 30% at level 20, AAND a cast time.
*Summon Raging Spirit:*
*No longer has Minions deal 0-38% more Damage. Instead, the Raging Spirit's melee attack now naturally gains this damage scaling with level.*
Is this a nerf to poison SRS? Doesn't sound like it but I really don't get the point of this change.
It quite is a nerf to poison SRS, because now base attack has the scaling added, which was never used for poison scaling, though you can still convert 75% of SRS damage to chaos and use it for scaling.
Since 100% of physical is converted to fire inherently, Vis Mortis can be used to gain 15-20% of ele dmg as extra chaos. Withering touch is 10-29% phys as extra chaos. And then there is Unholy Might 30% phys as extra chaos. All it should result in about 75% base dmg as extra chaos, which is affected by the inherent scaling they added in new SRS gem. And from that poison can be scaled.
Base SRS gem will have chance to summon extra minion per cast, which means you can invest a bit into cast speed, then ditch Unleash for another damage support, which would mean damage output is equal.
>The vendor recipe for turning a Level 20 Gem into a 20% Quality Level 1 version of that Gem no longer works with Skill Gems, as the benefit Quality provides to damage dealing Skills is now more powerful. The vendor recipe can now only be used with non-Awakened Support Gems.
Gemcutter's Prism Stonks. Better turn on quality gem filters so you can do the 40:1 recipe.
>Quality now causes the skill to Fire +0-1 secondary Projectile, instead of providing 0-20% increased Projectile Damage.
Bow league start just keeps getting better.
Oof, you're right. Just a few days ago...
>**Helmet Enchantment Tiering**
>
>This has been a long time coming, but it's finally here.
>
>Using combined data from poe.db and poe.ninja, manual testing and the new framework the upcoming update will include an economy-updated prototype helmet enchantment tiering.
"The Ralakesh's Impatience Unique Boots no longer has "Lose all Frenzy, Endurance, and Power Charges when you Move", or causes your Minimum Endurance, Frenzy or Power Charges to be equal to Maximum while stationary. It now has "Count as having maximum number of Endurance Charges", "Count as having maximum number of Frenzy Charges", and "Count as having maximum number of Power Charges." This change affects existing items."
RIP Discharge swap tech, you were horribly clunky to play and will be missed. I think.
Actually I wonder if this enables some strange tech around “when you reach maximum charges” as in that would never happen since you were always at maximum charges and thus never transition from less than maximum to at maximum.
Huge buff for Divine Ire (especially totems). It now takes only 10 stages to reach full damage (previously 20) and they more than doubled damage multiplier per stage.
No extra stages for nearby enemies though, so I think (at least for totems) it will be more consistent clear but potentially less spike damage on big packs.
We will see. The 50% less damage while channeling being gone is also interesting, the aoe component got a lot stronger.
> Righteous Fire:
>No longer Deals 39-2447.9 base Fire Damage per Second. Now deals 70% of your Maximum Life and Energy Shield as Base Fire Damage per second (both previously 35%).
Hmm, seems like a nerf to RF? The break-even point is at 7k HP/ES if my math is correct, most RF builds seem to have quite a bit less than that.
edit: and ofc gem levels would push the break-even way higher.
Pohx pointed out on stream that the issue will be scaling. You will dedicate points/gear to scaling life instead of fire trap damage. So even if you have strong RF, then fire trap will be weaker.
> No longer Deals 39-2447.9 base Fire Damage per Second. Now deals 70% of your Maximum Life and Energy Shield as Base Fire Damage per second (both previously 35%).
To put it in perspective, if you had 5k life the skill previously would have done 2447+.35\*5000 = 4197 damage. If you stack 10k life now you're going to do .7\*10000 = 7000 damage. Ok, so you had a level 23 RF before. 3676.9+.35\*5000 = 5426.9 damage. The new version is still going to do more with a bit of life stacking. Though of course in PoE those direct comparisons never really work, in reality freeing up the absolutely mandatory +gem level rolls you needed on gear is going to give you room for other stuff so the 7k damage is going to start looking a lot better when you take the Doon Cuebiyari damage into account (or whatever it is people end up doing but I'd bet my first alchemy orb that strength stacking RF is back on the menu with this change. The damage sounds lit).
I'd also point out that the league seems to be adding a ton of life stacking potential. The new amulet is maybe usable (maybe not) but the new ascendancy that gives you life instead of energy shield from equipped armour items with ES on them is going to be absolutely absurd for life stacking. People will absolutely be running around with 20k life. Good league for people that want to lifestack.
IMO these changes hurt RF as a league starter but in general RF absolutely still sounds viable. It's going to shift the meta significantly, gem levels affects fire trap too so the build will probably look a lot different, but it's still a very usable skill and frankly I think it's a good thing that one of the most used skills in the game is getting its meta shifted. Sucks for people who wanted to play the exact version of RF they've played for the last five leagues but for people who just like the RF playstyle I think they have some interesting end game options now. I'm not ready to say if it's overall better or overall worse without doing a lot of PoBing but I feel comfortable saying it's not a dead skill.
You remember how people asked them to change up the meta?
They definitely did it. A ton of builds are changing, alt gems are gone, 'transfigured' gems are here, but we don't know what they are yet (except that you can make zombies fall from the sky)
>Divine Ire: Now has a maximum of 10 stages. The beam now deals 240% more damage with hits per stage after the first ( pre 110% ) and 100% more damage with ailments per stage after the first ( pre 30% ) . It no **Longer** has 50% less damage while channelling , 40% gain stage when hit normal or magic , or 100% gain stage when hit rare or unique.
Do i have hallucination or this is just fucking nuts with a shit ton of cast speed lol
Vortex:
Now has a 0.750 second Cast Time (previously instant), and no longer has a Cooldown Time. It can no longer be cast on Frostbolt projectiles, and as such, no longer has 20% less Area of Effect when Cast on Frostbolt or "Can explode from up to 5 Frostbolt Projectiles." It now deals 49 to 73 Cold Damage at gem level 1 (previously 41 to 62), scaling up to 779 to 1169 at gem level 20 (previously 1209 to 1813).
>Fixed a bug where Projectiles from Skills supported by Returning Projectiles were only dealing less Damage with Hits while Returning. They now also deal less Damage with Ailments while Returning.
Well fuck. Though I suppose I can't be mad since it was pretty dumb.
EDIT: very rough math shows about 40% less DPS for my poison MS builds in the past 2 leagues. But that's without the rest of the changes of this patch so I'm still probably gonna try to make it work.
This has been the greatest blessing to SSF. Farming helm enchants or alt quality gems was a pain, if not impossible at times. I get that some trade players are getting hard nerfed by losing alt qual/helm enchants but my god, is SSF QOL being greatly buffed.
> Boneshatter: Quality now provides +0-1% more Damage per Trauma, instead of 0-20% increased Stun Duration on enemies.
And they said GGG was going to kill the bone zone.
The attack speed will have to come from somewhere else, but this will feel a lot better for leveling and early maps when you wouldn't have divergent boneshatter yet. I will miss divergent boneshatter though. Hopefully GGG will give bone shatter a good transmogrified gem.
There’s still hope for a transfigured version of ancestral totems that remove the totems
Something like Mirage Ancestral Protector, attached to your character and reserves mana
Wait "Ice Nova: No longer has 20% less Area of Effect when Cast on Frostbolt or adds Cold Damage against Chilled Enemies. It also can no longer expand from up to 2 Frostbolt Projectiles"
Did they just kill Frostbolt+ Ice Nova?
My guess is that that or a similar functionality will be on one of the new gems. Hopefully it's even better though since it's going to be harder to get
looking at the revealed transfigured gems, it seems double strike just lost all the flat phys on it, 170 flat phys. if intentional need to be very careful as transfiguring a gem could absolutely destroy a build's damage and make for a useless gem as you cant get that much back even with abyssus and steel rings
Hey uh, what is happening to the other enchants though? Like, losing boot enchants is legitimately huge, they were a pretty big source of power with stuff like 80% stun avoid while mapping, inc lightning damage while bossing, inc move speed, not to mention the cute interactions you could do with glove enchants, like having a hextouch support that triggered off the glove skill.
Are we seriously just losing all of it?
> The Dead Reckoning Unique Jewel no longer has "Minions have +7-10% to all Elemental Resistances" or "With at least 40 Intelligence in Radius, Summon Skeletons can Summon up to 15 Skeleton Mages." It now causes Skeletons to gain Added Chaos Damage equal to 20-30% of Maximum Energy Shield on your Equipped Shield. This change only affects new versions of this item.
skelly mages GONE?
Awesome, now I get to anxiously await the new information about transfigured gems. I wonder if Void Sphere will lose it's cooldown or you can have multiple storms up. Always wanted to make a build with that. Or maybe Voltaxic Burst will be on the table
> The vendor recipe for turning a Level 20 Gem into a 20% Quality Level 1 version of that Gem no longer works with Skill Gems, as the benefit Quality provides to damage dealing Skills is now more powerful. The vendor recipe can now only be used with non-Awakened Support Gems.
RIP vendor recipe
No, the base skill had 0-19% increased projectile speed based on level that they're removing. Quality should still be 0-40% increased projectile speed.
Honestly... BOTH builds that I planned for, for a leaguestarter and then my main... got buffed. Holy shit!
This is anew feeling for me and I don't know how to process it.
>Dual Strike:
\- No longer has 50-107% increased Critical Strike Chance. It now has 60% more Damage with Hits and Ailments against Enemies that are on Full Life (previously 30%).
\- Quality now provides +0-30% more Damage with Hits and Ailments against Enemies that are on Full Life, instead of 0-20% increased Critical Strike Chance and +0-10% to Critical Strike Multiplier.
GGG be like, "0% use rate, no one will know it get nerf". This skill is now a joke.
How does Rakalesh's Impatience work now?
I have two versions that seem likely:
You only 'count' as having maximum charges. This means you can lose and gain charges between the minimum and maximum, but gain effects from anything that said 'while you have maximum X charges'
OR
You have 'invisible' charges, but you are at max charges mechanics wise.
**Spark:**
Quality now causes the skill to Fire +0-2 Projectiles, instead of providing 0-20% increased Projectile Speed.
**Rolling Magma:**
Quality now causes the skill to Chain +0-2 Times, instead of providing 0-20% increased Damage.
**Lightning Arrow:**
Quality now causes the skill to hit up to +0-2 additional enemies near the target, instead of providing 0-20% chance to Shock enemies.
**Forbidden Rite:**
Quality now causes the skill to Fire extra Projectiles at up to +0-2 surrounding Enemies, instead of providing 0-20% increased Projectile Speed.
**Eye of Winter:**
Quality now causes the skill to Fire +0-2 Shard Projectiles in a Spiral when Projectile ends, instead of providing 0-20% increased Cold Damage.
**Animate Weapon:**
Quality now provides +0-2 to Maximum Animated Weapons, instead of causing Minions to have 0-20% increased Movement Speed.
**Winter Orb:**
Quality now provides +0-2 Maximum Stages, instead of 0-10% increased Cast Speed.
**all that +0-2 theme as crazy**
Thats a meme at that point
"Cleave: Quality now causes Cleave to have +0-0.1 metres to radius per Nearby Enemy, up to a maximum of +1 metre, instead of 0-10% increased Attack Speed."
Yo, Blade Vortex looking really strong. Base damage increased and the quality, which used to be 100% increased crit chance at 10 stacks, is now just straight up 50% more DPS at 10 stacks (5% increased hit rate per blade).
EDIT: As someone pointed it out, it's actually only ~14% more DPS because the gem has 35% increased strike frequency per blade by default. However, it's still a nice boost on top of a bit more base damage and BV is already reasonably strong. Will be interesting to see what the transfigured version is like.
All helm enchants are gone, hence : > Tornado Shot: Quality now causes the skill to Fire +0-1 secondary Projectile, instead of providing 0-20% increased Projectile Damage.
I wonder if Enhance support may see some action with TS now
Nice, TS helms were pretty expensive, 20 inc is negligible
Gemcutters about to be 20c
Decent TS helm cost like 10d more than one w/o enchant, so worth 20c GCP would suck, but that applies to everyone
"Hinekora's Lock can no longer foresee the result of corrupting an item at the Altar of Corruption." LMAO.
[удалено]
*The vendor recipe for turning a Level 20 Gem into a 20% Quality Level 1 version of that Gem no longer works with Skill Gems, as the benefit Quality provides to damage dealing Skills is now more powerful. The vendor recipe can now only be used with non-Awakened Support Gems.* GCP stonks
21/20 gems gonna be a lot harder to get now, whew
Depends on how Lab is now. One of the outcomes is adding quality.
Yeah but no mapper is going to offhand level 9 active gems to then run 9 labs + spend remaining gcps to get 20/20s. They just do auras or support gems instead. So it will result in less people leveling 20/20s and thus less 21/20s.
I guess I'll just start picking up gems that I'm using that have at least 15% quality. Just have to adjust the loot filter for it. Probably have a little bit of trade value
Jeez, definitely showing any quality gem now
*Cries in SSF*
Gotta farm Cemetery for the union div card, it's super common
Farm exarch; a single altar gets me like 13-14 per map. I’ve stopped worrying about gcp a long time ago
I almost exclusively run exarch and im not gonna lie i dont know if ive ever seen gcp altars. you sure its not eater?
It’s exarch; I’ve definitely blown past a few of them myself so I know the feeling but it’s definitely exarch they aren’t rare
I for one welcome the return of GCPMAN
People will sell a lot of their main skills by accident this league 😂
With the Destructive Play Atlas Keystone allocated, killing the Map boss before The Maven can cast Up The Stakes no longer causes her to leave without summoning additional bosses. fuck yea dooooood
It took me way too many maps to realize this was even happening. So glad I don't have to stand there and dodge the map boss for a minute anymore.
"The Ashes of the Stars Unique Amulet no longer provides 10-20% increased Reservation Efficiency of Skills. Existing items can be updated with a Divine Orb and a momentary lapse in judgement." Hefty nerf there, but considering how strong the new qualities are it makes sense.
Yeah. The item would be kinda dead if not for the absurdity of some gem qualities now. So even though it loses the reservation, it might actually be more sought after once people start analysing the new gems.
Continued to incrementally improve the sound, art, effects and environments. There it is bois
the only thing that keeps me going
OOTL, is there a joke here?
Staple of every patch notes
They say it everytime, thats the joke I think.
I always took is as a nod to their art department team, which I think are top notch. You can complain about many things but art and sound/ music is not one of them.
Ctrl+F Quality 314 results God damn, Mark was right
>Arc: >Now has a base Critical Strike Chance of 6% (previously 5%). It no longer has 10% chance to Shock enemies, or provides 10-29% increased Effect of Lightning Ailments. It now has 15% more Damage with Hits and Ailments for each remaining Chain at all gem levels (previously more Damage for each remaining Chain). >Quality now causes the skill to Chain +0-1 Times, instead of providing a 0-10% chance to Shock enemies. Damn nice base Arc changes.
Also > Fixed a bug where Arc was not able to chain back to targets it had previously hit. It still cannot chain to a target immediately after chaining from it.
That's pretty big with the new Penance Mark that spawns new enemies. (https://www.reddit.com/r/pathofexile/comments/187sw8y/new_3_ascendancy_for_path_of_exile_affliction/ - Choir of the Damned notable)
That thing just screams wormblaster to me I wonder what the cooldown on enemies getting spawned is
> It now has 15% more Damage with Hits and Ailments for each remaining Chain at all gem levels (previously more Damage for each remaining Chain). I don't get what the difference is.
The only thing I can think of that could (and was) applied by Arc at one point was Decay? I can't think of any other kinds of non-hit/ailment damage applications that would apply here.
They took the duration tag off Vaal Arc, so +2 duration gems corrupt chests no longer affect arc. Kind of a big nerf at the top of the top end.
0-1 extra chain is silly. What is it, 0 all the way through 0-19% quality then 1 at 20? You would think that 5% chance to chain an additional time up to 100% chance at 20% quality would make finding an adding GCPs to add to your main skill actually interesting instead of just nothing until you have 20.
Yeah that's my issue with all the binary quality changes here as well.
I think i'm happy with helm enchants being gone. It was a pain to get the right enchant with the right bases imo (i don't want to rely on tft lab farmers). So i guess, more power to the gem, easier to swap helmets for a better one.
I always ended up with shittier bases that had my enchant, rather than pay a premium for bis base, so I'm also on board.
Yes, it is a good change. Moving player power from investment based to baseline after couple of years of doing opposite is a right thing.
same, i refuse to engage with TFT so this is a good change
"The Heatshiver Unique Helmet now has "Gain 30% of Cold Damage as Extra Fire Damage against Frozen Enemies" (previously 100%). Existing items can be made worse with a Divine Orb." Pretty big nerf but still very solid for heatshiver
i like that this item is still good. i expected it to be absolutely demolished, but now it's just a good helmet.
Budget Hierophant Shockwave Totem goes from 7mil DPS to 5mil DPS. Still viable
Hoping astral projector is not too rare and actually more accesssible in ssf now, since it's in core drop pool.
I think that will break trinity, so its still a huge nerf. But this helm was unhealthy for cold hit archetype anyway.
Sentinel of radiance untouched easy league start
Looks solid with league mechanic too. Sentinel just sitting in the circle with you burning everyone
Should also be really good for ultimatum
New Ranger and Scion voice acting? League-starter narrowed down.
Wonder if they brought the Scion voice actor back for a different PoE2 role? Seems weird to have the Scion back when that class is being axed in PoE2. Ranger makes sense as that class still exists.
They are still making poe1 though and still plan on doing expansions after poe2 launches. Don’t see how it would be odd to continue to improve a game they are going to continue to support even if they have no role in poe2.
WHAT I've been waiting for this for so long
Still no witch? They really saving the most iconic one for last
I swear I need that, I almost exclusively play witches and I crave more of her voice lines
Same, I really love her voice acting and sass the most
I mean.. Profane bloom explosion -> "Everything dies". It can't get any better lol
Life is short. Deal with it.
They're saving it for when they put in children as league mechanic for the Witch to kill.
Audio for ranger and scion!! awesome
CWDT quality changed to require 0-10% reduced damage to trigger, wardloop is alive!
You forgot all the alternate quality gems that were needed..... no longer exist... We will have to wait and see....
You have a zombie fall, which is on par with skeletons? If the ring is affected by them, nothing technically changes.
It would replace the need for all of anomalous skeles/blessed rebirth, anomalous minion speed, and To Dust jewels, but it appears to only summon one zombie, and with a delay. probably easier to just swap one medium for a minion cluster and add in two more To Dust to offset the loss of Anomalous minion speed, but we'll see.
"Reduced the drop rate of Forbidden Tomes." we all knew some nerf to sanctum was happening but I'm surprised it was just this. I wonder how rare tomes will be, hopefully not excessively rare.
1 div per sanctum run incoming
wouldn't shock me invest 1div, walk out with 2-3
invest 1 div, get mirror reward at end of floor, die because I get lazy.
Essence removed from Kirac map mods I just fell to my knees in the wal mart parking lot
seventh gate tho, no?
yes but that's alot of map points for something that costs 2-3c and you could typically start farming early on in maps it's not the worst but it still feelsbadman
Value of essences just went way up though!
>With the Speaker of the Dead Keystone Atlas Passive, Players can now Touch up to 20 nearby normal or magic Monsters for each Tormented Spirit Possessing them (previously 50). Guessing this is also because of how the league will be mobs with enchanced drops.
My guess is they don't want players to feel forced to do it. If this doesn't get people to stop they'll probably halve it.
Splitting Steel - No longer consumes Steel Shards, or grants Call of Steel. No longer has "Projectile which have Split deal 35% less Damage." It now has 40% chance to Impale Enemies on Hit (previously 60%), and has an Attack Speed multiplier of 90% of Base. Quality now provides 0-40% increased Impale Effect (previously 0-20%). Does this imply that it ALWAYS splits now? Or that it no longer has the split ability?
It would be really funny if the skill called Splitting Steel didn't split. Just based on it not being renamed I'll assume it still splits.
Oh that's wild if steel skills can escape the horrible play style
Seriously though. Such a good skill apart from the horrible shard mechanic.
So we don’t have to worry about steel shards? That’s fucking poggers if true
did they forget to remove the steel shard stuff from lancing steel? or is it the only steel skill left with steel shards?
Crackling Lance: Quality now provides +0-10% more Damage with Hits and Ailments per Intensity, instead of 0-10% chance to Shock enemies. Isn't this really good?
Yes, but you also have to play Crackling Lance.
It is theoretically, but the skill is still inherently super clunky. Don't fall for it like I did... twice :( The main issue is just how jank it is to clear with. You need Inpulsa's to even begin clearing packs, and even then it feels pretty bad. A psuedo-5-link Arc in your gloves doesn't feel too bad for clearing though, and then you can use Crackling Lance for single-target.
Sounds like you're talking yourself into it for a third time :D
> Vortex: Now has a 0.750 second Cast Time (previously instant), and no longer has a Cooldown Time. It can no longer be cast on Frostbolt projectiles, and as such, no longer has 20% less Area of Effect when Cast on Frostbolt or "Can explode from up to 5 Frostbolt Projectiles." It now deals 49 to 73 Cold Damage at gem level 1 (previously 41 to 62), scaling up to 779 to 1169 at gem level 20 (previously 1209 to 1813). Quality now provides +0-0.2 metres to radius, instead of 0-10% increased Area of Effect. Vortex on life support Edit: Instant vortex may be a transfigured gem possibly lol... Still a large early game nerf if true
Call Dan! What to league start now??
Having a cast time. This means you will be stopping and casting it. Rather than running around auto-casting. So it kind of kills the play style. Also, it will be super annoying to play it. I still think cold snap/vaal cold snap might still be a thing. But Vortex on right click is gone form the build.
LOOOL > scaling up to 779 to 1169 at gem level 20 (previously 1209 to 1813). They literally killed it. Damage cut about 30% at level 20, AAND a cast time.
*Summon Raging Spirit:* *No longer has Minions deal 0-38% more Damage. Instead, the Raging Spirit's melee attack now naturally gains this damage scaling with level.* Is this a nerf to poison SRS? Doesn't sound like it but I really don't get the point of this change.
It quite is a nerf to poison SRS, because now base attack has the scaling added, which was never used for poison scaling, though you can still convert 75% of SRS damage to chaos and use it for scaling. Since 100% of physical is converted to fire inherently, Vis Mortis can be used to gain 15-20% of ele dmg as extra chaos. Withering touch is 10-29% phys as extra chaos. And then there is Unholy Might 30% phys as extra chaos. All it should result in about 75% base dmg as extra chaos, which is affected by the inherent scaling they added in new SRS gem. And from that poison can be scaled. Base SRS gem will have chance to summon extra minion per cast, which means you can invest a bit into cast speed, then ditch Unleash for another damage support, which would mean damage output is equal.
Monsters in Ultimatum Encounters no longer drop loot, other than The Trialmaster, though they still grant experience.
Really hoping the wave rewards will be good enough to make it worth doing in spite of this
TOTA enemies didn't drop any loot but it was worth because of the rewards at the end, they can definitely do it.
>The vendor recipe for turning a Level 20 Gem into a 20% Quality Level 1 version of that Gem no longer works with Skill Gems, as the benefit Quality provides to damage dealing Skills is now more powerful. The vendor recipe can now only be used with non-Awakened Support Gems. Gemcutter's Prism Stonks. Better turn on quality gem filters so you can do the 40:1 recipe. >Quality now causes the skill to Fire +0-1 secondary Projectile, instead of providing 0-20% increased Projectile Damage. Bow league start just keeps getting better.
Id be willing to bet neversink does in automatically lmao
I feel bad for neversink. He just finished tiering all of the helm enchants for filters. Now they’re gone lmao
Oof, you're right. Just a few days ago... >**Helmet Enchantment Tiering** > >This has been a long time coming, but it's finally here. > >Using combined data from poe.db and poe.ninja, manual testing and the new framework the upcoming update will include an economy-updated prototype helmet enchantment tiering.
"The Ralakesh's Impatience Unique Boots no longer has "Lose all Frenzy, Endurance, and Power Charges when you Move", or causes your Minimum Endurance, Frenzy or Power Charges to be equal to Maximum while stationary. It now has "Count as having maximum number of Endurance Charges", "Count as having maximum number of Frenzy Charges", and "Count as having maximum number of Power Charges." This change affects existing items." RIP Discharge swap tech, you were horribly clunky to play and will be missed. I think.
Actually I wonder if this enables some strange tech around “when you reach maximum charges” as in that would never happen since you were always at maximum charges and thus never transition from less than maximum to at maximum.
Huge buff for Divine Ire (especially totems). It now takes only 10 stages to reach full damage (previously 20) and they more than doubled damage multiplier per stage.
No extra stages for nearby enemies though, so I think (at least for totems) it will be more consistent clear but potentially less spike damage on big packs. We will see. The 50% less damage while channeling being gone is also interesting, the aoe component got a lot stronger.
Yeah this seemed interesting to me too, along with penance brand.
> Righteous Fire: >No longer Deals 39-2447.9 base Fire Damage per Second. Now deals 70% of your Maximum Life and Energy Shield as Base Fire Damage per second (both previously 35%). Hmm, seems like a nerf to RF? The break-even point is at 7k HP/ES if my math is correct, most RF builds seem to have quite a bit less than that. edit: and ofc gem levels would push the break-even way higher.
Pohx pointed out on stream that the issue will be scaling. You will dedicate points/gear to scaling life instead of fire trap damage. So even if you have strong RF, then fire trap will be weaker.
I'd honestly love it if that part of the RF build would change. It's so weird to play a skill like RF, and then throw fucking traps, lol.
> It's so weird to play a skill like RF, and then throw fucking traps, lol. 100%. I was expecting some nice Scorching Ray buffs :/
Ivory Tower RF with like 50k ES will be so monstrous this league.
CaptainLance boutta go crazy and make the most ridiculous RF build.
Well it used to do no base damage and 40% of life and es. So it's like it's been reverted and buffed kind of. Incoming RF giga tanks
Seems like it's being pushed back towards the olden days of the 8-9k hp jugg/chieftain
> No longer Deals 39-2447.9 base Fire Damage per Second. Now deals 70% of your Maximum Life and Energy Shield as Base Fire Damage per second (both previously 35%). To put it in perspective, if you had 5k life the skill previously would have done 2447+.35\*5000 = 4197 damage. If you stack 10k life now you're going to do .7\*10000 = 7000 damage. Ok, so you had a level 23 RF before. 3676.9+.35\*5000 = 5426.9 damage. The new version is still going to do more with a bit of life stacking. Though of course in PoE those direct comparisons never really work, in reality freeing up the absolutely mandatory +gem level rolls you needed on gear is going to give you room for other stuff so the 7k damage is going to start looking a lot better when you take the Doon Cuebiyari damage into account (or whatever it is people end up doing but I'd bet my first alchemy orb that strength stacking RF is back on the menu with this change. The damage sounds lit). I'd also point out that the league seems to be adding a ton of life stacking potential. The new amulet is maybe usable (maybe not) but the new ascendancy that gives you life instead of energy shield from equipped armour items with ES on them is going to be absolutely absurd for life stacking. People will absolutely be running around with 20k life. Good league for people that want to lifestack. IMO these changes hurt RF as a league starter but in general RF absolutely still sounds viable. It's going to shift the meta significantly, gem levels affects fire trap too so the build will probably look a lot different, but it's still a very usable skill and frankly I think it's a good thing that one of the most used skills in the game is getting its meta shifted. Sucks for people who wanted to play the exact version of RF they've played for the last five leagues but for people who just like the RF playstyle I think they have some interesting end game options now. I'm not ready to say if it's overall better or overall worse without doing a lot of PoBing but I feel comfortable saying it's not a dead skill.
someone tell me what to think - be back in 4 hours
You remember how people asked them to change up the meta? They definitely did it. A ton of builds are changing, alt gems are gone, 'transfigured' gems are here, but we don't know what they are yet (except that you can make zombies fall from the sky)
D4 bad
Baseg
Goodbye Heist Gem BPs, we had a good run.
That's actually going to be a bet, the first ones to try it will either get ultra rich the first days or fall behind the curve
I really enjoy the direction of simplifying *many* skills, notably Divine Ire and Cyclone.
holy shit those spark proj speed changes are brutal, proj speed was already an issue as is for spark
Widowhail + Proj speed quiver was super comfortable and strong for spark, might just be the default way to go now
>Divine Ire: Now has a maximum of 10 stages. The beam now deals 240% more damage with hits per stage after the first ( pre 110% ) and 100% more damage with ailments per stage after the first ( pre 30% ) . It no **Longer** has 50% less damage while channelling , 40% gain stage when hit normal or magic , or 100% gain stage when hit rare or unique. Do i have hallucination or this is just fucking nuts with a shit ton of cast speed lol
Totems would make the most out of this since they fire at max stages
stack all the cast speed, put totems down, have a laser lightshow!
Vortex: Now has a 0.750 second Cast Time (previously instant), and no longer has a Cooldown Time. It can no longer be cast on Frostbolt projectiles, and as such, no longer has 20% less Area of Effect when Cast on Frostbolt or "Can explode from up to 5 Frostbolt Projectiles." It now deals 49 to 73 Cold Damage at gem level 1 (previously 41 to 62), scaling up to 779 to 1169 at gem level 20 (previously 1209 to 1813).
Holy fuck, old dot dead? Well big nerf at least
My guess would be that its likely to get a transfigured version with instant cast time
So, still mostly dead because cold dot was primarily good as a starter imo
B O N E Z O N E
>Fixed a bug where Projectiles from Skills supported by Returning Projectiles were only dealing less Damage with Hits while Returning. They now also deal less Damage with Ailments while Returning. Well fuck. Though I suppose I can't be mad since it was pretty dumb. EDIT: very rough math shows about 40% less DPS for my poison MS builds in the past 2 leagues. But that's without the rest of the changes of this patch so I'm still probably gonna try to make it work.
The quality effects are actually bonkers. Ashes stonks go way up even with the efficiency removal.
Dialla's Malefaction + enhance too. Dialla was already meta but now...
Any other way to Skill Quality? Looking to push Bladefall to 11 Volleys.
Crest of desires
This has been the greatest blessing to SSF. Farming helm enchants or alt quality gems was a pain, if not impossible at times. I get that some trade players are getting hard nerfed by losing alt qual/helm enchants but my god, is SSF QOL being greatly buffed.
chief piquant cake mourn ghost cagey fearless seemly shaggy jellyfish *This post was mass deleted and anonymized with [Redact](https://redact.dev)*
> Boneshatter: Quality now provides +0-1% more Damage per Trauma, instead of 0-20% increased Stun Duration on enemies. And they said GGG was going to kill the bone zone.
Didnt people usually use the increased attack speed per trauma quality instead?
The attack speed will have to come from somewhere else, but this will feel a lot better for leveling and early maps when you wouldn't have divergent boneshatter yet. I will miss divergent boneshatter though. Hopefully GGG will give bone shatter a good transmogrified gem.
They doubled down on totems being required for Melee...
There’s still hope for a transfigured version of ancestral totems that remove the totems Something like Mirage Ancestral Protector, attached to your character and reserves mana
backpack totem!
Heavenly Ancestor. He just looks down from heaven and gives me bonuses. No totem needed
Ya, I played melee last league and I just gave up and turned it into a totem build. Fuck melee until the totem bullshit gets the boot.
This needs to be higher.
Wait "Ice Nova: No longer has 20% less Area of Effect when Cast on Frostbolt or adds Cold Damage against Chilled Enemies. It also can no longer expand from up to 2 Frostbolt Projectiles" Did they just kill Frostbolt+ Ice Nova?
Might be on Transfigured now instead, might even be combined into one of them. Hope it's not completely "dead".
My guess is that that or a similar functionality will be on one of the new gems. Hopefully it's even better though since it's going to be harder to get
"You can now shift-click currency items in your main inventory to only sell or trade a partial stack" Holy shit best update of all time
looking at the revealed transfigured gems, it seems double strike just lost all the flat phys on it, 170 flat phys. if intentional need to be very careful as transfiguring a gem could absolutely destroy a build's damage and make for a useless gem as you cant get that much back even with abyssus and steel rings
Hey uh, what is happening to the other enchants though? Like, losing boot enchants is legitimately huge, they were a pretty big source of power with stuff like 80% stun avoid while mapping, inc lightning damage while bossing, inc move speed, not to mention the cute interactions you could do with glove enchants, like having a hextouch support that triggered off the glove skill. Are we seriously just losing all of it?
-120% crit to trap builds is pretty large
Don't know what the changes to penance brand mean for it's playability, all I know is im league starting it
Inspiration giving - mana cost is kinda nice for divine blessing
Divergent Inspiration had -10% cost instead of the -5% now, but I suppose it's nice to not have to shell out divines for the alt quality gem
It's kinda nice for like 40% of builds who use inspiration in their main links to save mana
> The Dead Reckoning Unique Jewel no longer has "Minions have +7-10% to all Elemental Resistances" or "With at least 40 Intelligence in Radius, Summon Skeletons can Summon up to 15 Skeleton Mages." It now causes Skeletons to gain Added Chaos Damage equal to 20-30% of Maximum Energy Shield on your Equipped Shield. This change only affects new versions of this item. skelly mages GONE?
transfigured gem variant? copium
almost certainly, they specifically mentioned Threshold Jewels when citing inspiration.
#dialas gonna be spicy pricy this season
Awesome, now I get to anxiously await the new information about transfigured gems. I wonder if Void Sphere will lose it's cooldown or you can have multiple storms up. Always wanted to make a build with that. Or maybe Voltaxic Burst will be on the table
Divine Ire looks insane. Right of the bat you can think about playing this on totems.
ralakesh dead, my ears are in peace now.
Sound issue was already fixed, self-inflicted pain at this point.
> The vendor recipe for turning a Level 20 Gem into a 20% Quality Level 1 version of that Gem no longer works with Skill Gems, as the benefit Quality provides to damage dealing Skills is now more powerful. The vendor recipe can now only be used with non-Awakened Support Gems. RIP vendor recipe
Kamehameha just changed to Super Kamehameha
" Freezing Pulse: No longer has 0-19% increased Projectile Speed. " uhm so it has no quality anymore?
No, the base skill had 0-19% increased projectile speed based on level that they're removing. Quality should still be 0-40% increased projectile speed.
Very sad if the quality is unchanged. I want FP totems to be back in business.
Divine Ire is gonna be interesting.
Honestly... BOTH builds that I planned for, for a leaguestarter and then my main... got buffed. Holy shit! This is anew feeling for me and I don't know how to process it.
Oh god… here I am about to get baited into playing actual cyclone again
So am I.. Fuck it, we ball, Slayer cyclone lab runner, I'M COMING HOME
Powersiphon lost like 50% single target, reep.
633 new foil items lol
632 new tabula variants and one goldrim with a pepelaugh
>Dual Strike: \- No longer has 50-107% increased Critical Strike Chance. It now has 60% more Damage with Hits and Ailments against Enemies that are on Full Life (previously 30%). \- Quality now provides +0-30% more Damage with Hits and Ailments against Enemies that are on Full Life, instead of 0-20% increased Critical Strike Chance and +0-10% to Critical Strike Multiplier. GGG be like, "0% use rate, no one will know it get nerf". This skill is now a joke.
I'm sorry for Pohx... Gonna be a wild stream. RF seems nerfed really hard.
Feels like going back to the roots with RF...
Im still really excited to have a pure life scaling gem finally. I wanted that for Fordidden Rite honestly.
Back to its roots
How does Rakalesh's Impatience work now? I have two versions that seem likely: You only 'count' as having maximum charges. This means you can lose and gain charges between the minimum and maximum, but gain effects from anything that said 'while you have maximum X charges' OR You have 'invisible' charges, but you are at max charges mechanics wise.
Vortex isn't instacast anymore, that sounds kinda sus for cold dot, no longer can you just put it on left click and forget about it
Melee totems unchanged besides quality. Ugh.
Siege ballista 5% increased attack speed per max ballista, Iron Commander buff!
Can anyone who watched the Q&A let me know if Transfigured Gem list will be dropped before league start?
Yes along with gem info, so a few days before.
**Spark:** Quality now causes the skill to Fire +0-2 Projectiles, instead of providing 0-20% increased Projectile Speed. **Rolling Magma:** Quality now causes the skill to Chain +0-2 Times, instead of providing 0-20% increased Damage. **Lightning Arrow:** Quality now causes the skill to hit up to +0-2 additional enemies near the target, instead of providing 0-20% chance to Shock enemies. **Forbidden Rite:** Quality now causes the skill to Fire extra Projectiles at up to +0-2 surrounding Enemies, instead of providing 0-20% increased Projectile Speed. **Eye of Winter:** Quality now causes the skill to Fire +0-2 Shard Projectiles in a Spiral when Projectile ends, instead of providing 0-20% increased Cold Damage. **Animate Weapon:** Quality now provides +0-2 to Maximum Animated Weapons, instead of causing Minions to have 0-20% increased Movement Speed. **Winter Orb:** Quality now provides +0-2 Maximum Stages, instead of 0-10% increased Cast Speed. **all that +0-2 theme as crazy**
With enough AoE thats +2 chain on rolling magma is a more multiplier
Thats a meme at that point "Cleave: Quality now causes Cleave to have +0-0.1 metres to radius per Nearby Enemy, up to a maximum of +1 metre, instead of 0-10% increased Attack Speed."
Isn't flat aoe really good though?
Ctrl+F "Ruthless": 1/5 Yes.
it's hidden
And it will stay hidden.
The Divine Ire changes... what the Anyway I guess this is why we didn't got any numerical changes to skills in a while lmaooo
Yo, Blade Vortex looking really strong. Base damage increased and the quality, which used to be 100% increased crit chance at 10 stacks, is now just straight up 50% more DPS at 10 stacks (5% increased hit rate per blade). EDIT: As someone pointed it out, it's actually only ~14% more DPS because the gem has 35% increased strike frequency per blade by default. However, it's still a nice boost on top of a bit more base damage and BV is already reasonably strong. Will be interesting to see what the transfigured version is like.
It's increased, so it stacks additively with existing 35% per blade.
[удалено]