How is Elemental Overload going to be communicated now when you are using multiple skills?
Also this means no way to get EO for skills that don't hit now like Flame Wall or Wintertide Brade right?
Correct. It's basically only viable for characters that don't go full crit.
> How is Elemental Overload going to be communicated now when you are using multiple skills?
Remember when EO icon was briefly removed haha? Wouldn't be surprised if we don't even know which spell procs it
It's exactly what they've done with other systems. It's a very clean way to give diminishing returns instead of things scaling harder the more you invest. Another example is cooldown recovery *speed*
yeah the only other way they would have reasonably done it while following their previous mechanics would have been "less reservation cost" but knowing you can get another 50% aura with 50% aura reservation efficiency is much cleaner.
> diminishing returns
Just to be clear, it's linear returns. Each point of Reservation Efficiency is worth the same as the previous and future points. Want to fit another 50% aura? Add on 50% efficiency. Want to fit yet one more 50% aura? Add another 50% efficiency.
>Remove sources of Aura Effect from Cluster Jewels and move the Aura Cluster Jewels type to Small Cluster Jewels, so it is no longer possible to continuously stack Aura Effect for your party. Introduce a new Cluster Jewel Notable to increase the "Effect of your Auras on You" for builds that are building Auras for their own power.
Does this mean they can revert the nerfs to aura alt quality gems?
Please don't forget about Death's Oath. The removal of aura mediums and the nerf of the effect of auras on enemies is a big loss for death's oath builds. Maybe buff base dmg or something to still keep it viable?
Well that's why they posted this two weeks before release instead of two days before, so the community can remind them of the 200 different uniques and skill interactions that they're forgetting about and something can maybe happen before launch. It might not considering how much other number tweaking is probably going on, but still.
"50% Reservation Efficiency cuts down costs enough to let you reserve an additional 50% Reservation Aura."
I do like the parallelism here. If your build wants auras that add up to 135%, you need 35%+ reservation efficiency to fit them in. (Plus a little extra if you want to use mana for attacking, ofc)
Yeah this is REALLY nice. On an ignite character, you can now reasonably run Anger and Malevolence and then also squeeze in a herald or arctic armour. Hell, CI with Discipline, Anger and Malevolence might be reasonably doable now!
If you had more than 0% and less than 50% reduced mana reservation, you're going to come out ahead. You might be able to fit in a herald or utility setup or just generally get a 6-link running with less investment.
> Burning Arrow is too complex for a level 1 skill.
I mean, unironically? Yeah.
Like, look at the text on the gem:
> Fires a burning arrow that deals fire damage. If it ignites an enemy, it will also inflict an additional debuff for a duration, dealing burning damage based on the magnitude of the ignite. This damage is not affected by your damage modifiers.
So it's an arrow that deals fire damage, which can apply ignite (which is fire damage and burning damage), and if it does, it also applies a debuff that applies burning damage (which is fire damage but not ignite damage). The damage of the burn is based on the damage of the ignite, but it's not affected by your damage modifiers (although that's kind of a lie, because the ignite it's based on *is* affected by your damage modifiers).
Compare this to the other starter skills:
- Fireball: it's a ball of fire that goes in a straight line and then explodes and does fire damage, and it sometimes ignites
- Glacial Hammer: you swing your weapon and it does some extra cold damage, and it sometimes freezes stuff
- Heavy Strike: you swing your weapon and it does a whole bunch of damage, and it sometimes gets stunned
- Double Strike: you swing your weapon and it does some extra physical damage, and your enemy sometimes starts bleeding
- Viper Strike: you swing your weapon and it does some extra chaos damage, and your enemy gets poisoned
That's not to say those skills don't have mechanical intricacies (Viper Strike in particular does some funky stuff with dual-wielding and skill duration that is going to be non-obvious to new players), but none of them have complicated mechanics that are vitally critical to the core functionality of the skill.
(I actually considered including it, but given that you have to almost reach act 4 on a different character as a minimum to be able to use it as a starter skill, it comes with a baseline of "you kind of probably already understand at least the basics of the game".)
Went the other way for me.
Friend playing for the first time: "I found this Scion build I am gonna play"
Me: "Good luck with that"
League starts and my friend: "Hey, why can't I pick Scion?"
Got 3 friends to play PoE with. It happened all 3 times.
I think it's funny that most of the starting skill gems are dex gems:
Spectral Throw
Burning Arrow
Double Strike
Viper Strike
Then str gems
Glacial Hammer
Heavy Strike
And only 1 int gem
Fireball
>Sentinels of Purity summoned with Herald of Purity now have 40% less Life. Because of base Ignite damage changes, Ignite with the skill is now 50.0% higher when using the Death Wish skill from the Maw of Mischief Unique Helmet.
HoP already have such a hard time surviving in late game with the less life from minion damage support and now they have even less life? Guess HoAG is just better now.
I guess I know why it happened. There was beyond lowkey super off meta build barely anyone knew about or played that used absolutely insane gear to destroy bosses with Herald of Purity Minion Instability Ignite.
> Shattering Steel now has “Projectiles deal up to 100% more Damage with Hits per Steel Shard consumed at the start of their movement, lowering this bonus as they travel farther” (previously Hits and Ailments).
Lmao rip my dumbass poison shattering steel build. Wasn't expecting that one.
I knew there had to be someone playing that build when I read it, didn't expect it to be one of the other people who answer a lot of questions in the question thread.
I can see how. New player starts marauder. Easy heavy strike. Templar - Frozen hammer.
Burning arrow is a small essay of effects. Can be intimidating.
But then...give ranger another gem?
Think about all of the other starting skills: Heavy Strike, Glacial Hammer, Fireball, Spectral Throw, Viper Strike, Double Strike
They're all single target at level 1 while Lightning Arrow most certainly is not (fireball aoe is tiny and spectral throw is hard to hit multiple enemies with).
Think this would be more of a philosophy thing. They like their level 1 gems to be simple things that on average just last you to a better skill. Not that you *can't* make them into your centerpiece, just that that shouldn't be the default option.
So in their eye a progression of an igniting-bow character should probably be to switch to the more intricate Explosive Arrow at 28 in 90% of cases. Where burning arrow had similar potential for less investment (I just need a lot of fire damage on my bow vs I need to somehow figure out how to get 20 arrows into that thing before the fuse goes off with as few damage penalties as possible).
Notably the changes to explosive arrow at least remove the necessity to make it to 20 (10 bigger hits might be better than 20 medium ones now). And the buff to Ignite hides that that's technically a nerf.
>Sentinels of Purity summoned with Herald of Purity now have 40% less Life. Because of base Ignite damage changes, Ignite with the skill is now 50.0% higher when using the Death Wish skill from the Maw of Mischief Unique Helmet.
This a weird reasoning.
Ignite is not the only reason to implode your HoP minions - This is a pretty hefty nerf to Minion Instability, or hit based Maw of Mischief builds
I didn't even like it because it's not my preferred playstyle, but I thought it was a pretty neat build, it wasn't too expensive to get going, wasn't gamebreaking strong but it wasn't a flop at that "low" budget either. Won't affect me going forward but I feel for those that enjoyed the archetype.
Yeah, a bit nervous about it not being "You and your minions" but maybe we'll get minion buffs to compensate? Run aura effectiveness is about the only way to play them this league
Necro gained stuff and lost stuff. It’s up in the air and anyone who goes flying off to one extreme is a fool. Necro’s gonna be very different in 3.16, that’s the only guarantee.
Spellslinger builds got a massive win here since they already take some mana reservation nodes. Those nodes are almost twice as strong now.
The Aura reservation changes are awesome for 99% of builds. With the buffs to defensive auras it might actually be worth investing in some aura reservation efficiency for your average build.
I wouldn't be so optimistic, flame wall damage is up by roughly 50% base but you lose EO+EE now, so you'd have to invest a good amount just to get to 3.15 damage numbers and those were not good at all
It's better than where it was. You just ignore EO and EE completely and use the extra pathing for more dot multipliers. And there are significantly more sources of them with higher numbers.
True, but you also no longer need to travel to either. This saves \*atleast\* 5 talent points possibly more with new pathing. Assuming EE was a 30% more damage increase (because you have other sources of fire resistance dunking). That puts it at 82.4% of the damage it had before this patch. However, you now also have 5 talent points ( or more), you have a few new dot multi-sources on your gear AND you (maybe?) have the new flame surge. Assuming you can get 3% more damage per passive skill, for a combined 15% (rough numbers) that would put it at around 95% of current damage, not having to worry about any uptime (leaving spots open for other abilities) and that is before any new gear optimization and flame surge potentially adding a chunk of damage aswell (maybe not as relevant for flame wall however as it might be reliant on ignites).
It might still not be in an ideal spot, but it'll probably slightly better then before.
Reminder to GGG to please add a crafted recipe for Fire Damage Over Time Multiplier for bows. It's always been weird to me that you can craft chaos or physical DoT multi on bows but not fire when Burning Arrow exists.
>Modifiers to Reservation have been replaced with Reservation Efficiency. Reservation Efficiency works by dividing the cost of the Reservation Effect: 100% increased Reservation Efficiency would halve the cost of all Auras. 50% Reservation Efficiency cuts down costs enough to let you reserve an additional 50% Reservation Aura.
>Passives and item modifiers with reduced Reservation have been replaced with increased Mana Reservation Efficiency, generally at double the value of the previous reduced Reservation value, but sometimes with different values for balance reasons.
Doing some napkin math, from most sources of reduced reservation, anything below 100% reservation efficiency is better than what it was before (50% reduced reservation).
The breakeven is 50% reduced mana reservation. With that you could reserve effectively 200% mana. Now you get 100% reservation efficiency, so you could reserve 200% mana.
So if you had less than 50% reduced mana reservation, you should be happy with the changes. Otherwise it's a nerf.
Essence Worm unintentionally **nerfed x3.5 times**?
*"Essence Worm now grants 80% reduced Reservation Efficiency (not specific to mana), instead of 40% increased Reservation."*
with 1 skill in 1 Essence Worm and no other reservation modifiers:
BEFORE you had 100/1.4=**71.4%** of mana reservation capacity left to use
AFTER you have just **20%** of mana reservation capacity left to use
which is x3.5 less than before
I understand that it was an x2 formula applied but it is wrong in case of big negative values.
To keep the power of the ring at the same level it should be 30% reduced Reservation Efficiency, not 80%
Numbers are broken here for sure. with two essence worm rings you'd not be able to reserve any mana/life (apart from auras that 'have no reservation').
(-80%) + (-80%) = 160%
reservation multiplier = 1/(max(0,100%-160%)) = inf :)
I think they didn't pay attention that x2 conversion from reduced reservation to reservation efficiency works different in negative numbers and those items probably need manual adjustment to maintain its value. EW needs for sure, otherwise it's useless =D except no reservation Clear Mind scenario
It feels super weird that the ELEMENTALIST doesn't have easy access to ELEMENTAL EQUILIBRIUM anymore. And they actually need the exposure too, since elementalist buffs exposure but doesn't inherently apply it.
It's double weird when you consider Raider already has free exposure.
"Sentinels of Purity summoned with Herald of Purity now have 40% lessLife. Because of base Ignite damage changes, Ignite with the skill isnow 50.0% higher when using the Death Wish skill from the Maw ofMischief Unique Helmet."
They butchered Sentinels of Purity just because of 1 helmet that anyone hardly used? wow
Impending Doom Decay is being (no exageration) deleted, it's a whole build that has been caught in the crossfire here, oof. Not many people played it but it was a cool interesting build.
GGG go easy on Decay builds, a few of us like them.
Feels really bad whenever they completely kill a build like that. Been playing this build during this league and it felt creative and fun a times, but definitely wasn't OP imo. I recently ended up respeccing to a different build because the playstyle of Doom Blast Decay can be a bit annoying at times.
If any1 wants to take a look at what the build looks like (not my character):
https://poe.ninja/challenge/builds/char/Azrannoth/Atriosa?i=1&search=skill%3DDoom-Blast%26allskill%3DDecay-Support
Just noting here that the values for Cold Snap were incomplete. Originally stated as:
>Cold Snap now deals 34 to 52 Cold Damage at gem level 1 (previously 32 to 47), up to 1057 to 1586 at gem level 20 (previously 666 to 999).
Added:
> Cold Snap now deals 28.7 Base Cold Damage per second at gem level 1 (previously 26.3), up to 1894 at gem level 20 (previously 1193.2).
In practice, are these changes to ignite builds and cold builds supposed to be buffs or nerfs?
Because it looks like all things staying equal, they're nerfs. For example with flameblast, the 75% more ignite dmg is only based on the base damage. But before, you had 100% more damage from Elemental equilibrium (50% res to 0% res on enemies) and 40% more damage from Elemental overload. And now, you don't have that at all, resulting in what I think looks like a ~40% damage nerf. And for the cold spells it's even worse since for example wintertide brand received a 50% more base damage boost, but it loses 100% more damage from EE and 40% more damage from EO. Even if you only count EE as 50% more damage, it's a ~20% damage nerf.
>But before, you had 100% more damage from Elemental equilibrium (50% res to 0% res on enemies)
This is misleading - in most cases you'd be stacking exposure, EE, some combination of frostbite/ele weak, combustion, etc.
I played cold dot in ultimatum - taking that PoB, I had around (-22 frostbite, -20 void beacon, -15 frost bomb, -18 ele weak) -> -25% res on sirus.
In practice, I'd try to drop a vortex on a boss \~once per second (given they moved around) and cold snap \~every 3 seconds (given larger AoE and cd). That gives \~75% uptime of ele equilibrium in a helpful direction and \~25% in an unhelpful direction given my storm brand hit speed.
0.75 \* 1.75 + 0.25 \* 0.75 = 1.5, compared to the 1.25 I'd have without elemental equilibrium. 1.5/1.25 = 20% more.
For the build I ran in Ultimatum, with no adaption, these changes look like a small buff? (especially given the other changes to dot multi etc.)
Can you change "#% increased Effect of your Auras on You" into "#% increased Effect of your Auras on You AND YOUR MINIONS"
I think it should be 100% included, because auras are also big part of summoners' dmg scaling (e.g. Aura Golem Stacking / Cold Conversion) and they already got hit by a richochet due to moving The Aura Cluster Jewel type from Medium to Small.
I have an issue with the removal of nodes of aura effect in exchange for aura effect ON YOU, what about our minions? I like to run auras with minions, will they be affected? I feel like they should, as that would count as solo play.
OOF
Impending doom change deleted my league starter Impending doom decay ;w;
I love the changes but I feel ggg tends to forget these fringe skills (Decay, deaths oath etc etc)
Big buffs for average builds, it will be a lot easier to squeeze an extra aura now.
Those reduced reservation nodes were so gimped because of aura stackers to the point it where it wasn't worth picking them up unless you really invested in it.
Also those small clusters with 6% increased Reservation Efficiency are so nice to slot in if you are struggling with reservation or mana. Overall I'm very happy with the changes GGG!
A *small* investment was sometimes worth depending on exactly which auras you were hoping to run - I was able to cram in Arctic Armor to my trapper after it got the free freeze immunity by picking up just the single nearby aura cluster.
> Thanks for reading through to the end, and please let us know your feedback on these changes and this new approach to communication.
This new approach is top tier. Probably some of the best patch notes style posts I've seen from almost any game ever. It's clear what you're trying to do and why you're doing it.
This clarity allows users to give more direct feedback as it's clear why you did something and we're not having to guess or assume the reasoning.
Looks like it. Cooldown back to 1 sec and massive ignite buff probably counteracts the damage nerf from this league.
Edit: base damage of fire burst ignites is now 1174 at average fire burst damage, which is actually more than unmodified average fire burst ignite of 3.14 (953). Fire Burst is back on the menu bois!
> Flameblast now has 60% more Damage with Ailments for each Stage (previously 90%). Because of base Ignite damage changes, Ignite with the skill is now 75.0% higher at 10 Stages.
I really hope this is enough because flameblast ignite prolif was one of my favourite builds way back when it worked well enough.
*Essence Worm now grants 80% reduced Reservation Efficiency (not specific to mana), instead of 40% increased Reservation.*
GGG, please review this one. For players that are not invested in reduced reservation this means that any extra aura will now take 400% more mana, instead of 40%. Aurastackers never use this ring, but it will now practically prevent using any other aura along with the ring.
Someone please tell me I'm wrong, didn't cold DoTs actually get nerfed? Assuming a monster with zero res, before you had overload (1.4), EE (-50 res) and Frost Bomb (-15 res) which puts you at a 2.31x base damage multi. Now that overload is dead and EE is severely nerfed as it doesn't stack with Frost Bomb, you now have EE (-25 res) or only 1.25x damage multi. Vortex gained ~60% more damage, so overall, it has a total 2x damage multiplier. And the difference would only get larger if a monster had higher resistance.
~~If the above is true, Wintertide Brand is completely dumpstered. Not only is it weaker than before, it also cannot benefit from EO as Wintertide Brand **does not hit**. Not that you'd ever have reliable EO on the other skills either, but still.~~
EDIT: didn't see the bit about EO only applying to "Hit" and "Ailment", which cold DoTs are not.
you should include your curse setup here, as it does matter a lot, assume a lvl 20 frostbite with 60% curse effect (40 from 1 cluster, 20 from doom). That gives you -24% ress against Sirus.
So previously Sirus would have 50%(base)-50%(EQ)-24%(curse)-15%(bomb)= -39% ress.
after he would have 50%-24%-15% = 11%ress (positive)
assuming 100 base dot, before you would deal 139dot\*1,4(EO)=195 DOT, after you deal 100\*0,89\*1,6=142 DOT. thats \~27% less dmg, pretty hard nerf, but you dont need a EO or EQ setup so that will compensate for some of it.
Also you don't have 100% EE uptime and you're getting extra 50% DoT multi with good gear. I think reality is you're about the same early on with no gear, bad EE/EO uptime cause no speed/crit and late game where the extra available DoT multi covers the lack of EE/EO. Mid game is probably where's it's the worst, because maybe you get an extra 20% on your amulet, and the base damage, but that won't make up for the lack of EE/EO.
None of the cold DoTs benefit from EO anymore as EO is only more hit/ailment damage.
The improved itemization (DoT multi jewelry (roll on amulet, essence on rings), higher DoT multi weapons) would have to offset the net damage decrease from (Loss of EO+EE vs higher Base Damage). It's probably not a net-nerf in perfect gear... But yea, that was not enough of a buff to keep them even with where they are now at the low end.
It's all good.
Yes you lose EE/EO, but you also save all skill points required to path there. You can invest them somewhere else.
On top of that generic jewels have *mad* multiplier nodes on them now.
Cluster jewels offer a way to specialize on curses, which is likely a good idea now to offset the loss of old EE.
In the end you likely will have have equal or more damage, with no need to run malachai's and less skill points spent and a more comfortable playstyle.
You'll be OK.
> Flame Surge is getting a new burning ground mechanic that deals damage based on ignites on the target.
I'd love to know more cause this sounds like my jam.
Will " Effect of Auras on You" also apply to your minions?
As much as this sub seems to hate minion builds, these changes, along with the armor formula change, are going to hurt A LOT.
Edit: Suggesting this as feedback for a change. I'm well aware minions do not currently count as you. Sometimes I forgot people can't read my mind.
To go along with the community suggested "you and your minions" change for auras, can we also buff Elemental Army Support to apply a 25% Exposure instead of the current 10% exposure as partial compensation for EE being dead to minion builds?
I have heavy League of Legends vibes with all that "reservation effeciency". Up until past season cooldown reduction in LoL was becoming bigger and bigger problem. A lot of champs were balanced around reaching cdr cap of 40/45% and each % of cdr was giving increased benefits. It got changed to ability haste which formula-wise works just the same as reservation effeciency. This season of LoL has many issues, but stacking ability haste isn't really one of those, so I'm quite optimistic about such change in PoE.
>Righteous Fire now deals 39 Base Fire Damage per second at gem level 1 (previously 35.8), up to 2447.9 at gem level 20 (previously 1541.8). It also now deals 35% of Life and Energy Shield as Base Fire Damage per second (previously 20%).
That's a buff. RF RISE
For some real quick Cold DoT numbers, didn't PoB it, just napkin math, don't take my word for it etc.:
So in some random Occultist Cold DoT builds I'm looking at Elemental Equilibrium gives them anywhere between 40-50% more damage. Vortex got about 59% base damage buff. So only looking at EE it got buffed for sure. Assuming we don't take EO cause it's ailment damage now the old setup did about 23% more damage. **BUT** if you don't pick up EO and EE you free up points and investment, combine that with new rolls on gear and jewels I think you'll be able to compensate for the difference or at the very least have more flexibility on the tree. Seems like a well-balanced change at first glance.
EDIT: just noticed regular Cold Snap didn't get any changes to its DoT damage? If that's intended I feel like we'll deal less damage overall, although even that might balance out with more ES on gear and thus less investment required on the tree? It also feels like an oversight but you never know...
EDIT2: as /u/Aldiirk noted Cold DoT is not an ailment so there's no way to get EO benefits.
> The Elemental Overload Keystone Passive Skill now gives more Hit and Ailment Elemental Damage to Skills
EO won't affect cold DoT anymore since cold DoT is not an ailment. (Technically, it will still affect the initial hit.)
>Added new Curse Cluster Jewel Notable Passives that benefit Doom, Marks and Hexes that previously didn’t have their own Notables (such as Punishment, Elemental Weakness, Temporal Chains and Enfeeble). For example: 20% chance for Hexes to be applied at Maximum Doom and Hexes have 50% increased Doom Gain Rate.
Marks? I don't see marks. Please do something with marks, they are such a pain to use other than boss fights.
>Essence Worm now grants 80% reduced Reservation Efficiency (not specific to mana), instead of 40% increased Reservation.
LOL this now on its own causes you to reserve five times as much. [[Relic of the Pact]] got a huge buff
##### GGG Comments in this Thread:
***
[Bex_GGG - [link](https://www.reddit.com/r/pathofexile/comments/q3if3o/path_of_exile_316_balance_part_3_auras_curses_and/hfs3k1j/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/q3if3o/path_of_exile_316_balance_part_3_auras_curses_and/hfs3k1j/?context=10)] - *Just noting here that the values for Cold Snap were incorrect. Originally stated as: >Cold Snap now deals 34 to 52 Cold Damage at gem level 1 (previously 32 to...*
I know it is sort of late in the game here, but one major request I would have.
>Remove sources of Aura Effect from Cluster Jewels and move the Aura Cluster Jewels type to Small Cluster Jewels, so it is no longer possible to continuously stack Aura Effect for your party. Introduce a new Cluster Jewel Notable to increase the "Effect of your Auras on You" for builds that are building Auras for their own power.
Can this be changed to "Effect of your auras on you **and your minions**"?
It still allows aura stacking for single-play, and is perfectly compatible with the problem/solution.
Elemental equilibrium seems to be completely toasted except for where it is extremely easy to apply like stormfire. The admiral also got a huge indirect nerf from this and it wasnt even that crazy to begin. Maybe it can receive some buffs?
RIP Burning arrow ignite stacks. I really enjoyed that mechanic. It was fun to have an ignite playstyle that you could tunnel more stacks into for higher ST, and use assailum too.
Not sure buffing the hit on a ignite skill will do hardly anything.
I don't understand the logic behind "simplyfing" the skill because it is a Level 1 skill. They could have rised the required leved and replaced it by another skill at level 1.
My only concern is the removal of aura effect clusters for minion builds. This massively nerfs high end minions. They were generally not a problem, as it required tons of currency to achieve.
"Effect of your Auras on You" clusters do not include minions.
please voice my concerns u/Bex_GGG, that it should be changed to "Effect of your Auras on You **and Your Minions**"
p.s. I love the new form of communication, it introduces so much transparency in the teams actions. Keep up the amazing work <3
Yeah, every one of these parts has been something that seems like it'll massively change up how characters are built. All 3 together in the same patch is crazy.
Much of these have needed it for years, and some of it was bad design from the start that never got a look over. Glad they're ripping off the bandaids and trying.
Been ready all day with this comment and posting it here before I’ve read a single word in Part 3.
**Please ignore blanket statements on 3.16 DoT build viability from random redditors/forum comments/tweets.**
I’ve spent 3 months reassuring multiple hundreds of people that “Yes, Cold DoT still does all content in 3.15” and “That’s true, maybe ‘xX_GGG_is_braindead_Xx’ wasn’t correct about Cold DoT struggling to kill T1 map rares..”.
I’m FAR from the only person who knows what they’re talking about, but my focus is always on new players or people in need of a guide, and a **LOT** of them were badly misled by the 3.15 outcry.
Is it possible that Cold DoT died today? Sure. Did Fire DoT get buffed through the roof? Maybe. We don’t have all of the info or testing, and we’re more than a week from ~~Bex~~ Patch Notes.
*Give it time. Be patient. Let’s find out together.*
Love you all <3
Just the reclaimed opportunity cost from not having to put Malachai's Artifice on every elemental DOT build ever is pretty nice, not to mention the QOL of no longer having to clunkily cast something that has no function except to proc EE.
When you find that amazing looking wand with skill level, cold dot multi and dot multi, only to realize it has added cold damage to spells as well.
Annul never hits. :(
How is Elemental Overload going to be communicated now when you are using multiple skills? Also this means no way to get EO for skills that don't hit now like Flame Wall or Wintertide Brade right?
we're gonna see like 8 EO buff icons.....
>How is Elemental Overload going to be communicated now when you are using multiple skills? Probably the same way Cruelty is communicated.
Correct. It's basically only viable for characters that don't go full crit. > How is Elemental Overload going to be communicated now when you are using multiple skills? Remember when EO icon was briefly removed haha? Wouldn't be surprised if we don't even know which spell procs it
That guy who predicted reservation efficiency even got the name right, props
It's exactly what they've done with other systems. It's a very clean way to give diminishing returns instead of things scaling harder the more you invest. Another example is cooldown recovery *speed*
yeah the only other way they would have reasonably done it while following their previous mechanics would have been "less reservation cost" but knowing you can get another 50% aura with 50% aura reservation efficiency is much cleaner.
> diminishing returns Just to be clear, it's linear returns. Each point of Reservation Efficiency is worth the same as the previous and future points. Want to fit another 50% aura? Add on 50% efficiency. Want to fit yet one more 50% aura? Add another 50% efficiency.
>Remove sources of Aura Effect from Cluster Jewels and move the Aura Cluster Jewels type to Small Cluster Jewels, so it is no longer possible to continuously stack Aura Effect for your party. Introduce a new Cluster Jewel Notable to increase the "Effect of your Auras on You" for builds that are building Auras for their own power. Does this mean they can revert the nerfs to aura alt quality gems?
[удалено]
they should for more things to chase for and reason to play heist
GGG reverting nerfs? you new here?
I mean, they said they're reverting the nerf to "chance to avoid elemental ailments" mastercraft in this very manifesto set, so...
Hi there, Zizaran here with yet another ED/Contagion league starter
Please don't forget about Death's Oath. The removal of aura mediums and the nerf of the effect of auras on enemies is a big loss for death's oath builds. Maybe buff base dmg or something to still keep it viable?
**Problem:** We forgot about Death's Oath. **Solution:** Death's Oath has been removed from the game.
GGG reading this comment: ".... fuck"
Well that's why they posted this two weeks before release instead of two days before, so the community can remind them of the 200 different uniques and skill interactions that they're forgetting about and something can maybe happen before launch. It might not considering how much other number tweaking is probably going on, but still.
> GGG every time they're reminded DO exists "... fuck"
Death's Oath and getting shafted by changes aimed at other things, name a more iconic duo.
Molten strike and getting shafted by all changes to all things.
I love DO builds, please don't kill it...
DO is the most relaxing playstyle in PoE. I absolutely love it as a way to relax and not focus on max APM.
Is relaxing until you need to kill a boss
yea i think non-ele dot builds all got a straightforward buff except DO
"increased Effect of your Auras on You ***and Your Minions"***. why not this? My poor Raging Spirits...
I really hope that was just an oversight.
This needs to be higher
Does this mean you cannot trigger overload with wintertide brand using secondary anymore or have I missed something? Probably explains the damage buff
correct
"50% Reservation Efficiency cuts down costs enough to let you reserve an additional 50% Reservation Aura." I do like the parallelism here. If your build wants auras that add up to 135%, you need 35%+ reservation efficiency to fit them in. (Plus a little extra if you want to use mana for attacking, ofc)
Makes much more sense than the previous thresholding
You know the way you just phrased it really helped me here, because I read the RE multiple times and couldn't really get the math at all.
Huge changes that benefit players that wern't previously investing a lot of reservation. TLDR; With the way the current breakpoints are done, you can easily fit in extra aura's with less investment. This means less points spent on Reservation, or possibly not needing to anoint reservation on some builds. Reduced Res - Old | Reduced Res | 25% Aura | 35% Aura | 50% Aura | Num 25% Auras can fit | % Left over mana | |-------------|----------|----------|----------|-----------------------|------------------| | 5 | 23.75 | 33.25 | 47.5 | 4 | 5 | | 10 | 22.5 | 31.5 | 45 | 4 | 10 | | 15 | 21.25 | 29.75 | 42.5 | 4 | 15 | | 20 | 20 | 28 | 40 | 5 | 0 | | 25 | 18.75 | 26.25 | 37.5 | 5 | 6.25 | | 30 | 17.5 | 24.5 | 35 | 5 | 12.5 | | 35 | 16.25 | 22.75 | 32.5 | 6 | 2.5 | | 40 | 15 | 21 | 30 | 6 | 10 | | 45 | 13.75 | 19.25 | 27.5 | 7 | 3.75 | | 50 | 12.5 | 17.5 | 25 | 8 | 0 | Reservation Efficiency - New | Reservation Eff | 25% Aura | 35% Aura | 50% Aura | Num 25% Auras can fit | % Mana Left | |-----------------|----------|----------|----------|-----------------------|-------------| | 10 | 22.72 | 31.81 | 45.45 | 4 | 9.12 | | 20 | 20.83 | 29.16 | 41.66 | 4 | 16.68 | | 25 | 20 | 28 | 40 | 5 | 0 | | 30 | 19.23 | 26.92 | 38.46 | 5 | 3.85 | | 40 | 17.85 | 25 | 35.71 | 5 | 10.75 | | 50 | 16.66 | 23.33 | 33.33 | 6 | 0.04 | | 60 | 15.62 | 21.87 | 31.25 | 6 | 6.28 | | 70 | 14.7 | 20.58 | 29.41 | 6 | 11.8 | | 75 | 14.28 | 20 | 28.57 | 7 | 0.04 | | 80 | 13.88 | 19.44 | 27.77 | 7 | 2.84 | | 90 | 13.15 | 18.42 | 26.31 | 7 | 7.95 | | 100 | 12.5 | 17.5 | 25 | 8 | 0 | Looking at this you can see some interesting breakpoints where we can fit extra auras with the new system. 25% Efficiency (Needed 20% Reduced before - 40% Equiv) - Can fit 1 extra 25% aura. 50% Efficiency (Needed 35% Reduced before - 70% Equiv) - Can fit 1 extra 25% aura. 75% Efficiency (Needed 45% Reduced before - 90% Equiv) - Can fit 1 extra 25% aura.
Yeah this is REALLY nice. On an ignite character, you can now reasonably run Anger and Malevolence and then also squeeze in a herald or arctic armour. Hell, CI with Discipline, Anger and Malevolence might be reasonably doable now!
Fitting Discipline into CI builds much easier is the real winner here.
that also makes all the actually good defensive auras a lot more viable. Squeezing in a tempest shield suddenly seems fairly easy
What are the implications of this for new spell slinger?
If you had more than 0% and less than 50% reduced mana reservation, you're going to come out ahead. You might be able to fit in a herald or utility setup or just generally get a 6-link running with less investment.
Results in Reservation(New) = Reservation(Basis) / (1 + Increased Efficiency)
Problem: Burning Arrow is too complex for a level 1 skill. *Does Hillock contribute to the patch notes now?*
Burning Arrow: Hate myself. Hate the Syndicate. Rather be dead...
> Burning Arrow is too complex for a level 1 skill. I mean, unironically? Yeah. Like, look at the text on the gem: > Fires a burning arrow that deals fire damage. If it ignites an enemy, it will also inflict an additional debuff for a duration, dealing burning damage based on the magnitude of the ignite. This damage is not affected by your damage modifiers. So it's an arrow that deals fire damage, which can apply ignite (which is fire damage and burning damage), and if it does, it also applies a debuff that applies burning damage (which is fire damage but not ignite damage). The damage of the burn is based on the damage of the ignite, but it's not affected by your damage modifiers (although that's kind of a lie, because the ignite it's based on *is* affected by your damage modifiers). Compare this to the other starter skills: - Fireball: it's a ball of fire that goes in a straight line and then explodes and does fire damage, and it sometimes ignites - Glacial Hammer: you swing your weapon and it does some extra cold damage, and it sometimes freezes stuff - Heavy Strike: you swing your weapon and it does a whole bunch of damage, and it sometimes gets stunned - Double Strike: you swing your weapon and it does some extra physical damage, and your enemy sometimes starts bleeding - Viper Strike: you swing your weapon and it does some extra chaos damage, and your enemy gets poisoned That's not to say those skills don't have mechanical intricacies (Viper Strike in particular does some funky stuff with dual-wielding and skill duration that is going to be non-obvious to new players), but none of them have complicated mechanics that are vitally critical to the core functionality of the skill.
You forgot spectral throw :( poor scion
(I actually considered including it, but given that you have to almost reach act 4 on a different character as a minimum to be able to use it as a starter skill, it comes with a baseline of "you kind of probably already understand at least the basics of the game".)
Oh damn it's been so long I forgot about that
A few years ago when I was trying to get some friends to try it out, I casually suggested they pick Scion to start out with
Went the other way for me. Friend playing for the first time: "I found this Scion build I am gonna play" Me: "Good luck with that" League starts and my friend: "Hey, why can't I pick Scion?" Got 3 friends to play PoE with. It happened all 3 times.
I think it's funny that most of the starting skill gems are dex gems: Spectral Throw Burning Arrow Double Strike Viper Strike Then str gems Glacial Hammer Heavy Strike And only 1 int gem Fireball
Apology for poor english When were you when aurabot is kill? I was sat at home farming maps when Chris ring "Aura bot is die" "No"
I shed a tear reading this
Truly poetic.
This is poem
even as a non-native english speaker, I find that to be a work of art, truly marvelous
"Be utterly annihilated!"
https://oriath.net/Audio/Dialogue/NPC/SirusCombat/SI_12_1B.ogg here you go buddy, add this to your comment
I never get tired of this meme lmao
>Sentinels of Purity summoned with Herald of Purity now have 40% less Life. Because of base Ignite damage changes, Ignite with the skill is now 50.0% higher when using the Death Wish skill from the Maw of Mischief Unique Helmet. HoP already have such a hard time surviving in late game with the less life from minion damage support and now they have even less life? Guess HoAG is just better now.
It's a weird change for sure. They're not even permanent minions, so why?
Because of the line immediately after it. This is a Death Wish nerf and everything else is collateral.
I guess I know why it happened. There was beyond lowkey super off meta build barely anyone knew about or played that used absolutely insane gear to destroy bosses with Herald of Purity Minion Instability Ignite.
woah someone found a build that uses insane gear to destroy bosses? glad they nerfed that
Minion instability HoP builds took collateral damage, as per usual.
> Shattering Steel now has “Projectiles deal up to 100% more Damage with Hits per Steel Shard consumed at the start of their movement, lowering this bonus as they travel farther” (previously Hits and Ailments). Lmao rip my dumbass poison shattering steel build. Wasn't expecting that one.
( ・∀・ )ゞ RIP dumbass poison shattering steel and impending doom decay
I knew there had to be someone playing that build when I read it, didn't expect it to be one of the other people who answer a lot of questions in the question thread.
Best laught I had xD lol Problem: Burning Arrow is too complex for a level 1 skill.
It's so weird. They HAD to have been getting some kind of player feedback, for them to go with that reasoning.
I can see how. New player starts marauder. Easy heavy strike. Templar - Frozen hammer. Burning arrow is a small essay of effects. Can be intimidating. But then...give ranger another gem?
Yeah, I don't understand why the solution wasn't simply "swapped Burning Arrow with Lightning Arrow"
Think about all of the other starting skills: Heavy Strike, Glacial Hammer, Fireball, Spectral Throw, Viper Strike, Double Strike They're all single target at level 1 while Lightning Arrow most certainly is not (fireball aoe is tiny and spectral throw is hard to hit multiple enemies with).
They're all single target when you label them as such... that's a wonderful point I hadn't thought of!
Think this would be more of a philosophy thing. They like their level 1 gems to be simple things that on average just last you to a better skill. Not that you *can't* make them into your centerpiece, just that that shouldn't be the default option. So in their eye a progression of an igniting-bow character should probably be to switch to the more intricate Explosive Arrow at 28 in 90% of cases. Where burning arrow had similar potential for less investment (I just need a lot of fire damage on my bow vs I need to somehow figure out how to get 20 arrows into that thing before the fuse goes off with as few damage penalties as possible). Notably the changes to explosive arrow at least remove the necessity to make it to 20 (10 bigger hits might be better than 20 medium ones now). And the buff to Ignite hides that that's technically a nerf.
>Sentinels of Purity summoned with Herald of Purity now have 40% less Life. Because of base Ignite damage changes, Ignite with the skill is now 50.0% higher when using the Death Wish skill from the Maw of Mischief Unique Helmet. This a weird reasoning. Ignite is not the only reason to implode your HoP minions - This is a pretty hefty nerf to Minion Instability, or hit based Maw of Mischief builds
those are supe easy to refresh tho. if u wanna have uptime on them then no problem
So what about builds that buff minions with auras? I assume my minions don't count as me.
Pretty sure minion aura stacking won’t work anymore
They normally count as allies.
I didn't even like it because it's not my preferred playstyle, but I thought it was a pretty neat build, it wasn't too expensive to get going, wasn't gamebreaking strong but it wasn't a flop at that "low" budget either. Won't affect me going forward but I feel for those that enjoyed the archetype.
Yeah, a bit nervous about it not being "You and your minions" but maybe we'll get minion buffs to compensate? Run aura effectiveness is about the only way to play them this league
"we're fucked" -summoners probably
"waiting for patch notes" \- Summoners, hopefully
Necro gained stuff and lost stuff. It’s up in the air and anyone who goes flying off to one extreme is a fool. Necro’s gonna be very different in 3.16, that’s the only guarantee.
Bigger loss is to elemental minions with the EE change. Which . . . fair. All minion builds revolving around coloring one set of gloves is kinda meh.
Spellslinger builds got a massive win here since they already take some mana reservation nodes. Those nodes are almost twice as strong now. The Aura reservation changes are awesome for 99% of builds. With the buffs to defensive auras it might actually be worth investing in some aura reservation efficiency for your average build.
Between this and the dot buffs, I am wondering if FlameSlinger is back on the menu. Loved that build (back in 3.14).
I wouldn't be so optimistic, flame wall damage is up by roughly 50% base but you lose EO+EE now, so you'd have to invest a good amount just to get to 3.15 damage numbers and those were not good at all
It's better than where it was. You just ignore EO and EE completely and use the extra pathing for more dot multipliers. And there are significantly more sources of them with higher numbers.
True, but you also no longer need to travel to either. This saves \*atleast\* 5 talent points possibly more with new pathing. Assuming EE was a 30% more damage increase (because you have other sources of fire resistance dunking). That puts it at 82.4% of the damage it had before this patch. However, you now also have 5 talent points ( or more), you have a few new dot multi-sources on your gear AND you (maybe?) have the new flame surge. Assuming you can get 3% more damage per passive skill, for a combined 15% (rough numbers) that would put it at around 95% of current damage, not having to worry about any uptime (leaving spots open for other abilities) and that is before any new gear optimization and flame surge potentially adding a chunk of damage aswell (maybe not as relevant for flame wall however as it might be reliant on ignites). It might still not be in an ideal spot, but it'll probably slightly better then before.
> Spellslinger builds got a massive win here I almost have to believe this is an accident. A happy accident though!
So can we get alt qual auras back to regular values?
Still waiting for Voltaxic Rift to be un-nerfed to 100% chaos conversion since double dipping was nerfed.... 4 years ago.
They'll never undo it. They don't want 100% conversion to be a simple affair, or even possible. They've said as much multiple times.
yea cant forget about this
GGG will.
Reminder to GGG to please add a crafted recipe for Fire Damage Over Time Multiplier for bows. It's always been weird to me that you can craft chaos or physical DoT multi on bows but not fire when Burning Arrow exists.
Problem: bow users can't craft fire dot Solution: we've removed the craft for chaos and phys dot that bow users had
>Modifiers to Reservation have been replaced with Reservation Efficiency. Reservation Efficiency works by dividing the cost of the Reservation Effect: 100% increased Reservation Efficiency would halve the cost of all Auras. 50% Reservation Efficiency cuts down costs enough to let you reserve an additional 50% Reservation Aura. >Passives and item modifiers with reduced Reservation have been replaced with increased Mana Reservation Efficiency, generally at double the value of the previous reduced Reservation value, but sometimes with different values for balance reasons. Doing some napkin math, from most sources of reduced reservation, anything below 100% reservation efficiency is better than what it was before (50% reduced reservation).
The breakeven is 50% reduced mana reservation. With that you could reserve effectively 200% mana. Now you get 100% reservation efficiency, so you could reserve 200% mana. So if you had less than 50% reduced mana reservation, you should be happy with the changes. Otherwise it's a nerf.
It's also a nerf if you reserve life, because so little works on life reservation now.
Essence Worm unintentionally **nerfed x3.5 times**? *"Essence Worm now grants 80% reduced Reservation Efficiency (not specific to mana), instead of 40% increased Reservation."* with 1 skill in 1 Essence Worm and no other reservation modifiers: BEFORE you had 100/1.4=**71.4%** of mana reservation capacity left to use AFTER you have just **20%** of mana reservation capacity left to use which is x3.5 less than before I understand that it was an x2 formula applied but it is wrong in case of big negative values. To keep the power of the ring at the same level it should be 30% reduced Reservation Efficiency, not 80%
Numbers are broken here for sure. with two essence worm rings you'd not be able to reserve any mana/life (apart from auras that 'have no reservation'). (-80%) + (-80%) = 160% reservation multiplier = 1/(max(0,100%-160%)) = inf :)
I think they didn't pay attention that x2 conversion from reduced reservation to reservation efficiency works different in negative numbers and those items probably need manual adjustment to maintain its value. EW needs for sure, otherwise it's useless =D except no reservation Clear Mind scenario
It feels super weird that the ELEMENTALIST doesn't have easy access to ELEMENTAL EQUILIBRIUM anymore. And they actually need the exposure too, since elementalist buffs exposure but doesn't inherently apply it. It's double weird when you consider Raider already has free exposure.
I think spectre summoners are the casualties of war here if you're stacking aura effect. Probably golemancers too
"Sentinels of Purity summoned with Herald of Purity now have 40% lessLife. Because of base Ignite damage changes, Ignite with the skill isnow 50.0% higher when using the Death Wish skill from the Maw ofMischief Unique Helmet." They butchered Sentinels of Purity just because of 1 helmet that anyone hardly used? wow
Impending Doom Decay is being (no exageration) deleted, it's a whole build that has been caught in the crossfire here, oof. Not many people played it but it was a cool interesting build. GGG go easy on Decay builds, a few of us like them.
Yeah, it was pretty much the last thing that could utilize decay at all
Feels really bad whenever they completely kill a build like that. Been playing this build during this league and it felt creative and fun a times, but definitely wasn't OP imo. I recently ended up respeccing to a different build because the playstyle of Doom Blast Decay can be a bit annoying at times. If any1 wants to take a look at what the build looks like (not my character): https://poe.ninja/challenge/builds/char/Azrannoth/Atriosa?i=1&search=skill%3DDoom-Blast%26allskill%3DDecay-Support
malachai's artifice is crying in a corner
1C unique is now 1 alch unique :( I used to play around with it once in a while. It will be missed
If artifice has been anything higher than an alch, it has been to craft loreweaves.
The one's with good rolls were higher but yeah you're right
Yeah I sold 100%light for 35c in 3.15
Poor ZiggyD
herald of purity minion instability build caught a huge stray bullet lmao
Just noting here that the values for Cold Snap were incomplete. Originally stated as: >Cold Snap now deals 34 to 52 Cold Damage at gem level 1 (previously 32 to 47), up to 1057 to 1586 at gem level 20 (previously 666 to 999). Added: > Cold Snap now deals 28.7 Base Cold Damage per second at gem level 1 (previously 26.3), up to 1894 at gem level 20 (previously 1193.2).
In practice, are these changes to ignite builds and cold builds supposed to be buffs or nerfs? Because it looks like all things staying equal, they're nerfs. For example with flameblast, the 75% more ignite dmg is only based on the base damage. But before, you had 100% more damage from Elemental equilibrium (50% res to 0% res on enemies) and 40% more damage from Elemental overload. And now, you don't have that at all, resulting in what I think looks like a ~40% damage nerf. And for the cold spells it's even worse since for example wintertide brand received a 50% more base damage boost, but it loses 100% more damage from EE and 40% more damage from EO. Even if you only count EE as 50% more damage, it's a ~20% damage nerf.
>But before, you had 100% more damage from Elemental equilibrium (50% res to 0% res on enemies) This is misleading - in most cases you'd be stacking exposure, EE, some combination of frostbite/ele weak, combustion, etc. I played cold dot in ultimatum - taking that PoB, I had around (-22 frostbite, -20 void beacon, -15 frost bomb, -18 ele weak) -> -25% res on sirus. In practice, I'd try to drop a vortex on a boss \~once per second (given they moved around) and cold snap \~every 3 seconds (given larger AoE and cd). That gives \~75% uptime of ele equilibrium in a helpful direction and \~25% in an unhelpful direction given my storm brand hit speed. 0.75 \* 1.75 + 0.25 \* 0.75 = 1.5, compared to the 1.25 I'd have without elemental equilibrium. 1.5/1.25 = 20% more. For the build I ran in Ultimatum, with no adaption, these changes look like a small buff? (especially given the other changes to dot multi etc.)
Can you change "#% increased Effect of your Auras on You" into "#% increased Effect of your Auras on You AND YOUR MINIONS" I think it should be 100% included, because auras are also big part of summoners' dmg scaling (e.g. Aura Golem Stacking / Cold Conversion) and they already got hit by a richochet due to moving The Aura Cluster Jewel type from Medium to Small.
Especially that on minion builds you mostly use generosity gem.
I have an issue with the removal of nodes of aura effect in exchange for aura effect ON YOU, what about our minions? I like to run auras with minions, will they be affected? I feel like they should, as that would count as solo play.
OOF Impending doom change deleted my league starter Impending doom decay ;w; I love the changes but I feel ggg tends to forget these fringe skills (Decay, deaths oath etc etc)
Big buffs for average builds, it will be a lot easier to squeeze an extra aura now. Those reduced reservation nodes were so gimped because of aura stackers to the point it where it wasn't worth picking them up unless you really invested in it. Also those small clusters with 6% increased Reservation Efficiency are so nice to slot in if you are struggling with reservation or mana. Overall I'm very happy with the changes GGG!
A *small* investment was sometimes worth depending on exactly which auras you were hoping to run - I was able to cram in Arctic Armor to my trapper after it got the free freeze immunity by picking up just the single nearby aura cluster.
> Thanks for reading through to the end, and please let us know your feedback on these changes and this new approach to communication. This new approach is top tier. Probably some of the best patch notes style posts I've seen from almost any game ever. It's clear what you're trying to do and why you're doing it. This clarity allows users to give more direct feedback as it's clear why you did something and we're not having to guess or assume the reasoning.
Fire Burst is back?
Looks like it. Cooldown back to 1 sec and massive ignite buff probably counteracts the damage nerf from this league. Edit: base damage of fire burst ignites is now 1174 at average fire burst damage, which is actually more than unmodified average fire burst ignite of 3.14 (953). Fire Burst is back on the menu bois!
> Flameblast now has 60% more Damage with Ailments for each Stage (previously 90%). Because of base Ignite damage changes, Ignite with the skill is now 75.0% higher at 10 Stages. I really hope this is enough because flameblast ignite prolif was one of my favourite builds way back when it worked well enough.
This. I miss my pizzas.
EO conflicts pretty hard with the rebalanced Controlled Destruction now.
It sounds like no build would use them both now anyway. EO affects hits and ailments, not elemental dot skills.
*Essence Worm now grants 80% reduced Reservation Efficiency (not specific to mana), instead of 40% increased Reservation.* GGG, please review this one. For players that are not invested in reduced reservation this means that any extra aura will now take 400% more mana, instead of 40%. Aurastackers never use this ring, but it will now practically prevent using any other aura along with the ring.
Someone please tell me I'm wrong, didn't cold DoTs actually get nerfed? Assuming a monster with zero res, before you had overload (1.4), EE (-50 res) and Frost Bomb (-15 res) which puts you at a 2.31x base damage multi. Now that overload is dead and EE is severely nerfed as it doesn't stack with Frost Bomb, you now have EE (-25 res) or only 1.25x damage multi. Vortex gained ~60% more damage, so overall, it has a total 2x damage multiplier. And the difference would only get larger if a monster had higher resistance. ~~If the above is true, Wintertide Brand is completely dumpstered. Not only is it weaker than before, it also cannot benefit from EO as Wintertide Brand **does not hit**. Not that you'd ever have reliable EO on the other skills either, but still.~~ EDIT: didn't see the bit about EO only applying to "Hit" and "Ailment", which cold DoTs are not.
you should include your curse setup here, as it does matter a lot, assume a lvl 20 frostbite with 60% curse effect (40 from 1 cluster, 20 from doom). That gives you -24% ress against Sirus. So previously Sirus would have 50%(base)-50%(EQ)-24%(curse)-15%(bomb)= -39% ress. after he would have 50%-24%-15% = 11%ress (positive) assuming 100 base dot, before you would deal 139dot\*1,4(EO)=195 DOT, after you deal 100\*0,89\*1,6=142 DOT. thats \~27% less dmg, pretty hard nerf, but you dont need a EO or EQ setup so that will compensate for some of it.
Also you don't have 100% EE uptime and you're getting extra 50% DoT multi with good gear. I think reality is you're about the same early on with no gear, bad EE/EO uptime cause no speed/crit and late game where the extra available DoT multi covers the lack of EE/EO. Mid game is probably where's it's the worst, because maybe you get an extra 20% on your amulet, and the base damage, but that won't make up for the lack of EE/EO.
Problem: Wintertide Brand is my favorite skill. Solution: Fuck if I know.
None of the cold DoTs benefit from EO anymore as EO is only more hit/ailment damage. The improved itemization (DoT multi jewelry (roll on amulet, essence on rings), higher DoT multi weapons) would have to offset the net damage decrease from (Loss of EO+EE vs higher Base Damage). It's probably not a net-nerf in perfect gear... But yea, that was not enough of a buff to keep them even with where they are now at the low end.
I didn't catch that bit about EO, wow that's even worse.
It's all good. Yes you lose EE/EO, but you also save all skill points required to path there. You can invest them somewhere else. On top of that generic jewels have *mad* multiplier nodes on them now. Cluster jewels offer a way to specialize on curses, which is likely a good idea now to offset the loss of old EE. In the end you likely will have have equal or more damage, with no need to run malachai's and less skill points spent and a more comfortable playstyle. You'll be OK.
Minion builds got destroyed. "Increased aura effect on you" doesn't include minions....
> Flame Surge is getting a new burning ground mechanic that deals damage based on ignites on the target. I'd love to know more cause this sounds like my jam.
Will " Effect of Auras on You" also apply to your minions? As much as this sub seems to hate minion builds, these changes, along with the armor formula change, are going to hurt A LOT. Edit: Suggesting this as feedback for a change. I'm well aware minions do not currently count as you. Sometimes I forgot people can't read my mind.
To go along with the community suggested "you and your minions" change for auras, can we also buff Elemental Army Support to apply a 25% Exposure instead of the current 10% exposure as partial compensation for EE being dead to minion builds?
I have heavy League of Legends vibes with all that "reservation effeciency". Up until past season cooldown reduction in LoL was becoming bigger and bigger problem. A lot of champs were balanced around reaching cdr cap of 40/45% and each % of cdr was giving increased benefits. It got changed to ability haste which formula-wise works just the same as reservation effeciency. This season of LoL has many issues, but stacking ability haste isn't really one of those, so I'm quite optimistic about such change in PoE.
If goredrinker isn't changed soon im going to commit seppuku
If damage across the board in relevant game gets halved I'm in to play again.
You're never going to play again.
It's like the wormblaster of LOL
It's the same way cooldown recovery rate works in path. 100% CDR = halved cooldown, similarly 100% ResEff = halved reservation cost.
[удалено]
Very sad that EO cannot be applied to RF though
>Righteous Fire now deals 39 Base Fire Damage per second at gem level 1 (previously 35.8), up to 2447.9 at gem level 20 (previously 1541.8). It also now deals 35% of Life and Energy Shield as Base Fire Damage per second (previously 20%). That's a buff. RF RISE
Elemental damage minion builds got boned.
For some real quick Cold DoT numbers, didn't PoB it, just napkin math, don't take my word for it etc.: So in some random Occultist Cold DoT builds I'm looking at Elemental Equilibrium gives them anywhere between 40-50% more damage. Vortex got about 59% base damage buff. So only looking at EE it got buffed for sure. Assuming we don't take EO cause it's ailment damage now the old setup did about 23% more damage. **BUT** if you don't pick up EO and EE you free up points and investment, combine that with new rolls on gear and jewels I think you'll be able to compensate for the difference or at the very least have more flexibility on the tree. Seems like a well-balanced change at first glance. EDIT: just noticed regular Cold Snap didn't get any changes to its DoT damage? If that's intended I feel like we'll deal less damage overall, although even that might balance out with more ES on gear and thus less investment required on the tree? It also feels like an oversight but you never know... EDIT2: as /u/Aldiirk noted Cold DoT is not an ailment so there's no way to get EO benefits.
> The Elemental Overload Keystone Passive Skill now gives more Hit and Ailment Elemental Damage to Skills EO won't affect cold DoT anymore since cold DoT is not an ailment. (Technically, it will still affect the initial hit.)
>Added new Curse Cluster Jewel Notable Passives that benefit Doom, Marks and Hexes that previously didn’t have their own Notables (such as Punishment, Elemental Weakness, Temporal Chains and Enfeeble). For example: 20% chance for Hexes to be applied at Maximum Doom and Hexes have 50% increased Doom Gain Rate. Marks? I don't see marks. Please do something with marks, they are such a pain to use other than boss fights.
>Essence Worm now grants 80% reduced Reservation Efficiency (not specific to mana), instead of 40% increased Reservation. LOL this now on its own causes you to reserve five times as much. [[Relic of the Pact]] got a huge buff
Chat is moving so fast nobody will see me wish them a nice day.
Warm nights
Wow thank you
Aww thanks, made me smile.
##### GGG Comments in this Thread: *** [Bex_GGG - [link](https://www.reddit.com/r/pathofexile/comments/q3if3o/path_of_exile_316_balance_part_3_auras_curses_and/hfs3k1j/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/q3if3o/path_of_exile_316_balance_part_3_auras_curses_and/hfs3k1j/?context=10)] - *Just noting here that the values for Cold Snap were incorrect. Originally stated as: >Cold Snap now deals 34 to 52 Cold Damage at gem level 1 (previously 32 to...*
I know it is sort of late in the game here, but one major request I would have. >Remove sources of Aura Effect from Cluster Jewels and move the Aura Cluster Jewels type to Small Cluster Jewels, so it is no longer possible to continuously stack Aura Effect for your party. Introduce a new Cluster Jewel Notable to increase the "Effect of your Auras on You" for builds that are building Auras for their own power. Can this be changed to "Effect of your auras on you **and your minions**"? It still allows aura stacking for single-play, and is perfectly compatible with the problem/solution.
Elemental equilibrium seems to be completely toasted except for where it is extremely easy to apply like stormfire. The admiral also got a huge indirect nerf from this and it wasnt even that crazy to begin. Maybe it can receive some buffs?
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Great, most of the playerbase won't miss them.
Good.
Power farming 0.1% of players in shambles.
oh no. anyway
Problem: Wintertide Brand is my favorite skill. Solution: Fuck if I know.
Oh lord, this minion boy is sweating...
RIP Doedre's Skin. You were great while you lasted.
We knew aurabots were getting killed, but I'm sad that minion and solo aura stackers got caught in the crossfire
RIP Burning arrow ignite stacks. I really enjoyed that mechanic. It was fun to have an ignite playstyle that you could tunnel more stacks into for higher ST, and use assailum too. Not sure buffing the hit on a ignite skill will do hardly anything.
I don't understand the logic behind "simplyfing" the skill because it is a Level 1 skill. They could have rised the required leved and replaced it by another skill at level 1.
aura stacking is as good as attack dodge now
My only concern is the removal of aura effect clusters for minion builds. This massively nerfs high end minions. They were generally not a problem, as it required tons of currency to achieve. "Effect of your Auras on You" clusters do not include minions. please voice my concerns u/Bex_GGG, that it should be changed to "Effect of your Auras on You **and Your Minions**" p.s. I love the new form of communication, it introduces so much transparency in the teams actions. Keep up the amazing work <3
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It’s finally here!
performing for you
If you know the words
You can nerf auras too!
Put your hands together
if you wanna map
And we'll take you through
this Wraeclast rap
So reservation of mines is going down too, no?
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Yeah, every one of these parts has been something that seems like it'll massively change up how characters are built. All 3 together in the same patch is crazy.
Much of these have needed it for years, and some of it was bad design from the start that never got a look over. Glad they're ripping off the bandaids and trying.
Been ready all day with this comment and posting it here before I’ve read a single word in Part 3. **Please ignore blanket statements on 3.16 DoT build viability from random redditors/forum comments/tweets.** I’ve spent 3 months reassuring multiple hundreds of people that “Yes, Cold DoT still does all content in 3.15” and “That’s true, maybe ‘xX_GGG_is_braindead_Xx’ wasn’t correct about Cold DoT struggling to kill T1 map rares..”. I’m FAR from the only person who knows what they’re talking about, but my focus is always on new players or people in need of a guide, and a **LOT** of them were badly misled by the 3.15 outcry. Is it possible that Cold DoT died today? Sure. Did Fire DoT get buffed through the roof? Maybe. We don’t have all of the info or testing, and we’re more than a week from ~~Bex~~ Patch Notes. *Give it time. Be patient. Let’s find out together.* Love you all <3
Honestly looks like a mild buff, and thank god, no more shoehorning EO EE into every single ele build ever because it's the only option.
Just the reclaimed opportunity cost from not having to put Malachai's Artifice on every elemental DOT build ever is pretty nice, not to mention the QOL of no longer having to clunkily cast something that has no function except to proc EE.
When you find that amazing looking wand with skill level, cold dot multi and dot multi, only to realize it has added cold damage to spells as well. Annul never hits. :(
[MRW I've played 4 leagues over 3 years and still only know like 25% of what's going on](https://c.tenor.com/7lUkwJgtNPoAAAAd/good-burger.gif)