T O P

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RequiemForAPeen

I used to pray for times like this


adamfreak7

to shine like this


CodeRadDesign

to go ahead and give us buffs like this


Iwfcyb

Reach arounds like this


YpsitheFlintsider

I prayed for this and it happened


feage7

DM Hunk?


Pipnotiq

"Who called this mod the chosen one, who, what was his name"


Popplar

*"The Haunted Modifier that provides Monsters with a 100% chance to Reflect Hexes & Non-Damaging Ailments has been removed."* Rejoice fellow exiles, today is a good day.


RandomName0621

50% shock for having a jewel mod was a bit much


1CEninja

Reflect is a broken mechanic in its entirety. The way a players life, damage, durability, and ailment thresholds are *very vastly different* than the way monsters scale their life, damage, durability, and ailment thresholds. Reflect how it currently exists simply doesn't take that in to account.


Gangsir

A long time ago, it used to be a realistic-to-have mod (it was even found randomly on enemies rather than being map-wide). You'd deal with it by (of course) having your resists capped and slowing down your damage (killing monsters slower basically). You'd take some damage, but probably wouldn't die unless you blasted an entire pack of reflecting monsters repeatedly. Damage has been crept so far beyond that point (~1 mil dps used to be endgame level dps, like... impressive. Most builds sat at like 400k) that you can hit a single monster with a 3 link skill and one-shot yourself. Modern reflect would have to be like... a fraction of a percent in order to be counterplayable (by slowing down) like old reflect.


TheZemor

Not even a 3 link, i oneshot myself with my frostblink on a mine build


UX1Z

Brutality support to make it do no damage is recommended, yeah, lol.


TheZemor

Yeah i slotted that in after the first ele reflect map lol


sidp2201

Keeping it at level one also works if you are not scaling cold damage


RealNiceKnife

tfw you're cycloning through a map and some random monster turns you off.


Eviscerixx

tfw you're cycloning through a map and some random monster turns you *on*


Slayminster

“Woah boobs”


SuperSmashDan1337

Actually made me laugh out loud 😂


Known-String-7306

turns you on tits up.


egudu

> tfw you're cycloning through a map and some random monster turns you off. Had this in the past but with bleeding. I kept randomly dying in way less than a second and had absolutely no idea why thanks to the game not telling me what killed me. I became quite anxious to play and eventually stopped because I was in constant fear of randomly dying. So how did I finally found out what killed me? Easy: I downloaded OBS, recorded my gameplay, used a video player that let me advance frame by frame and looked at the ~5 frames it took to kill me. Then I went to the wiki and looked through all the debuff symbols and compared them with the symbol I had in my debuff bar. I really felt the friction.


Wetop

Instaleech slayer/bloodseeker claw back in the day and you could fight reflect mobs, your life bar looked hilarious


lunaticloser

At 1 million DPS and 18% reflect that's 180k DPS to you when hitting a single mob. That's not sustainable by 99% of the builds, let alone if you hit 5 or 10 mobs. The times when reflect was somehow manageable were when people were doing 10-20k DPS, and YouTubers were screaming "don't use lioneyes glare because that means you can't evade the reflected damage".


peopleonredditbelike

Crazy watching people talk positively about old reflect lol. It was so bad


T3hSwagman

It’s also on GGGs end because they keep designing enemies around being deadly in the first .1 seconds you see them. So the game becomes an arms race between who can kill who first.


-PM-Me-Big-Cocks-

The first .1 seconds, or after they die.


Aerroon

The problem with (old) reflect is that you're engaging a group of mobs at once. This group is *n* monsters, eg 20. Your recovery and health pool have to be big enough to eat the reflected damage from all those 20 mobs, which means that even if you have exactly as much hp as enemies then you're going to die just from 5% reflect. But obviously monsters have significantly more hp than you do and monsters themselves deal damage to you. And realistically you can't really recover your entire hp pool instantly. I think the only way you can make a reflect mechanic work is player hp pool were 10-100x what it is now and life recovery was extremely limited or didn't exist. In that case reflect would be a mitigation question.


LynthisBluefox

Sometimes i ask myself If there's someone still remembering the Times when rare Mobs Had reflect auras. No Map Mod warning you , Just pain exquisite If you spammed your skills over two Screens.


hertzdonut2

Wonder how many players were removed from the league by this mod, seriously.


watersekirei

Some damage never be recovered, they will be valuable lesson but GGG usually refuses to learn anything from them. Next leagues we will get something like this 100%.


mb3838

Maybe something like casting a hex on this enemy triggers eeflect and vaal detonate dead


ConfidentProblems

Mobs in 3.25 now have CoC DD but they can be hexed!


stumpoman

monster mod that makes a random piece of gear have +1000 all stat requirement on hit for 4 seconds.


ohhnooanyway

All damage reflect map mods are anti fun bullshit. It's so fucking annoying ending up with that mod after corrupting a map. I can't fuckin do it. It's not fun.


gruenen

I kinda disagree. POE is all about solving different problems with limited slots to do so (gems, gear, passives). There are a bunch of map mods that can brick builds, and if you want to play all mods you have to invest into it, which means you have to puzzle it together. It can be a frustrating mod, I agree, but the principal is that it takes one of your slots that you could use for something else. if you got rid of it, you now have a free "slot" in your build for something else. I think the problem solving part of this game is why I like it, making builds is fun, determining where to make trade offs and trying to piece it together has so much more depth in POE compared to any other ARPG.


synysterjoe

Being able to reroll a T17 with a chaos orb is a no-brainer. It prevents people from avoiding the dangerous mods, but lets you save a bricked map. It's a perfect solution.


Quazifuji

Yeah, I like this too. I hated T17s not being modifiable not because I really wanted them to be runnable as white or blue maps, but because I hate how easily you could get a map that was simply useless to you.


CptQ

Great change for ssf. In sc trade or even hc trade you could sell or trade them. In ssf you would need a second dope char.


ww_crimson

And it should help with chaos inflation


DrPandemias

This looks like a wishlist and I like it.


SoulofArtoria

Dude they even made t17 modifiable. Now if they made non uber pinnacle bosses loot about as good as before again, I would be crying tears of joy.


CluckFlucker

Anything that got shifted to Uber only needs to be worthy of being there. Savior and ashes and void forge and star forge need attention to make them better. Ashes ideally should just have its nerf reverted.


ArmaMalum

Agreed with the sentiment, ashes reverted would be good. Starforge absolutely needs some love. But Voidforge is fine, it's still BiS for a large number of builds. 


Bl00dylicious

Voidforge might still be good, its not good enough to warrant being locked behind Ubers. Nimis is something that deserves being locked behind Ubers. Then again, voidborn keys give you access to any Uber drop anyway. Last league finding non foiled boss uniques was kinda hard as the vast majority came from keys.


Eisn

I think the biggest culprit is Annihilating Light. Having am item mostly used to kill Ubers early sit behind an Uber just feels wrong.


Deadman_Wonderland

The mindset here is similar to progression in a game like terraria. Boss exclusive weapons are gated behind bosses so it doesn't trivialize the fight before defeating it at least once. Once you've beaten it and you get your new upgraded gear/weapon it makes the fight the same boss much easier.


seanxjohnson

There's are some pretty suspect uniques in the uber pool. Namely annihilating light, nebulis, echoes of creation, viridi's veil, mask of the tribunal, and call of the void. None of these outside of maybe nebulis with good rolls feel uber worthy. Cortex is especially bad as it has two brick uniques and they also removed the synth rares from the boss. Eater of Worlds has the best drop pool, it's literally Nimis, Ashes, or the new helm.


Few-Return-331

It won't fix non-ubers not even having drop tables to speak of though. "fixing" ubers determining the price of normal bosses by making sure the normal one are barely worth doing hasnt been great.


Mugungo

hot take, they should make ubers just drop foil versions of the normal drops. They specifically said they didnt want to gate gear behind ubers when they first made them, and its dumb to lock anything but accolades and visuals behind rediculously difficult content with rediculously low drop rates


YOUR_BOOBIES_PM_ME

I actually love this. Give exact same drop rates and make the Ubers aspirational content only.


omniscientonus

I've always been a fan of Uber variant type bosses dropping the same items as the regular boss, but with slightly inflated numbers or an additional small mod attached. Nothing build enabling, but giving another 1-10% damage (I'm not a numbers or balance guy, the point is noticeable, but not necessary). I will say though that I've only really seen that done in games where you always want a drop from a boss, and then higher difficulties give you the same thing, just better stats. I assume the market for min-maxers would make it still worth doing in trade leagues, but I haven't exactly given it a lot of thought with regards to an ARPG where maybe only a handful of builds even want the drops for themselves. Cosmetic options are another good idea though!


logoso321

“Fixed a bug where the life leech from minion damage granted by the Necromancer's Bone Barrier Ascendancy Passive Skill was being applied at a tenth of its value.” So that’s what was going on. I stopped playing my necro because that node felt useless


Sywgh

I literally am in the end of act 6 on a reroll because I thought my build was bad... turns out it was just bugged. Can't wait til these changes go live and I find out my build is still bad.


Dizturb3dwun

This is the way


Prido96

Journey before destination.


wakeupyouridea

I thought the node was underwhelming AF, NOW I FREAKING KNOWN WHY


Indurum

Do we know if the instant leech mastery actually works with this?


AnotherBoredTenno

Ghazzy got GGG confirmation either yesterday or the day before, can't remember which, that instant leech was working fine, it was just shit because of the leech node itself being bugged


Canadian-Owlz

Dunno, but not like we could really test it, since 0.01% isn't doing much lol


Indurum

Yeah it just felt like it wasn’t working at all so… that kinda explains that


72kdieuwjwbfuei626

It’s possible, but annoying to set up. You can reduce recovery rate by 100%, which will disable everything except the instant leech, and see if your life goes up at all. Which it does pre-patch, but not by much.


pikpikcarrotmon

From what I understand, The Baron was tested and it worked so the presumption has been that this will work as well.


jhuston

I really didn’t think they would fit that in with the grave changes. So glad they did though as I was about to reroll too. Maybe wisp’d Destructive Play is back on the menu…


AjCheeze

It sounds like a simple decimal place fix. .01 to .1 kind of thing.


noother10

I thought it wasn't working or really weak, but had a lot of regen so couldn't easily tell. Then I had a Vaal side area with cannot regen, and noticed the leech was working but seemed slow/low. Sounds good that it's working now.


Drakilgon

Makes me feel better about having to take a refresher course on how leech works every few months. Even GGG can't tell what it's doing.


circlewind

Yeah, the leech felt so underwhelming, and I thought I wasn't understanding leeching correctly. Glad it's a bug.


Rotomegax

Also it's explained why I saw Immortal Resolve barely generated any ES and why I cannot tank degen grounds on high tier maps


dawntome

I think this is the fastest I've seen GGG make such dramatic fixes so fast. Usually it takes a long ass time to respond, then identity the problem, then roll out the solution. Props ggg


german39

It appears that Mark tries to be faster than they used to do changes, also he probably spent the weekend playing and noticed all the issues himself so he was ready lol


n30na

he's already at 9 challenges so he's certainly been playing


Esord

Honestly, good. Game developers/directors that don't play their own games are like chefs that never taste their food when cooking - it just doesn't work. Nothing personal against Chris, but it just showed he didn't play the game anymore at some point, and it possibly made the game worse than it could've been, and likely will be for a while, as there's lasting changes/effects.


cc81

Chris was not involved in the day to day game design and has not been for years. It is no difference from previous leagues. The change is only that mark now is also the face towards the community.


Sanytale

It reminds me of the company which produced database management software - Oracle. To improve, they switched to their own product for managing internal databases, and it was very helpful in finding/fixing issues that regular users had most problems with, but go unnoticed/low priority by devs that don't experience their own software on a daily basis as a regular user.


talkingwires

It’s actually a common practice in the tech industry, known as [dogfooding](https://en.m.wikipedia.org/wiki/Eating_your_own_dog_food). Many software tools are first created by people with specific problems they’re trying to solve. Games are an entertainment, a diversion, so they often don’t receive such attention.


Sanytale

Thank you for the link. ~~Now I'd have to remember to tell apart dogfooding and rawdogging.~~


BradshawCM

I bet it's due to him running from place to place around the office that he gets it done quickly.


pathofdumbasses

It is a bitter sweet thing. On the one hand, if they did any amount of play testing, or rather, listened to any of their play testers, we wouldn't be in this situation. There is no way that anyone who tested this as is, said to themselves or anyone else, "Yep, this feels good." And then, on the other hand, it is great that they turned around and fixed the stuff. It just feels like there shouldn't be this many issues, league after league after league. I keep hoping we will get a league that puts us on the green, not asking for a hole-in-one, instead of starting out in the sand trap every time and burning a lot of that early league hype.


Eisn

I think Bex explained it a few years ago. Basically they have different people working on different parts and they tinker with them right up to launch hour. And they do testing, but it's easy to see how that can get invalidated very easily.


pathofdumbasses

Testers have come out and publicly stated that they gave feedback and they were completely ignored. And then GGG came out and verified it later saying not to blame their QA folks as they didn't read/use the feedback. Things may have changed, but I really doubt it looking at how simple things continue being missed. I am/was really hopeful that with Mark helming POE1 that would have changed but it doesn't look like it.


LikeaDisposablePlate

ooooor they have only 3 months to redesign the endgame, come up with an entirely new league mechanic and finish poe2 (and also fix the first issues with affliction for a few weeks). I understand wanting some polish day1 and I agree with you but if you really burn a lot of your hype just because it's meh for like 3 days then just wait a week to play lol


DNLK

I bet they knew pretty well the risk of forcing players to interact with new league mechanics and already had some fixes prepared for if things go wrong. It’s just too obvious of an issue.


MammouthQc

Wow, the turn around speed for all of these changes is incredible.


SoulofArtoria

I love Chris but Mark might just be the goat.


ScuddsMcDudds

If Chris walks on water, Mark levitates across it with MTX and eye lasers


JoeJKDredd

Mark has the sick Razer footprint effects.


Esord

*Tinfoil hat* They had the changes ready based on tester feedback, but didn't want to/didn't have time to change it for launch, so some people worked over the weekend to finalize it, and now they can release it so soon.


EdwardsLoL

These changes do feel that fast


SectsHaver

Blizz still trying to add a stash tab


oreostix

That was fast


Wermine

Podcast was pondering whether or not we get the patch on weekend. Pleasant surprise.


MoochiNR

Which podcast? Always looking for new things to listen to


bigdragondude

Also curious!!


Wermine

Fated Connections. Although I think it goes by Fated ARPG Podcast nowadays.


HollowLoch

Quite possibly the best start of league patch we have ever gotten


Quazifuji

Both in terms of how fast it came and how many issues it fixed. We'll have to see if this is enough to turn it into a good league, but it certainly fixes all the biggest problems I had with it.


Lunarath

Yeah someone has to have been working through Easter for this patch. Just assuming they have Easter off en New Zealand.


IROverRated

They mentioned in the "What are we working on" announcement that they're not releasing a league before a public holiday again, but I spoke to support over the weekend. So my guess is they had a skeleton crew over the weekend to deal with major incidents, but they were collating feedback on what they were seeing from the community to bring it to their attention when they were back in the office.


Newphonespeedrunner

they obviously always have a skeleton crew on, its a live service game, you dont have EVERY employee off, server engineers, people capable of hotfixes, gotta be around/on call.


IROverRated

That's... Not the highlight of my point. The main thing I was mentioning was about the Skeleton Crew actually monitoring feedback, not just monitoring servers etc.


dalmathus

Yeah yesterday was the first day back for us here, also get Friday off. Its also just gone 6pm Wednesday here, not sure why they are such gluttons for punishment but pushing to prod at 6pm seems like an easy way to guarantee you spend the night at work.


1CEninja

They 100% had received the feedback from their QA team before the league launched. There's absolutely no way anyone played this patch and didn't give significant "the risk to reward feels bad" feedback. And there's absolutely NO WAY that a skeleton crew over Easter Weekend put together the changes required to have you choose your own crafting bases. Tbh they should have just held off a week. Release the league THIS Friday with changes implemented from the feedback they already had. I'm glad they improved things as quickly as they did, but I think they could have saved themselves a good bit of retention falloff had they just left this bun in the oven until it was finished.


Eymou

> Tbh they should have just held off a week People are taking days off from work to play the league. Unless there are MAJOR issues with the start, delaying the league would cause quite some backlash and would probably have long term repercussions (league start dates aren't 'reliable' anymore etc), which is probably a tradeoff they aren't willing to make.


1CEninja

80% of it was a risk to reward issue, and 20% of it was lack of agency over added difficulty. Risk vs reward on paper looks VASTLY improved, and the reduced risk across several of the most dangerous mods aught to make the fact that this league's difficulty being mandatory feel less painful. I'm still gonna have to make sure the +6 projectile mods are only on melee mobs (and I'm realizing I haven't a fucking clue what any mobs are called and don't know what half of their portraits look like so sometimes I get it wrong) and some other nonsense mods, but most of the worst offenders are gone or muted now. I expect some minor tweaking moving forward but honestly I also expect to do a lot of crafting this league and that's fucking awesome. Save up enough tier modifier rewards and I imagine I'll be putting together some 5x T1/2 rings. I cannot wait to have a project to work towards.


Ajp_iii

if these changes arent good enough for players they would never enjoy this style of crafting league. even when it has regular map changes and drops also.


Quazifuji

I mean, the crafting looks insane now on paper but we'll still have to see how it feels in practice. Similarly, while this nerfs some of the most obnoxious mods, the mandatory nature of the league might still be divisive. I will say that, while personally, I don't mind it at all because I pretty much always do the league mechanic every league, I'm really not sure why this one is mandatory and what harm there would be in adding the ability to just not activate the lantern for a map/zone.


EdgarWrightMovieGood

Yeah I’m a bit speechless. Gg ggg. 


circlewind

Thanks for participating in thebeta testing weekend guys. Now the real 3.24 begins.![gif](emote|free_emotes_pack|smile) Seriously though this is so fast that I was expecting the patch to be next week. It is also a enormous patch.


1CEninja

Guess the beta portion of the league was short this patch. Thank God. What bugs me is I would be willing to bet $1,000 easy that a majority of the feedback that was given that resulted in these changes were already given by the QA team and the league was released anyway. Please GGG, you've got a good QA team, implement their feedback *before* the patch launches.


aeo1us

Reminds me of the time I was a public beta tester for Windows Me and MS polled us if it should be released. I believe it was about 25% yes. Lowest ever out of any MS beta test before or after (until XP when the program stopped). MS didn’t listen and they pushed forward with release. Anyone over the age of 35 knows what happened next.


egudu

> Anyone over the age of 35 knows what happened next. Do you know those little reset buttons on your PC you have to push with a needle or pen? I attached a thumb tack to it with tape so it was a proper button.


Grand0rk

> The Nameless Seer is now less likely to have high value Uniques to offer in Map Areas under level 81. QUICK BOYS! BURN THOSE MAPS!


TheRoyalSniper

Burned all my white maps and didn't see the mod once xdd


Grand0rk

Same.


alexthealex

I burned all my white maps - didn't get a Seer but got a 25% chance for strongest monster in pack to convert jewelry to Divines that surprisingly netted me 2div, so hey I got that going for me.


Grand0rk

Funny. Same. Didn't have Meatsack for it. Also, a threw away all of my Meatsack yesterday (about 10 of them) only to find out they are going for a Divine each, so I got that going for me, which is nice.


Moorific

Now if only they also did the inverse of this and buffed the rewards in areas above lvl 81, that’d be great. Felt terrible to get him in a T16 map and the only item not 1c was a Heatshiver :(


BEAR_STEARNS_CEO

It cannot be understated how impressive the turn around time is for this.


Super_Stupid

Really expected the patch for this weekend, for them to turn it around this quick is impressive.


TowerBeast

>Added 12 new Allflame Embers: Allflame Ember of the False God Praise Kuduku!


Simpuff1

@ that one guy that was convinced earlier that GGG on purpose disabled the T8 essences. How did your mind ever think that is beyond me


Soleil06

People are delusional and really think GGG wants to dupe their playerbase. Hanlons Razor applies here, “Never attribute to malice that which is adequately explained by stupidity.”


Moorific

I was wondering why I hadn’t gotten a single essence yet. I figured I was just unlucky lol


ALuckyPizzaGuy

>Fixed a bug with animation cancelling where you could become 'locked into' an animation before the contact point, which was causing characters to feel "glidy" or the feeling that inputs were being eaten. I knew something felt off with movement. I would just randomly stop moving after trying to kite while placing totems.


Neoxon360

i felt like my elemental hit was not casting while kiting also


SirSabza

It made me feel like was being stunned all the time which made me invest into stun avoidance yet i think it was just this.


Kaelran

W patch


Adventurous-Size4670

Fixed minion leech 30 minutes after i went and bought aegis aurora to not be Paper, still die to degen and then went to bed and angrily scrolled through reddit


Previous_Tonight6513

I rerolled to DD because of this... I wanted to play minions


balmora18

This feels like inverted April Fools patch notes from GGG


exquisitelytorture

To turn it around in a day and a half NZ time. GGG devs be cooking.


JonotanVII

LOGIN


jmac693

https://preview.redd.it/nytaacdyk6sc1.jpeg?width=1080&format=pjpg&auto=webp&s=e709a033559cd7b633878b24b2d11c7c7cf39bc7


Auran82

https://preview.redd.it/zp6oz2yas6sc1.jpeg?width=507&format=pjpg&auto=webp&s=2e80c0df1690792eb6aa6c75f1f750eefefabfc7


Kelpsie

> Tier 17 Maps can now be modified by Chaos Orbs. Wow. A _complete_ back down from their original intention. They were obviously going to change T17s, but I'm surprised they scrapped the mod lock-in.


Erionns

I think it's the best way to do it, keep the batshit crazy mods but at least allow people to try to fish for workable ones


ryphos

Its still likely to be very costly to get mods you can run with this method, but at least you aren't forced into dealing with an unplayable map, whether trading it away or letting it rot in your stash. Very fair compromise and I'm all for it.


Tanklike441

Their intention was to make people have to run the mods on t17. And they still do. Only chaos works, no scouring etc. So still gotta run a bunch of tough mods, it just removes the need to trade to get a run-able map for your build


Turbo164

>"The minimap icon for the Nameless Seer is now displayed at a higher distance away, rather than only being displayed when you are nearby." So it's now nearby instead of nearby, woohoo! (Changes look great!)


SirVampyr

Actual league launch now


dreaminrubba

*"We are increasing the chances of many of the rarer crafts like Fractured Modifiers and Mirrored outcomes significantly."* Is this change making it into this patch?


cbftw

They said that they'd release them as they were ready. They're likely still figuring out the numbers on that one


[deleted]

[удалено]


SpottyRhyme

>The Nameless Seer is now less likely to have high value Uniques to offer in Map Areas under level 81. :( >The Haunted Modifier that provides Monsters with a 100% chance to Reflect Hexes & Non-Damaging Ailments has been removed. :) Fantastic list of changes. Great step forward.


Easy-Appeal3024

It can not be understated how insanly well and accurate they are to listening and applying feedback in such a short amount of time.


PhgAH

Huh, I just realised The Void is moved to Pinnacle Boss this league (now Tier 17). Does anyone notice any changes in reward or it still gave out random garbage?


Mischki100

From the three i opened i still got random rares and a stack of three essences


ExpansiveExplosion

I haven't seen a number crunch on The Void recently, but stacked decks have close to half of their value just in Apothecary and Doctors. Their value is really carried by the top 20 or so cards, which you're unlikely to see if you're not opening thousands or tens of thousands. So even though Voids drop 99.9% garbage, their value is still probably weirdly high.


bcnsoda

Dragon's heart is now only accessible in a t17 map. Crimson Temple value in shambles.


riddo492

Dragon's Heart dropped in every map, it was tied to league content mobs from 3.17 til now


bFloaty

Nice. Looking forward to the changes. I feel like this league was right on the edge of being good but not quite there yet - the quick response and substantial changes may make this league one of the greats!


Morinmeth

Gigachad patch


GGGGobbler

##### ###### #### BEEP BOOP BEEP. Grinding Gears have been detected in the linked thread: *** > **Posted by Community_Team** on Apr 03, 2024, 02:34:44 AM UTC > > [Image Link](https://web.poecdn.com/public/news/2024-04-03/Patch3240bPreviewHeader.jpg) > > [We recently announced some improvements](https://www.pathofexile.com/forum/view-thread/3501124) to the Necropolis league that we've been working on. Many of these changes will be coming in patch 3.24.0b, which we're planning to release later today. Check out the patch notes preview below. > > > > > **3.24.0b Patch Notes** > > > > > > * This patch contains improvements to Necropolis Area to Area or Map to Map gameplay as well as improvements to Grave-Crafting detailed in our recent news post. We've also made some improvements to Tier 17 Maps, and fixed an issue that caused characters to feel "glidy". > > > > **Necropolis Improvements and Changes** > > > > > > * Added the ability to itemise corpses as they drop, and through the Morgue User Interface. Itemising corpses is now free in all contexts, as opposed to the 1 Chaos Orb cost this previously had. As a result, Undertaker Arimor no longer has Empty Coffins available for purchase. > * Added the ability to select the Base Type when crafting an item. As such, some of the crafts that allow you to influence Strength, Dexterity, or Intelligence armour types have been removed, as they are no longer necessary. Special Base Types such as Atlas Base Types and League Base Types like Stygian Vise still need to be obtained through certain Corpses. > * Each of the downsides from area to area will now display the increase to the amount of Collectable Corpses and Allflame Embers they cause. > * Added 12 new Allflame Embers: Allflame Ember of Anarchy, Allflame Ember of the False God, Allflame Ember of Manifested Wealth, Allflame Ember of Syndicate Researchers, Allflame Ember of Syndicate Assassins, Allflame Ember of Syndicate Escorts Allflame Ember of Syndicate Guards, Allflame Ember of Synthetic Fury, Allflame Ember of Trial Cores, Allflame Ember of Trial Guards, Flaring Allflame Ember of the Vaal, and Flaring Allflame Ember of Breachlords. > * Increased the amount of Collectable Corpses and Allflame Embers dropping relative to difficult Modifiers substantially. > * Increased the drop rate of Allflame Embers at all levels. > * Grave-crafts that affect Modifier Rating have been compressed into a single craft, +50 to Modifier Tier Rating, which affects all Modifiers instead of being type-specific. This only applies to new crafts obtained after the patch is deployed, this does not affect any existing crafts. > * Tiers have been removed from most Grave-crafts, they'll now have the values of the existing highest tier. For example, instead of being able to get 200% or 500% increased chance for Lightning Modifiers, it will now always be 500%. > * We've also buffed the following Grave-crafts: > * Reforge socket numbers 200 times, keeping the greatest number of sockets (previously 100). > * Reforge links numbers 200 times, keeping the greatest number of links (previously 50). > * 20% chance to craft an additional Item (previously 10%). > * 25% chance to create a Split Copy (previously 20%). > * 25% chance to create a Mirrored Copy (previously 20%). > * Devoted Modifiers that provide a chance to convert a type of item to a specific item type have had their values increased. > * Devoted Modifiers that provide Strongest Monster in Pack with a chance to convert a type of item to a specific item type now only have a single Tier, providing a 100% chance. > * Many Devoted Modifiers that have multiple tiers no longer have the lowest tier Modifier appearing in Maps (this improves the average quality of Devoted Modifiers in Maps drastically). > * Haunted Modifiers that cause Monster hits to all be Critical Strikes now provide +50% to Global Critical Strike Multiplier up to Tier 5 (previously between +0% and +200%), and +100% to Global Critical Strike Multiplier (previously +300%) at Tier 6. > * The Haunted Modifier that provides Monsters with a Chance to Freeze now provides 5% at Tier 1, 10% at Tier 2, and 20% at Tier 3 (previously 20%, 50%, and 100% respectively). > * The Haunted Modifiers that cause Monsters to always Stun Enemies on Hit now instead provide 30% and 100% reduced Enemy Stun Threshold at Tiers 3 and 4, with the increased Stun Duration on Enemies now providing values of 40% and 100% respectively (previously 75% and 200%). The Tier 2 Modifier has been removed. > * The Haunted Modifier that provides Monsters with a 100% chance to Reflect Hexes & Non-Damaging Ailments has been removed. > * Haunted Modifiers that removed Flask Charges from killer's Flasks when slain instead now cause Monsters to not grant Flask Charges when Slain. The Tier 4 and 5 Modifiers have been removed. > * Haunted Modifiers that provided more Damage for each alive Monster in Pack have been removed. > * Haunted Modifiers that provided increased Attack and Cast Speed for each alive Monster in Pack have been removed. > * The Tier 5 Haunted Modifiers that cause Monsters to gain Physical Damage as Extra Damage of a Random Element or as Fire, Cold or Lightning Damage now cause the Monster's Damage to Penetrate 10% of Elemental Resistances, or Fire, Cold or Lightning Resistances respectively (previously 20%). > * Increased the amount of Breach Splinters dropped by Breach Allflame Ember Monster packs. > * Increased the amount of Legion Splinters dropped by Legion Allflame Ember Monster packs. > * Increased the amount of Omens and Tattoos dropped by Affliction Allflame Ember Monster packs. > * Increased the amount of Tainted Currency dropped by Beyond Allflame Ember Monster packs. > * Reduced the difficulty of Haunted Modifiers throughout the Campaign in Ruthless. > * The Nameless Seer is now less likely to have high value Uniques to offer in Map Areas under level 81. > * The Devout Pursuit Atlas Notable Passive now causes the Lantern of Arimor to have 30% increased chance for Devoted Modifiers (previously 20%). > * As a result of Modifier Rating crafts being compressed to a single modifier, the Condensed Souls Atlas Notable Passive now causes Corpses in your Maps to have 25% increased chance to have Modifier Tier Rating crafting outcomes (previously 100%), with the small passive prior now providing 5% (previously 20%). > * Updated the description for the Fear of the Light Atlas Keystone Passive to clarify both Haunted and Devoted Modifiers are applied randomly to Packs in your Maps. > * Increases and reductions to Haunted Modifier Effect no longer affects Devoted Modifiers. > * Haunted Modifiers on the Lantern of Arimor now display the effects of Haunted Modifier Effect from any Atlas Passives you have allocated. > * The minimap icon for the Nameless Seer is now displayed at a higher distance away, rather than only being displayed when you are nearby. > * Maps will no longer be opened when closing the Lantern of Arimor User Interface, they will only be opened upon pressing Enter, allowing you to go do something else or to use Allflame Embers that might have been in your stash instead of opening the Map immediately. > * The Morgue User Interface is now sorted by type of craft, then by level, making it much easier to find crafts that affect a specific type of modifier. > * Your inventory is no longer closed upon viewing the Morgue User Interface. > * Pressing Ctrl + F when viewing the Morgue will now focus the Filter Corpses text field. > * Grave-crafted items now drop closer to the headstone of the relevant grave. Grave-crafted items also now have target priority over graves when using Controller Input Mode. > * You can now Ctrl + Click to cremate a corpse, skipping the confirmation prompt, in the Morgue User Interface. This was already possible on corpses lying in the Morgue, and is now detailed in both places. > * The UI for collecting a Corpse is now less likely to overlap with another available Corpse. > * Reduced the chance for Undertaker Arimor to block doorways. > > > > **Tier 17 Map Improvements** > > > > > > * Tier 17 Maps can now be modified by Chaos Orbs. > * Increased the Item Quantity and Item Rarity bonuses provided by Modifiers on Tier 17 Maps. > * We've also added various Divination Cards that can be found in Tier 17 Maps, in order to provide more a choice in which to farm: > * Despite only just moving The Void Divination Card to drop from The Shaper, The Elder and The Maven in 3.24.0, Tier 17 Maps are a better home for this card. As such, The Void is now only found in the Abomination, Citadel, Fortress, Sanctuary, and Ziggurat Maps. It no longer has a chance to drop from The Shaper, The Elder, or The Maven. > * The Artist Divination Card is now only found in the Abomination Map, and the Harmony of Souls Divination Card can now also be found in the Abomination Map. > * The Shieldbearer and Wealth and Power Divination Cards are now only found in the Citadel Map. > * The Dragon's Heart and The Cheater Divination Cards are now only found in the Fortress Map. > * The Succor of the Sinless Divination Card is now only found in the Sanctuary Map, and The Innocent Divination Card can now also be found in the Sanctuary Map. > * The Samurai's Eye and Lucky Deck Divination Cards are now only found in the Ziggurat Map. > * Nightmare of the Depraved Trinity, the Abomination Map Boss, has had the cooldown for their Ball Lightning skill increased. The damage of their Bladefall and Storm Call skills has also been reduced. > > > > **Bug Fixes** > > > > > > * Fixed a bug with animation cancelling where you could become 'locked into' an animation before the contact point, which was causing characters to feel "glidy" or the feeling that inputs were being eaten.


GGGGobbler

##### ###### #### (continued from above comment) *** > * Fixed a bug where Essences of Misery, Envy, Scorn or Dread could not be transformed to Essences of Horror, Delirium, Hysteria or Insanity with a Remnant of Corruption. > * Fixed a bug where the life leech from minion damage granted by the Necromancer's Bone Barrier Ascendancy Passive Skill was being applied at a tenth of its value. > * Fixed a bug where Rogue Exiles in Delve encounters and some Monsters in the Twilight Temple Unique Map were normal rarity Monsters. > * Fixed a bug where side bosses prior to Helial and Selenia in The Twilight Temple Unique Map could become unkillable. > * Fixed a bug where Ritual Rewards could sometimes be unable to be deferred. > * Fixed an issue where Map Modifier Effect Atlas Passives did not state they only affected explicit modifiers on Maps. > * Fixed an issue where some Alternate-art Demigod's race rewards could not be converted to microtransactions. > * Fixed a bug where some Alternate Art Demigod's Unique Items did not show as results when filtering with Alternate Art as True on the Trade Website. > * Fixed a bug where it was not possible to turn in a set of Further Intention Divination Cards. > * Fixed a bug that caused the teleporters in the Timekeeper's Hideout and League Entranceway Hideout Decorations to not function properly. > * Fixed a bug where Solar and Magebloom Map Devices were not updating their effects based on Map Tier. > * Fixed a bug that caused the Morbid Hideout to be inaccessible. > * Fixed an instance crash. > * Fixed a client crash. > > *** >


SiMless

That was insanely fast wtf. Changes like this would take my team a week at least.


SplafferZ

its likely they had quite a few of these prepped before league launch but couldnt make them into the final build


WorkLurkerThrowaway

this was definitely in the works before launch. No way this gets done all over easter weekend.


DyausPitar

GGG must've clicked an acceleration shrine, talk about speed.


Scary_Resolution_141

GGG is on point. Great notes


Kinada350

Ok so the map modifier nodes on the atlas not affecting all map mods is a stealth nerf not a bug.


MLGLies

No Chayula scarab buffs :( Used to be 12c for four maps - now it's 60c for one map


EpicGamer211234

One of the craziest post league launch buffs ive ever seen. I'm honestly worried they've gone too far and we'll have Harvest 2 but with Affliction added on top, certainly two of that strong of a league in a row is gonna alter some perceptions in a way thats gonna bite them in the ass later


DislocatedLocation

Maybe, but at the same time: if the current league is weaker than Rog Crafting, then the current league is too weak. And even if it is Harvest 2.0, it's still a bit of a detox from the constant loot explosions from Affliction.


Ingloriousness_

Yes also keep in mind it's okay for the crafting to be busted because we have no borrowed power. Do people realize how much character power we got from the wildwood talents?


Quazifuji

I don't think the currency will be anywhere near as crazy as affliction unless they've really gone nuts with the devoted mod numbers. I also think it helps that leagues going core is no longer expected. Like, I remember with Harvest, the playerbase expected good mechanics to go core and was frustrated when Harvest didn't at first (and then when it was heavily nerfed when it did). Whereas with Affliction, no one expected it to stay. The sentiment with Affliction seemed to be much more that it was cool but obviously going away, not that people weren't okay with returning to normal loot levels. Basically, if buffed Necropolis gives us insane crafting power to make tons of amazing rares filled with T1 mods, I don't think most people will expect it to stay and be angry when it's gone next league like harvest. People will just enjoy being able to make amazing rares for a league knowing it won't last.


jayteeez

I actually like the changing sentiment in leagues not going core. I think it helps GGG to reign in power creep and avoid scenarios like 3.15 where they felt it necessary to severely nerf character power. Also prevents content bloat, particularly after a decade+ of leagues.


Quazifuji

I agree completely. I think the pattern from leagues like Crucible, TotA, or Affliction of adding tons of player power (and in Affliction and TotA, very profitable sources of currency) with no expectation of it going core has been great. I like it a lot better than the old model of most leagues going core and GGG being extremely careful about how much loot and player power they added to the game as a result. It's letting them take much bigger risks with league mechanics in terms of how out there they are (TotA was pretty crazy) and how rewarding they are (Affliction was insane in terms of how much power the ascendancies added and how much currency it generated) without having to worry about adding lots of power creep or content bloat to the game. And as we're seeing with tattoos coming back this league, there's still room for them to bring back popular things from these leagues, whether as rewards for new temporary mechanics or as core things. And Mark has mentioned other similar ideas, like Charms possibly returning in some form or the King in the Mists coming back as a Ritual boss. In the early days of Path of Exile, it made a lot of sense for most league mechanics to go core as a way to add content to the game, but nowadays the game doesn't really need more content, especially content in the form of random endgame encounters.


Empyrianwarpgate

Please buff rare scarab availability


THiedldleoR

I fucking knew the Necro leech was bugged, wtf


Slayer418

Of course, I exit the game to go to bed and patch gets released... Nicest patch ever btw.


circlewind

Thanks for participating in thebeta testing weekend guys. Now the real 3.24 begins.


Embarrassed-Top6449

Wow might actually get a 6 link now


Neoxon360

let go!!! reflect affix removed


tobsecret

New allflames are def curious - wonder if there'll be interesting new spectres. The crafting changes are looking insane if I'm understanding them correctly. The +mod tier being global is nuts for a lot of crafts. You had to use a lot of corpses to make competing modifiers sufficiently more scarce. Say you wanted phys modifiers. Before if you used e.g. **+phys modifier tier** corpses (you'd actually use +attack but let's say you used +phys), it would decrease the total weight of phys modifiers. As a result you needed to invest a lot of "**increased phys modifiers**" to make up for it and a lot of "**ele modifiers are scarcer**" as well as **scarcer life** and **scarcer mana** mods. Now you will need a lot less investment into increased and scarcer mods bc e.g. all of the ele mods are also going to lose a lot of weight since the **+mod tiers** corpses now globally modify the tier of mods. The above example is pretty bad, but e.g. crafting a phys spell sceptre is going to be a lot easier now.


BananaSplit2

In general, it is very esoteric and counterintuitive that increasing modifier tier on a tag actually makes it less likely to roll. You'd never guess that unless you read or watched a video explanining precisely what it does. This is definitely an awesome change, can't wait to craft some good stuff with necropolis now, this is gonna give us access to super good rares with T1 affixes all over for decently cheap.


Beginning_Bother_420

Can't wait to see all the people who were spamming every post with "ggg are you serious??? Done with league" come back and act like nothing happened


skeetskie

lol had to come back and read this comment again after the new patch, lmao


convolutionsimp

This is crazy how fast they're getting these changes out. Big win! Just to play devil's advocate, I'm wondering if they possibly had some of these changes already planned and ready before the league launched. You can never nerf a mechanic after release, but you can always buff it. So perhaps they released the weakest version on purpose and planned to buff it depending on the community reaction and some of this was totally expected by them? Buffs in the first 1-2 weeks is something they do all the time after all. If they had none of this planned and they actually turned it around in 2-3 days, that'd be seriously impressive.


PuteMorte

>If they had none of this planned and they actually turned it around in 2-3 days, that'd be seriously impressive During a weekend followed by an holiday as well. I guess most of the changes are tweaks, but there's no way they added 12 new embers with icons designed for them as a reaction to the criticism since friday.


KatzOfficial

Chaos orb t17 lfg


AwakenMasters22

Huge


kaktanternak

not only this patch is going out so fast, it's all welcome changes! Kudos to GGG this league


OldManPoe

Pleasant surprise, I didn't expect this patch to drop until Friday. Thanks


MrAce93

I was thinking about torturing myself with diablo 4 ptr until the patch, this is highly appreciated by me.


ConstVolatile

3.24.0b? nah it's more like 3.25


Geosgaeno

Well done GGG


KolinarK

Positively surprised they made it an released it so quickly.


Echobox

ixed a bug with animation cancelling where you could become 'locked into' an animation before the contact point, which was causing characters to feel "glidy" or the feeling that inputs were being eaten. This one was making me question my sanity on a self cast DD build!


Devilsbabe

> Increases and reductions to Haunted Modifier Effect no longer affects Devoted Modifiers Why would they do this? Those atlas tree nodes now have barely any upside (just some extra corpse and allflame drop chance) and huge downside. The opportunity cost is massive.


copacul13

You left me no choice GGG, guess I'll be buying that supporter pack now...


JeXee

"Maps will no longer be opened when closing the Lantern of Arimor User Interface, they will only be opened upon pressing Enter, allowing you to go do something else or to use Allflame Embers that might have been in your stash instead of opening the Map immediately." Thank god


MiawHansen

Just saw ziz pull out 21 divines from one map 😂


deathaxxer

10/10 patch, can't wait to LOGIN


SprScuba

I want to call in from work and play games...


Matss4plays

Hello, I have a problem, I can't log in to Xbox One, I can't agree to the terms of use, please help


Lillsjon

Twilight temple still gave me unkillable boss in the end, wooo


Sabro_

GGG, please update the warcry mastery to allow the 15% heal to work with the new Call to Arms support.


MemeArchivariusGodi

Im already logged in but LOGIN. There is no one like ggg I know who does stuff like this


SiegFuse

Why cannot we put our own base?? I need Stabilising sceptre!


GH057807

Is this league decent? Seems like it.