Chaos orb patch notes


















Check them out below! The prophecy system of PoE has existed for a long time, and many people don't like prophecy. Now prophecy will be removed in 3. This means you have a limited time to use your Silver Coins and saved Prophecies. For players who love PoE, the most exciting moment of is coming. Delirium Everywhere is the fifth event in December. Official Path of Exile Forums. Retrieved January 3, Categories Versions.

Fan Feed 1 Vendor recipe system 2 League 3 Unique item. Universal Conquest Wiki. You can decide to leave the Nightmare at any time, shifting realities back to the position on the map where you had activated the Blood Crucible. You will be automatically shifted when the blood within the Blood Crucible has been fully depleted.

Any items which dropped while in the Nightmare will still be available to be looted once you have returned to reality. However, the longer you or your party stay within the Nightmare, the more damage you will take.

It has not yet been explained if this penalty will be inflicted on the player via a stacking debuff or if the Scourge mobs within the Nightmare will grow stronger and eventually overpower the player, dealing more damage than can be handled. Additionally, the Blood Crucible itself will gain experience from defeating the Scourge and features a skill tree offering valuable account-wide passive unlocks. Patch 3. You can insert and level only one item or map at a time.

An individual item can be transformed up to three times and maps can be leveled up to ten tiers. Each tier requires a set amount of Corruption experience, essentially earned from killing mobs within the Nightmare. These modifiers are affixed to Scourged items in addition to any already present implicit or explicit modifiers an item may have.

Compounding a Scourge modifier on an item will Corrupt the item. An item placed in the Blood Crucible item can be Scourged the item up to three times, represented by tiers, replacing the two initially affixed modifiers each time. Therefore, a Scourged item will only ever feature two Scourged modifiers. Each Scourge tier offers increased minimum effects, so higher tier items will always roll stronger modifiers, though they might not be the same affixes from the previous tier.

Items can be Scourged up to Tier 3, which is estimated to take approximately maps per item. Once you have discovered the Dream Furnace device, presumably encountered while running maps, you will unlock the ability to place maps within the Blood Crucible.

Maps have their own assortment of Scourged modifiers and can be Scourged up to ten times, increasing the benefits of its positive effects while also increasing the detriment of its deadlier modifiers. Unlike items, maps have a chance to also gain a new modifier each time it is transformed. It has not yet been determined how much time spent gaining Corruption in the Nightmare it will take to max out a map. Fixed a bug where the target limit on Bladestorm and Rage Vortex would not reset between repeats when using Multistrike.

Fixed a bug where some animations could desync in Predictive Networking Mode. Fixed a bug where some Map areas could fail to spawn four Ritual Altars. Fixed a bug where summoned Reapers would teleport when the level of the Summon Reaper Skill Gem changes. Fixed a bug where Mirage Archer could visually persist after its duration had expired.

Fixed a bug where Corrupting Fever could snapshot the amount of damage dealt per second with the Corrupting Blood debuff. Fixed a bug where Tormented Spirits could not spawn around some Bosses. Fixed a bug where Betrayal Fortress Ballistas were able to attack through walls.

Fixed a bug where Skills with a percentage reservation cost could still be reserved with extremely high costs.

Fixed a bug where the Void Ancestral Warchief would die when players walked out of range of it, instead of becoming inactive. Fixed a bug where an inaccessible room could spawn in The Chamber of Sins Level 1.

Fixed a bug where the Illusionist Weapon Effect microtransaction was missing part of its effect. Fixed a bug where the Scavenger Weapon microtransaction could not be applied to Rune Daggers.

Fixed a bug where the area of effect of Earthquake when using the Demonic Earthquake Skill Effect microtransaction was incorrect. Fixed a bug where the projectiles fired and burning ground left from killing the Wild Hellion Alpha dealt no damage.

Fixed a bug where Delirium Demons could appear from orbs summoned by the Maven when she witnessed a Boss fight in a Map. Fixed a bug where the description on the Summon Harbinger of Focus, granted by The Unshattered Will Unique Shield, did not specify the buff granted while channelling makes you avoid all Elemental Ailments. Fixed a bug where the effect of Shock on you was not visually displayed correctly when using a Life Flask with the Numbing Elixir Cluster Jewel Passive allocated.

Fixed a bug where some Incubators could fail to drop an item upon reaching their kill requirement threshold. Fixed a bug where a Maven-created clone of The Shaper could still deal damage to you with their beam skill if it hit you as you were teleported out of the Arena. Fixed a bug where the Mysterious Treasure Hideout Decoration would not fade into bones when a player was near.

Fixed a bug where the damage area of Izaro's Reave did not match the visual area of the attack. Fixed a bug where the Overkill damage from an enemy cursed with Punishment dying could be dealt to the player if the source of the enemies death was not the player. Fixed a bug where Toxic Rain inconsistently targeted enemies when used by a Trap or Mine, unlike other Rain style skills. Fixed a bug where Vaal Lightning Strike could be used on targeted enemies on the other side of a wall from the player.

Fixed a bug where the Cruelty buff could sometimes display the incorrect effect of Cruelty on you on the Buff icon. Fixed a bug where Swift Assembly Support did not describe that Supported Skills throw Traps randomly around targeted location. Fixed a bug where the Watcher's Eye modifier that grants increased Physical Damage while using Pride stated it granted increased Attack Physical Damage. Fixed a bug where stealing the Nemesis Grasping Vines modifier and then hitting an enemy would apply Vines to the player.

Fixed a bug where the Elemental Hit could visually fire the same element in a row when using Predictive Networking Mode. Fixed a few wonky Microtransaction interactions. Fixed two client crashes. Fixed two instance crashes. We really hope you enjoy Path of Exile: Scourge. Thanks for your support! Changes since the original post was made Spoiler. The flat damage per Darkness stack now scales with depth, up to a cap at around depth 1, A character with extremely low amounts of Life could take as much as ten times the Darkness damage it previously did at depth 1, Cavestalkers can now cast Spark Novas.

Introduced a new type of Spider enemy that drops from the ceiling and uses Flicker Strike Mother Spiders now summon more Spider packs. Monsters in Darkness now attack players from 50 units away previously Monster sounds and animations have been improved for many Delve monsters, to match the ongoing Act Monster improvements.

Updated - Flame Surge now creates a burning ground that deals damage equal to a percentage of that ignite if you hit an ignited enemy. Added - Purifying Flame: Now has "Deals 8 to 12 Physical Damage" at gem level 1 previously 7 to 10 , up to to at gem level 20 previously to Added - Brotherhood in Exile can now drop in the Chateau Map.

Updated - The new challenge leagues include a set of 40 new challenges. Updated - Added a new Strength Skill gem - Flame Link: Targets an allied player to apply a buff which links you to them for a duration.

Added - Introduced the Tainted Mythic Orb, a currency item that unpredictably either upgrades a corrupted item to unique rarity or destroys it. Added - Introduced the Tainted Divine Teardrop, a currency item that unpredictably raises or lowers the tier of each modifier on a corrupted rare item. Added - Introduced the Tainted Exalted Orb, a currency item that unpredictably adds or removes a modifier on a corrupted rare item.

Added - Introduced the Tainted Chaos Orb, a currency item that unpredictably either reforges a corrupted rare item with new random modifiers or removes all of its modifiers. Updated - Introduced the Tainted Chromatic Orb, a currency item that unpredictably reforges the colour of sockets on a corrupted item. Updated - Introduced the Tainted Jeweller's Orb, a currency item that unpredictably adds or removes a socket on a corrupted item.

Updated - Introduced the Tainted Orb of Fusing, a currency item that unpredictably adds or removes a link to the largest group of linked sockets on a corrupted item. Added - Introduced the Tainted Blacksmith's Whetstone, a currency item that randomises the quality of a corrupted weapon. Added - Introduced the Tainted Armourer's Scrap, a currency item that randomises the quality of a corrupted armour.

Updated - The Brass Dome: Unique has been redesigned to more properly embrace its identity of a high Armour Body Armour, while not providing as extreme of a difference compared to a Rare Body Armour with top tier Armour modifiers. Updated - Change Flame Surge to be able to apply extra Burning on ignited enemies. Updated - Added 7 new Unique Items. Added - Accessing Expedition Vendor shops now has a character level requirement of Updated - Sources of Fortify now grant a number of stacks of Fortification based on the percentage of the enemy's ailment threshold dealt by the hit that applied Fortify to you, with a large bonus to fortification stack generation against rare and unique monsters.

Added section on Minion Scaling: Minion Scaling Problem: Outside of the passive skill tree, there are few scaling options for Minions in the early game. Updated - Impose a cap for the amount of negative resistance anything can have. Quote this Post. Huh no answer? Posted by Jagaimo on Oct 14, , PM. Posted by Bentic on Oct 14, , PM. Posted by Bulldogmaniac on Oct 14, , PM. Posted by Thundersteam on Oct 14, , PM.

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Return to top Expedition Changes Expedition has been added to the core game. Return to top Perandus Removal Perandus has been removed from the core game. Return to top Hideout Improvements In addition to the Guild improvements noted above, we've also made improvements to Hideouts in Path of Exile: Scourge.

Return to top Atlas Passive Changes Some Atlas Passives have been removed as a result of the number of Atlas Regions changing, while others have been moved to another Region. Return to top Delve Changes Problem: The current state of Delve leaves players having to spend a huge amount of time playing through relatively easy content in order to reach content that is more challenging and rewarding. Specifics: Spoiler The difficulty of Delve encounters now scales much faster.

The damage dealt by the Darkness based on player Life and Energy Shield has been roughly halved. Specifics: Spoiler Accessing the Eternal Labyrinth no longer requires the completion of Trials of Ascendancy found in Maps, only the completion of previous Labyrinths.

In Path of Exile: Scourge, we're making a number of changes to improve how characters mitigate ailments, use flasks, and build defences. We're also addressing the extreme power of Auras and Curses in parties, while improving the strength of these mechanics for builds with a smaller investment. Finally we're changing Elemental Overload and Elemental Equilibrium and massively buffing elemental damage over time to be less dependent on them. Assembled below are topics with identified problems and our intended solutions.

Below each solution is a spoiler tag with the specifics of what we're changing, including patch notes. Please note that as we're still just over a week out from release, anything here is subject to change based on our further testing and your feedback. Return to top Ailment Mitigation Problem: In 3. Note that base durations on Utility flasks have been increased to compensate see below.

Specifics: Spoiler Added new modifiers to Utility Flasks for mitigating Ailments as well as adding more tiers to existing modifiers that are now only found on Life and Mana Flasks, as noted above.

Solution: Add new modifiers and improve existing modifiers on Flasks that affect their duration or charge gain. Add some new Passive Skills to help sustain Flasks. Extend the base duration of Utility Flasks to reduce how often they need to be used.

Problem: Even after lowering the power of many Unique flasks in 3. In addition, the item level of flasks did not matter after a certain point. Solution: Add multiple tiers to most Flask modifiers. At higher levels, Flasks now have much more powerful effects available. Flask modifiers that increase Armour or Evasion are now weaker at their first tier as the changes to Armour and Evasion below make them more powerful.

These changes allow us to restore some of the power that was removed from Flasks in 3. Problem: Enkindling effects on Flasks aren't impactful enough, and aren't bringing Flasks back to the kind of power that non-permanent uptime should grant.

Problem: Belts are the item slot intended to enhance Flasks, but only have a limited list of modifiers that actually affect Flasks in their modifier pool. Solution: Add more tiers to Flask modifiers on Belts, and move the Flask Effect modifier out of the Influence modifier pool into the base modifier pool for Belts. Specifics: Spoiler Added more tiers to Belt modifiers that affect Flasks, resulting in buffs to most modifiers, most notably Life and Mana recovery modifiers.

Solution: Keep the total Life Recovery from all Life Flasks the same, but halve the amount of time for this to occur, which doubles their healing per second. This is a huge improvement to how effective non-instant Life Flasks are at keeping you alive in tough situations. Problem: There are no accessible tools for a player to change their charge gain method if gaining charges on kill isn't well-suited to their slower playstyle.

Specifics: Spoiler There is now a limit of 1 for these Survival Jewels. Problem: Rangers don't have a form of Life Recovery that they excel at, while almost every other core character has a signature special Recovery method. Solution: Add new and improve existing passive skills specialising in the recovery of charges for life and mana Flasks as well as life recovery from Flasks in the Ranger section of the Passive Skill Tree.

Return to top Core Character Defences and Recovery We are doing a major balance pass to improve defences and recovery for all characters. Problem: Evasion doesn't provide sufficient defence. Evasive characters instead rely on the Acrobatics and Phase Acrobatics keystones to provide Attack and Spell mitigation. Solution: Remove Attack Dodge entirely. Substantially buff Evasion so that it is a good option and make sure it is easily available on items.

Specifics: Spoiler Improve the Evasion formula to grant more chance to evade for all values of Evasion Rating. Problem: Evasion provides no defence against Spells. Solution: Introduce "Spell Suppression" on Evasion items as well the Dexterity section of the Passive Skill Tree, which gives a chance to halve spell damage taken. Convert existing sources of Dodge and Spell Dodge to Spell Suppression or replace them with other bonuses. Specifics: Spoiler Spell Suppression is designed as the Dexterity character's best answer to spells.

Problem: Due to Armour and Evasion not working effectively as primary defences previously, we've introduced a lot of mechanics over the years that either scale them too efficiently or scale off them too efficiently or not well enough.

The intention would be that the straightforward way of getting armour or evasion on your items is the best way to maximise its efficacy.

Problem: Characters who rely solely on Armour are not protected against Elemental Damage. Solution: Add more Maximum Elemental Resistances to areas of the passive tree that have Armour in them. Specifics: Spoiler More access to maximum Elemental Resistances has been provided to Armour areas of the Passive Skill Tree in order to shore up the weaknesses of Armour-focused characters.

First Problem: The Veiled modifier that increases quality on equipment was required to maximise the Energy Shield from an item. This is a problem because you cannot pick up the best Energy Shield items off the ground. Compensate all characters for the loss of maximum energy shield by increasing the strength of all Energy Shield base types.

Add more Energy Shield to the passive skill tree. Problem: With the desire to increase Armour, Evasion and Energy Shield power across the board, we felt that the base values on items were too low. In addition, we feel that our item system needs more base type heterogeneity. This means that all base types can be better than they currently are, and armour base types are not homogeneous any more.

Problem: Energy Shield is most often used with leech and regeneration like Life, rather than embracing its unique recharge mechanic. Solution: Increase the base recovery rate of Energy Shield recharge. Rework the downside of the Wicked Ward Keystone. Move improvements to Energy Shield Recharge to the core modifier pool for Energy Shield gear, away from specialised item mechanics.

Specifics: Spoiler Every 2 seconds, gain a Ghost Shroud, up to a maximum of 3. Problem: Builds wanting to invest in both Armour and Energy Shield have no mechanic that gives a synergy between the two.

Problem: Some areas of the Passive Skill Tree, the Shadow area in particular, have no defence against and very little life regeneration to overcome Damage over Time effects. Problem: A few specific mechanics grant a lot of Life Regeneration, especially with Endurance Charge stacking, but for many other sources Life Regeneration is not very powerful.

Add new passives in the Strength area of the tree that grant Life Regeneration and one source of increased Life Regeneration Rate. Problem: Shadow attackers don't have a form of Life Recovery that they excel at, while almost every other core character has a signature special Recovery method. Problem: Witch and Shadow casters don't have an accessible form of Life Recovery.

Solution: Add new passive skill clusters to the area of the Passive Skill Tree between Shadow and Witch, allowing investment in Life on Kill and recouping a portion of damage taken as Life. Problem: Block is a pretty fundamental form of defence available to characters, seeing as it is available on Shields, but the Gladiator Ascendancy is far more efficient for Block investment compared to any other class because of the Gladiator's "Versatile Combatant" notable skill that grants as much Spell Block as you have Attack Block.

Solution: Give everyone access to a weaker form of Versatile Combatant as a Keystone Passive, and replace the Gladiator Ascendancy skill. Also improve how much Block chance and Spell Block chance you can get from other sources. Problem: The pool of modifiers available on Shields includes some that have values that are too low or aren't relevant to shields. The power level of shield modifiers in general is also too low. Solution: Remove irrelevant modifiers from Shields and add some really powerful ones.

Problem: As a defence, Blind was equivalent to an incredibly high level of evasion, with minimal character investment. It felt mandatory for all characters. Solution: Make Blind synergise with Evasion so that it's more powerful only if you have built a very evasive character.

The power level of the new Blind is significantly lower than before, but has more opportunities for further investment if you want to specialise in it. Problem: Because Flesh and Stone blinded nearby enemies, it was incredibly popular. The changes to Blind have reduced its power, so now characters may be missing a low-cost defensive reservation effect.

Solution: Reduce the cost of Flesh and Stone and change Tempest Shield so that it is a similarly powerful defensive reservation effect alongside Arctic Armour and Flesh and Stone. The intent is that there are three competing defensive reservation effects that you are able to pick between, or use together. Problem: Fortify is intended as a defensive benefit for being a melee character, but can often be obtained by spellcasters using melee weapon types without engaging in melee combat.

Solution: Change the Fortify mechanic so it is given as stacks of Fortification, which is gained based on how much melee damage you deal. Specifics: Spoiler Sources of Fortify now grant a number of stacks of Fortification based on the percentage of the enemy's ailment threshold dealt by the hit that applied Fortify to you, with a large bonus to fortification stack generation against rare and unique monsters.

Return to top Support characters - Auras and other Reservation Effects Problem: The Reduced Reservation stat provides very little benefit at low values, but becomes very powerful when heavily invested in. Problem: Characters specialised in maximising the power of auras provide an absolutely insane amount of damage and defence to party members, making a party with an aura-specialised character so much more effective than one without.

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.

Return to top Support Characters - Curses Problem: Characters specialised in maximising the number and power of Curses provide far too much damage and defence to party members, making a party with a Curse-specialised character so much more effective than one without. Problem: Burning Arrow is too complex for a level 1 skill. Solution: Redesign the skill without a secondary stacking burning effect, but with high added fire damage against Ignited enemies.

Specifics: Spoiler No longer has a stacking Burning Effect. Problem: Ignite builds don't have a way to focus their damage on bosses, forcing balance to be the same for clear speed damage and boss damage. Solution: Change Flame Surge to be able to apply extra Burning on ignited enemies. Specifics: Spoiler Flame Surge now creates a burning ground that deals damage equal to a percentage of that ignite if you hit an ignited enemy.

Patch notes for balance changes that did not fall under these topics can be found below. Return to top Passive Tree The Passive Tree has changed so significantly that there is no way to concisely describe the full breadth of changes. Due to the sweeping changes made to the passive tree, existing Anointments that apply to a Notable that has been removed will now apply a different Notable. We've also taken this opportunity to review the Oil combinations required for Notables. Return to top Ascendancy Changes Problem: Gladiator and Trickster have both had a notable from the Ascendancy moved onto the passive tree.

It now has Ignore Enemy Monster Physical Damage Reduction if you've blocked in the past 20 seconds Return to top Awakened Supports Problem: Many Awakened gems aren't significant improvements over their non-awakened versions. Return to top Melee Range Problem: Melee Range is given at very small values on many Strike Gems, and characters lack diverse ways to invest in Melee Range on the passive tree and gear.

Return to top Shield Skills Problem: Shield Skills deal too much damage for how little investment is required and have had their damage unintentionally increased by the buffs to base armour defences in this expansion. Return to top Forbidden Rite and Totems Problem: Using Totems to cast Forbidden Rite gets around the threat of self-damage on Forbidden Rite, making it much more efficient than the skill in other ways while still benefiting from high life-based damage.

Return to top 3. Return to top Spectral Throw Mana Cost Problem: Spectral Throw has a higher mana cost compared with other starting skills, resulting in it being difficult to use in the early game without constantly running out of mana. Specifics: Spoiler Spectral Throw now has a base Mana cost of 5 at gem level 1 previously 7 , up to 8 at gem level 20 previously 9. Return to top Ward Strength Problem: Base Ward on items is too weak relative to the improved core defences.

Return to top Critical Tag Problem: Skills that interact with Critical Strikes were not tagged in any way, which is required for a new Critical Mastery effect that applies to all Critical Support Gems.

Return to top Clever Construction Problem: Traps and Mines are very vulnerable to some monster abilities without the Clever Construction passive notable giving them damage immunity when first placed. Specifics: Spoiler Character Traps and Mines are now invulnerable from taking damage for 2 seconds after they have been thrown. Specifics: Spoiler The crafts that allow Items to have mulitple Crafted Modifiers, prevent Item Prefixes or Suffixes from being changed, prevent Items from rolling Attack or Caster Modifiers, crafts that modify Socket Colours, Numbers or Links on an item, and all crafts previously found in the Incursion Temple can now be found in Maps.

Return to top Unveiling Crafting Modifiers Problem: Obtaining all Crafting Modifiers granted by Unveiling can be very time consuming, especially for modifiers with multiple tiers.

Specifics: Spoiler You now only have to craft a Veiled Crafting Modifier once when Unveiling items with Jun to unlock those Modifiers as Crafting options for all tiers. Return to top Added Damage on Quivers Problem: The Added Damage to Attacks modifiers on Quivers provide very small damage bonuses, while Quivers are intended to be a powerful source of damage for Bows.



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