Path of Exile 2.0.0: The Awakening Patch Notes

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PrivateLorraine wrote:
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The life and mana orbs now indicate where the current level of regeneration will fill them up to.



No one liked this and still u r doin'it.
HATE YOU.
FUCK'D MY EYES.
THANK YOU.


In the latest patch it was much better!
♠RaGoN♦
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AttackDingo wrote:
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HoneyBadGerMan wrote:
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Heli0nix wrote:
Good bye eternals i won't miss you.


I find it hard to believe there isn't more of a fuss about this change. Eternals were effectively the ONLY tool in the crafting system with which a serious crafter could fight back against the relentless RNG inherent to the crafting system.

I'm not sure if the removal of Eternal orbs is just a troll, or if it's something that's serious. If it's a troll, then that's a pretty fucking good troll. If it's actually real, then RIP the whole crafting system.

From now on, every exalt dropped on an item will be a YOLO ex. If it doesn't produce a useful item, scour and start from Transmute again because there's no way to undo your YOLO ex. Simply put, without Eternal orbs, there is just no point in even attempting to craft a perfect rare. Basically, this change means that you're literally better off to chaos spam an item than you are to use an Exalted orb.

The only scenario in which you would (maybe) use an Exalted orb would be if you managed to chaos spam a rare item with 5 perfect mods. Even then you'd probably be better off to master craft a mod than use an exalted orb and risk getting a shitty mod that you couldn't remove without scouring (hence the parenthetical maybe in the previous sentence, but then they are making master crafted mods more expensive, so is this where Exalts get used now?). It's difficult to overstate how big of a nerf this is to Exalted orbs. The only thing an Exalt has going for it in terms of value now is its rarity.

Eternals were the 'Selection' in "Natural Selection". Without Eternals, all we have is Natural. You're just waiting for a hurricane to blow through the junk yard and magically assemble a 747.


Thanks for explaining how catastrophic this change is to the crafting system.


As someone who has never in his 3-4k hours of PoE playtime (of which about 2k where while Eternals existed) even found a single Eternal Orb, I can't pretend I'd be missing them...


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vamdolly wrote:
HI GGG i left feed back when u implemented The life and mana orbs now indicate where the current level of regeneration will fill them up to. just was wondering have you guys added a option to turn this off yet as i still can not tell the difference when its filling for me it looks like a sold red or blue and if i have this problem there may be more people with it.

As the above poster already mentioned: You should take a look at how it is now before complaining. I feel like it is easily distinguishable right now. The transparency on the prediction is even so high you can barely see it on bright backgrounds (like Ledge).
Crit happens.
Last edited by Inarion1986#5829 on Jul 10, 2015, 9:15:46 AM
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Chris wrote:
Path of Exile Version 2.0.0: The Awakening Patch Notes
We'd also like to thank all of our supporters for their generous contributions over the years.


I've never been happier to hand over my cash to a game developer. You've earned it. Patch notes look amazing. Thank you for the great work.
Thank you Chris and everyone else who worked so hard on this expansion.

You guys rock, much love.

I played lots of beta and had a blast with all of the changes and the act 4 content.

Great job boys , great job. :o)
Check out my Fire Nova Mine Guide (3.2) : https://www.pathofexile.com/forum/view-thread/1774498
So if you dont want casual players to be able to play the highest level content - what if casual players dont want to play a game whose content is unreachable to them.

I - having played PoE since years and considering myself at middle ground between casual and no life "elite" players ( I almost consider this as a GGG / Chris Wilson Greust like spit on non "elite" players ) - will reconsider if I continue playing PoE.

Thats sad since PoE has so many positive things. But overnerfs across the board and high level content gated behind a "work day long players grind by boring chain mapping" will not make me stick with PoE much longer.

Why should I build a high level character in my above casual playtime without any accessible high level content.

I like the story, mechanics, complexity and artwork of PoE - but if you dont figure out a descent end game ( which is accessible to all players and doesnt prevent enjoyable party play - maybe even with matchmaking and a revive party member option since death - due to non party viable map bosses - is a frequent cause of party endings ) I suppose I have done all there is to do in PoE.
When Chuck Norris plays PoE masters do his missions
Last edited by AdFinitum#3969 on Jul 10, 2015, 9:26:51 AM
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Pibadi wrote:
i'm glad i don't find anything interesting for me in this addon, so it's good time to skip 4 month for next addon. i hope - the next addon will be much better then this one.
Cya PoE after 4 month (maybe, depends how good it be).

PS. Don't need to be a fanboys here guys, GGG do alot of job, but i just don't find anything interesting - and the BIGGEST part of it - is NO NEW HIGH END CONTENT. New 80+ maps? - Boring. New THE SAME REWARD FOR NEW LEAGUES? - Are you kidding me right? - AGAIN Uniq Challenge (RMT)? - Nah, it's for big pockets boys. New Jewellers system - this is guys a DUST. It's not affect your HIGH END experience anyhow. Don't be a blind guys. Peace.



The Salt is real
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heltonmatiazi wrote:

Can't wait to buy the hardcover version on "Patch notes - A novel by Chris Wilson"!


LOL ... i would 100% buy a poe book.

just imagine ... hardcover poe.

each act as a separate book.

that would be awsome.









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Garfunkel wrote:
Chris, what was the reason to nerf Ball Lightning that much??


Probably Wrath and Slower Projectiles gems buffs. Something I dislike, but well, is the way they do the balance... So we have to spend much more skill points and forced to use slower proj. to have what we had before ;D. And still, monsters have more life, ;D.

I love the effort you guys put in this game, but again, there are too much nerfs here and there, again too much negativity. And our beta feedback was...for? As others pointed out, nothing changed from what we played weeks ago.
♠RaGoN♦
ITALY SERVER??? That's the single data center closest to my home!
Another quality ZAP! post.
I was planning a Dominating Blow build. Looks like it got hammered into the ground.

DB: 34.6% less damage than pre-patch. Minions last 40% shorter, and also deal less damage.
Multistrike: Assuming no AS bonuses, this is a 30.4% decrease in damage. That number will go up with AS bonuses from gear/tree.
Melee Splash: 28.8% less damage to single target, 45.6% less to splashed targets.

In total, I will be dealing 67.6% less damage to single targets, 75.2% less damage to splashed targets, and my minions will deal 60.8% less damage. That's about the biggest nerfhammer I've seen in quite a while.

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