Content Update 2.1.0 Patch Notes

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Enemies ignited by skills that have a Ghostflame microtransaction effect now visually burn with Ghostflame fire.


Best info from all. Now my Ghost Flame Totemic is perfect ♥♥♥
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So a tripple nerf to incinerate - even worse than we were expecting not good at all back of the packet maths pretty much says that my 170k incinerate build that could do stuff will drop to around 50-60k dps great. Thanks for that! the survive for the charicater was built into the Vaal Pact/host rever Life leach gem combo so now i'll be leaching almost nothing per hit. This is an utter joke.

Then to add insult to injury you ask us to buy supporter packs? wow good plan there!!!

As I have said before you should not nerf skill at all but look at why peeps use those skills and try to think about how to make the other skills more functional - I know that is alot harder but it is the right way to go if you want to be different from every other ARPG - your current policy is the same as every other ARPG sad.

You actually did a pretty good job on some skills such as EK so we know that you are capable of the balancing up system.

Still very disapionted in what you have done
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Sallazzang (the Terrace Map boss) no longer performs its "machine gun ethereal knives" skill, as it was unfair to players.


I lol'd. well, no shit! but what about the part with being able to regen health from corpses. my melee char still can't get even close to beating him if that is left intact

funnily enough only two days ago I finally managed to beat him for the first time with my dual flame totem chara


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Shock and Horror (the Torture Chamber boss), now has her totems die when she dies. Her spawn no longer create lightning storms when they die.


again, even with that that boss is still insanely op for her level. the unavoidable beam attack is complete bullshit that drains my tank's 5000 hp/es in 1,5-2 sec.

half measures... and most of the crazy hard bosses aren't even touched. if those bosses are supposed to be hard, then at least let them give 10x the XP so it's worth challenging them at all!!!
since I have no hope for significant game design improvements in this game I am officially done with Path of Exile. done for good
Last edited by LMTR14#6725 on Dec 9, 2015, 4:23:47 AM
"The Blood Dance now only gives 0.5% Life Regeneration per Frenzy Charge instead of 1%. Old copies of this unique item are unaffected"

Many people were wondering that there is a technical reason for making some items legacy. That changing it from a static value to a range of chances can't be done reasonably, but clearly in this case blood dance has been changed from one static value to anther. I think one of the major reasons for this is making people hoard legacy items > more stash tabs > more money for you, right? Is it really the way you want to do it? Sacrifice the healthiness of the game by repeatedly seeding legacy items for some extra cash? Chris, is your company's financial situation so bad? Every time I see more and more legacy items getting into the game I am getting more upset. Clearly, you and I have different ways of thinking.

Poison Arrow has been renamed to Caustic Arrow as part of the poison changes. The damage of this skill has been increased by around 37% at level 1, but reduced by around 42% by level 20. This reduction is more than compensated for by supporting the skill with the new supports

I was expecting this might happen. Poison arrow nerf was just an illusion. Disappointed, again.
Also, nothing said about poison arrow in PvP, guess there were no changes made, thought current
situation of poison arrow in PvP is in dire need of balancing, yet again you don't give a crap about it.


I am little bit surprised why ice spear wasn't buffed, it isn't very good.


Other changes are pretty much OK.
"The only thing necessary for the triumph of evil is for good men to do nothing" - Edmund Burke
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Chris wrote:
The damage dealt by Raging Spirits has been substantially reworked and is lower at high levels.


Numbers? We need numbers.
Can we have more details about poison?

Quotes from Enhancing Poison manifesto

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Poison can now stack! Rather than dealing the damage of the highest hit (as Ignite does), poison can now have multiple stacks. This means that every hit counts, rather than just the occasional big hit. This also lets it scale much better towards end-game, and differentiates it from other damage-over-time effects.

Poison can now only be applied by Chaos and Physical damage. This is for both thematic reasons, and to have it act as a reward for builds that have less of a focus on auras and elemental supports for damage boosts.

We're introducing a support gem that lets skills poison, and increases poison damage. This will also mean physical spells like Ethereal Knives can be supported to cause poison, giving that kind of build more options and reinforcing the Shadow's arcane assassin theme.

We're introducing passive skills in the tree for Chaos, Damage over Time, and specific increases to Poison. Here is the poison-specific notable passive:
<...>
Poison Arrow will not be changed to use the new mechanics, and will be renamed to avoid confusion.
Enhancing Poison


Quotes from first comment here

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Added a new Dexterity Support Gem - Poison: Causes supported skills to poison enemies on hit and increases their poison damage.
<..>
Rather than dealing the damage of the highest hit (as Ignite does), poison can now have multiple stacks. This means that every hit counts, rather than just the occasional big hit. This also lets it scale much better towards end-game, and differentiates it from other damage-over-time effects.
Poison can now only be applied by Chaos and Physical damage. This is for both thematic reasons, and to have it act as a reward for builds that have less of a focus on auras and elemental supports for damage boosts.
These poison changes are also reflected in monsters.
<...>
Poison Arrow has been renamed to Caustic Arrow as part of the poison changes. The damage of this skill has been increased by around 37% at level 1, but reduced by around 42% by level 20. This reduction is more than compensated for by supporting the skill with the new supports. Caustic Arrow's mana costs have been increased, from 5 to 8 at level one, and from 13 to 16 at level 20.
2.1 patch notes


1) Does "chance to poison" work like chance to freeze/shock/ignite - separate roll per each target?
2) What damage is poison damage? Is it "chaos" + "damage over time" + poison" or what (= "what stats will increase poison damage?")?
3) What is initial damage of each poison stack? Old value was 20%
4) How long is base duration of poison stack (was 2 sec) and are there any ways to increase/reduce it?
5) Caustic arrow will not use new mechanic, right? Interested in this part of mechanic: "Poison can now stack"
Last edited by alt0172#5861 on Dec 9, 2015, 4:28:11 AM
Hey All.

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Chris wrote:
Wild Strike now grants two additional projectiles at all levels.


What does this sentence mean? Does this only affect Wild Strike's ice attack (because this is the only projectile from Wild Strike) or does it mean hat all elemental aftereffects from Wild Strike appear in 3 instances?
Last edited by elitedesolator#6827 on Dec 9, 2015, 4:29:06 AM
for me best part of this patch is reading butthurt comments of people that weren't able to go past level 70 without using op incinerate (I have 2 incinerate builds atm to be clear)
Looking forward to the new Poison mechanic.

1. Incinerate nerf is pretty absurd. Removing Spell Echo is bad enough, but it's now trash tier.
2. PA nerf is a bit harsh but not overkill. It seems like it can't run pierce or rarity now.
3. SRS "nerf" is maybe not even a nerf. Hard to tell without minion damage numbers. It's a great change as long as the damage numbers aren't terrible.
4. Split Arrow nerf I didn't see coming. I guess it makes sense and gives people an incentive to try other skills.
5. Love the Ranger tree changes. Don't really understand the Shadow changes.
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The manifesto mentioned that Point Blank's damage would go a longer range before dropping off in damage but that's not mentioned in the patch notes. Was it just overlooked or was that buff removed at the last minute?

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