Path of Exile 2.4.0: Atlas of Worlds Patch Notes

"
More assets have been added to the preloading system to prevent micro-stutters.


YES GODDAMN YES FINALLY OMFG THANK YOU FROM WHOLE OF MY HEART! Those stutters were driving me mad, but i guess madness is normal in Wraeclast.

The prices of the Voidheard and the Reach has sky-rocketed since
this announcement.

p.p. GGG must be sued for inside trading;)!!!
"
Bex_GGG wrote:

Immunity Improvements:
  • Immunity to debuffs has been reworked to be consistent. In all cases where a player gains immunity to a debuff, they now also have that debuff removed (as opposed to just not allowing further application).
  • "Cannot be" stats do not work as immunity. For example, Fairgraves Tricorne prevents you being shocked, but does not remove shock.
  • In most cases, this change will not change how existing game elements behave. However some game elements have been reworded to clarify how they work.



I think I get it, but I'd like to ask for clarifications based on some examples.

First thing that came to my mind was Shackles of the Wretched, which grants you cannot be ignited for 3 seconds after being ignited. This seems to be ok with what was stated: You get ignited, then cannot be ignited for 3 seconds, but the original ignite still stays on you. As far as I understand.

Similarly, The Goddess Unleashed gives you cannot be ignited after gaining Her Blessing, and if I understand it correctly, doesn't remove existing ignites on you, as it is clearly not ignite immunity. Same case with Rise of the Phoenix.

That's my interpretation, now the real question.

Let's say I have a "cannot be ignited", from the Chieftain's "Ramako, Sun's Light", or from whatever source. However, I want to be ignited, because I'm using a Mokou's Embrace.

Based on what was quoted, my permament "cannot be ignited" prevents me from being ignited, but does not remove ignite itself, implying that maybe I could get ignited for some reason.
I could only think of burning grounds, but that actually causes burning, not ignite.

So what could ignite me at that point, that's the main question for me. Or is there something hidden in the patch that we don't know about yet? Like boss mechanic, new unique, etc.

If this was already asked, sorry.
Last edited by Partoal#5875 on Aug 31, 2016, 8:58:47 AM
"
Shival wrote:
"
Exile009 wrote:


Considering that ZiggyD is the one who INVENTED the Assreacher (which uses Reach of the Council), this comment is hilariously wrong, LOL! :P

There is a difference between a small nerf and GUTTING something. Also, ZiggyD now uses the new hydra bow. Also, reach has a legacy version. Dont assume Im playing this game shorter than you.


The new bow has much lower damage, although it's interesting mechanics means that it is just begging for someone to figure out an OP build for it - but that still remains to be done. That bow isn't quite the same as ROTC and you wouldn't simply 'plug-and-play' the Assreacher build into it - it needs a new build. As such, my point stands. And Ziggy isn't using it yet - cos it isn't in the game yet.

But don't stop. Keep going! :D
"
Bex_GGG wrote:
Engine Multithreading:
  • This patch introduces the new multithreaded engine features that should significantly improve game performance for most users. They were previously an opt-in beta test.
  • To disable this feature, change "Engine Multithreading" in the Graphics Options to "Disabled". It is automatically disabled if your CPU has less than four hardware cores.
  • Frame rate increases are most significant when there are a lot of entities in the scene. This means situations with large amounts of combat should have much more stable frame rates. Do not expect significant increases in frame rate in non-combat situations.
  • If you are GPU-bound, you shouldn't expect significant increases in frame rate.

Other Technical Improvements:
  • The particle effects system has been optimised, especially for CPUs with AVX capabilities. Particle simulation is now up to four times faster if you're using a modern CPU. This can translate to double frame rate in high-particle situations such as Burning Ground.
  • We've added new texture compression which will improve loading speed and download size.
  • More assets have been added to the preloading system to prevent micro-stutters.
  • Reduced memory usage (and hence background loading times) by a further 300mb.


BTW these are the best notes. Thanks, GGG, thanks.

Seriously, performance was crippling this awesome game. Thanks god they have implemented multithreading.

Let's see what will they do with DirectX 11 in 2017!
The Lord's Labyrinth awaits you.
Choose wisely, strike quickly.
Thrust completely.
And may you find the ending that you deserve.
"
Gixxerdude wrote:

Static strike is boring as the skill feels like it has no impact when attacking. Reeve, lacerate are basically the same skill.


I disagree, static strike feels great, you go wading into the thick of those monster hordes, beating everything around you with righteous fury and when the discharges start to go off and your rage releases, those corrupted beings get blown over like reeds in a cleansing storm.

Feels like a great melee templar skill to me :)
Last edited by Antaiseito#1203 on Aug 31, 2016, 9:03:43 AM
"
MekaDragon wrote:
"
Bex_GGG wrote:
Engine Multithreading:
  • This patch introduces the new multithreaded engine features that should significantly improve game performance for most users. They were previously an opt-in beta test.
  • To disable this feature, change "Engine Multithreading" in the Graphics Options to "Disabled". It is automatically disabled if your CPU has less than four hardware cores.
  • Frame rate increases are most significant when there are a lot of entities in the scene. This means situations with large amounts of combat should have much more stable frame rates. Do not expect significant increases in frame rate in non-combat situations.
  • If you are GPU-bound, you shouldn't expect significant increases in frame rate.

Other Technical Improvements:
  • The particle effects system has been optimised, especially for CPUs with AVX capabilities. Particle simulation is now up to four times faster if you're using a modern CPU. This can translate to double frame rate in high-particle situations such as Burning Ground.
  • We've added new texture compression which will improve loading speed and download size.
  • More assets have been added to the preloading system to prevent micro-stutters.
  • Reduced memory usage (and hence background loading times) by a further 300mb.


BTW these are the best notes. Thanks, GGG, thanks.

Seriously, performance was crippling this awesome game. Thanks god they have implemented multithreading.

Let's see what will they do with DirectX 11 in 2017!


+1. In all this hate, people seem to have not taken notice of the biggest change they've made to LITERALLY THE ENTIRE GAME, not just a handful of builds or zones. :)
I know I am asking about too much already ( since You did my long time request about IceSpear ) - but can IceStorm have a minor boost as well ?! :E
I was silenced for telling the name of USA president for 40 days.
I was silenced for stating "I am Jesus" for 5 days.
Maybe it is time the deeds of the moderators to become public, so peoples understand that they hired a cheap mods which enforcing their "woke" agenda on players.
BTW - I really love how PoE goes EndGame, I believe it will not entirely resolve the endgame issue, but I very believe that 2.5 or 2.6 will bring us the endgame.

Still some hope for Christmas surprise with Runes inside the PoE ?! ;)
I was silenced for telling the name of USA president for 40 days.
I was silenced for stating "I am Jesus" for 5 days.
Maybe it is time the deeds of the moderators to become public, so peoples understand that they hired a cheap mods which enforcing their "woke" agenda on players.
I think it's time to say the truth.

Even before ascendancy there were severald mid-budget builds that could do uber deathless. Most of them just overpoering her with damage.
After Ascendancy there were even more - and even more with overpowering damage.

Now there came one build, the mjölner noncrit discharge kingsguard juggernaut, that wasn't able to do this before. Still most of the other builds with just overpowering damage are just better than the mndk - GGG just nerfed this specific build.

But almost all other builds that were able before aren't nerfed.

I can't see the point. Why to nerf one build but let almost all others that are even more powerful just how they are? Just because it's not an overpowering damage build?

I was glad there was one build in the range of my playstyle which was able to do uber, now there is none. There must be builds which can tank the high tier bosses, else the game is just a joke. Why you enable build diversity if you just MUST play DD to be able to do endgame bosses?

The big down of tanks is their low clearspeed. That's enough. You mustn't disable them to do endgame. In fact, in all other games you need Tanks to do endgame bosses in parties. And every party is looking for good tanks. In POE if you say you want to play a Facetank, no party wants you, because you're just a burden for all other party members.
Tanks are Partybuilds, why you go for Tank if no party wants you? High-End Tanks MUST be able to Facetank everything. Otherwise, the game is just broken.

And in POE there is no tank that can facetank everything. It's just the truth.

But there are thousands of builds that can just overpower everything with damage.

Where is the diversity? I can't see.

Report Forum Post

Report Account:

Report Type

Additional Info