Path of Exile: Incursion (Content Update 3.3.0) Patch Notes

Love the changes and I'm gonna make a trapper for sure :3 but I'm worry about ice trap getting damage reduction and no extra effect, fire trap has the same hit damage but with extra a insane amount of DOT and added against burning enemies so and ice trap is just a fire trap without any of the other awesome effects, so why should anyone use ice trap in the first place???

and surprising that ice spear got no love after mention in the first announcement of the skills rework that that skill has obvious problems :(
So if you have a vaal skill you can now use its basic/normal skill until enough souls have been collected? If so, how does it trigger the vaal skill? Instantly after enough souls have been collected?
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darkmark009 wrote:
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Hafax wrote:
Is it a mistake that Elemental Hit hasn't had its' damage numbers changed?

If the damage stays the same it's not really that different from the previous version.


Not everything ends up in the patch nodes, there's also the possibility that it's being rebalanced at the last minute due to everyone freaking out over it.


There was a damage modifier added to the gem: "Effectiveness of Added Damage: 188%"
as well as a more multiplier for each afflicted elemental ailment

https://www.pathofexile.com/forum/view-thread/2148537
Why not release the patch now so that everyone has a chance to download it before the league begins. It will cut down the stress on the servers for when the league is actually running (as we all know you guys are terrible at having stable servers for league launches) and level the playing field for people with slower internet speeds.

This seems like a no brainer to me, so if there is any solid reasoning not to please let me know.

Thanks
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LOLiv3r wrote:
So if you have a vaal skill you can now use its basic/normal skill until enough souls have been collected? If so, how does it trigger the vaal skill? Instantly after enough souls have been collected?

The vaal gem provides 2 different skills. You have to map them on 2 different keys in order to be able to use both.
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kolyaboo wrote:
Perandus manor now back on atlas but no mod to get it with? LOL Did I miss something else?


https://www.pathofexile.com/forum/view-thread/2148235

There's a new divination card that awards the map. I'm sure the cards will be rare/valuable and the map will remain super expensive.
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Caulder10 wrote:
Why not release the patch now so that everyone has a chance to download it before the league begins. It will cut down the stress on the servers for when the league is actually running (as we all know you guys are terrible at having stable servers for league launches) and level the playing field for people with slower internet speeds.

This seems like a no brainer to me, so if there is any solid reasoning not to please let me know.

Thanks


Server instability at league start is not due to players downloading the patch/client; it's from all the people logged in and playing. Offering the patch earlier would likely exacerbate the issue further.
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Slycere wrote:
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Added 39 new Labyrinth Enchantments for existing skills, and 43 for new skills. Enchantments for existing skills which have undergone significant reworking may not appear any more due to mechanical changes making them nonfunctional, such as enchantments which modify the cooldown of trap skills. Existing versions of these enchantments will now grant increased damage with that skill at the same value.


Running labyrinth for workable helm enchantments is a hefty grind as it is because of the already huge number of available enchantments one could randomly get. Does this mean that the chances of landing a usable enchantment just got worse?


Yes, somehow they think it's a good idea.
IGN gubert
Last edited by Gubert#1144 on May 30, 2018, 11:00:42 AM
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The interaction between trap skills with cooldowns and sources of additional traps thrown (such as the Multiple Traps or Cluster Trap Supports) has been changed, and now work as they did with Vaal Lightning Trap previously. Namely, additional traps can only be thrown if the skill has at least one extra trap cooldown stockpiled, and only as many additional traps will be thrown as there are cooldowns stockpiled. In other words, if you have three Seismic Traps stockpiled and have the Shaper's additional trap glove mod, you'll throw two traps and consume two Seismic Trap cooldowns. If you only have two cooldowns stockpiled and attempt to throw three Seismic Traps via the Multitrap support, you will only throw two traps.


This seems like it's going to utterly ruin any build that uses the Trap support gem, and make it so the only traps worth taking are the basic ones. If the worry was that people could throw dozens of seismic traps in a couple seconds, why not just make it so seismic trap can't be supported by multitrap and clustertrap?

What's the point of attaching any spell or attack to traps if you can only use that spell or attack once every four seconds? Even totems with zero cast speed are faster than that.
HYPE

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