Path of Exile: Betrayal Patch Notes
Well, immunity seems dead. I support that.
Relevant patch notes: * Ruby, Sapphire and Topaz flasks no longer grant added maximum resistances. Instead, they each reduce the damage taken of their respective elements by 20%. * Divination Distillate no longer provides additional maximum resistances during flask effect and instead provides +50% to all elemental resistances during flask effect. Existing Divination Distillates are not affected. * Zerphi's Last Breath now grants a buff when you use a skill during the flask's effect. This buff recovers 450-600% of the skill's mana cost as life per second. This buff (and the healing) is removed when you are hit. This affects all versions of the item. * (Phase Run) Now grants 50% reduced visibility to enemies (down from 80%). * The total amount that you can slow the expiration of an effect on a character through a time-slowing mechanism (such as Temporal Chains) is now capped at 75% from all sources. Last edited by Exile009#1139 on Dec 5, 2018, 1:11:29 AM
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" ...and Arc totems. |
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" RF never needed flasks. Goodbye 100% damage immune cheese builds. |
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The Shaper weapon mods which cause you to gain a portion of Physical Damage as Extra Cold, Fire, or Lightning Damage, or Extra Damage of a random Element, grant half as much Extra Damage. Amulets are unaffected by this change, and this does not affect existing items. Existing versions can be updated to these new values with a Divine Orb.
Wow, thats a big nerf. |
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I like the nerfs, BV was OP, as well as molten and indigon. I think poets should have been nerfed though. The stat stick thing is great because they were to cheap to get. LOVE the drop reduction.. so easy to get geared out quick. Quill rain is useless and should just be removed from the game lol its fun for awhile but common.. so thats nerf is fine.
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" Thats not entirely true. Arc mines might suffer from the 50% Stat Stic nerf regarding shaper mods. Poets Arc is fine though ... |
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" Maybe you can finally dual wield shields, like those dudes in Act 3? :) |
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Doedre's skin buff = AWESOME BUFF. This will be a very powerful trash clearing item now for cheap builds. Even with curse reductions on bosses an instant buff against bosses is still powerful also.
weak unique buffs = AWESOME. I am happy to see more end game gear compete with overpowered gear. More variety for new players with weaker budgets is nice also. stat sticks halved = great change. was killing diversity and it didn't make sense to overpower the competition. zerphi's nerf = Don't make damage stop the effect. maybe cut life gain in half instead of making dps stop it. Or cut it to 25% of the original life gain. It is best used for players who don't have much evasion/dodge/block so I think this ruins the fun of most builds. Quill rain nerf - This was necessary for many reasons. Quill rain can hit more than any other bow. Toxic rain and explosive arrow are not the only useful things. Cast on crit builds that focus spell damage needed something to stop quill rain from being the best bow for cast on crit builds in the end game. Indigon nerf - The cap was needed cause it was getting insane dps levels from experts. It still looks like the most powerful offensive spellcaster helmet, but now people have to use certain gameplay styles to get the insane amount of mana used to get near or at 2000% increased spell damage. Characters with insane mana potential = Inquisitor - Pros - with mana regen and recovery items on top of big mana base they can get reliable massive mana. Don't have to worry about enemy resists as an inquisitor. Cons - expensive gear on watchers eye and survival rate sucks. Trickster - Pros - big mana + big cast speed + chance to gain 10% mana on skill use give huge mana. Doesn't cost as much for the watchers eye mod. Trickster can survive physical well with high evasion and high dodge making them almost never get hit. Cons - randomness of mana gain can be unreliable - One shots from physical boss may be more likely cause of dodge passive lowering energy shield. Deadeye - Pros - With + chain / quill rain / split arrow and massive attack speed you can gain way more mana than the above 2 classes and you don't need a high base mana since your mana gain is not based on a percentage of your mana size. Use thiefs torment/poachers mark for 42 mana gain per hit. 9 split arrows. 10 attacks per second. 4 chains = 5 hits. 9 * 10 * 5 = 450 hits per second. 450 * 42 = 18,900 mana per second. The life gain is 450 * 60 = 27k life per second. Cons - needs quill rain for the insane life/mana which got a spell damage nerf. needs cast on critical since the mana gain strategy comes from attacks only and spell damage from the helmet is reason for using such a massive mana gain build. Quill rain with big attack speed and cast on crit can cause lag issues for most computers. |
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" That one is completely WTF. Sin Trek nerfed by... 10 ES? That changes... nothing? Why would they even bother doing that? |
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" Actually I would consider that a more realistic and balanced change -- not that they needed it. Balancing to me should be mostly many small adjustments to not upset the overall balance of the bigger picture when you have so many variable factors. But I'm still annoyed at them nerfing several things into the ground at this point. Yep, totally over league play.
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