Content Update 3.25.0 -- Path of Exile: Settlers of Kalguur
" too bad :( I stockpiled a bunch of them. they were fun to use with multiple breaches, abysses, and legions. "Gratitude is wine for the soul. Go on. Get drunk." Rumi
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no bug fix for summon phantasms not inheriting minion bonuses from the skill gem that summoned them
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Haha 50-60 mana cost of attack skills. Eldritch Battery around juggernaut when? Also why GGG making mechanics so heavily dependent on ralakesh's impatience. Imagine playing 12 endurings and losing 60 less during battle because of rare mob.
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Dear GGG,
Can you please change the small passive nodes leading to Careful Counterattack to work with staves as well? |
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DAAAAMMMMMNNN!
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I got some very contradictory thoughts right now. And no its not about the balance (yeah my builds kind of nerfed in some ways but since Im not so new to PoE this is fine), this is about the joy of the game in general. After Necropolis I think I really wanted something guilty-simple and FUN. Kill mob, get loot, repeat. I do like experimental leagues, but seems we got too many wild experiments in a row. So yeah… surely gonna give this new settlers-type league a try but also really really hope for some hack’n’slash fun later on. Even if it’s a little bit braindead in a good way. PoE is action-RPG and silly old people like me want some action :)
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epic ! great stuffs !!
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CYCLONE SLAYER
This is the plan. Last edited by Lunaxi#7343 on Jul 21, 2024, 5:11:33 AM
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" This means they no longer give flat amount of physical damage on top of normal scaling. So technically increasing physical damage will not increase damage of these skills if your weapon has no physical damage. In past physical damage increase would scale damage of this currently removed flat bonus. |
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Almost all two-handed weapons now have a critical strike chance of more than 8%. Change the accessibility slayer, why is there 8% left there?
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