What We're Working On

Given the recent playtesting of Fortify i would love to see Fortify or Fortification stacks in the list.
I'm not a fan of a league mechanic as well - being forced to prepare loot for the cruicible is like the same issue why harvest was pressuring.

So, bosses should now be killed in 5 seconds? Ramping up DoT builds, hello? And if you didn't kill it, you now must remember where he was to come back for him? That's madness.

I hope one of decreases to damage was to zapping ranged mobs...

Is it not possible to store this "corruption blood" for further use on any item? Like saving the Temple of Atzoatl for further double-corruptions or like crafts in Harvest?
Problem: Players are having fun in Path of Exile.
Solution: Remove fun.
This League is a fucking disaster - FUCKING FIX IT!
There is a bug where when you add a NPC from the expedition league in your hideout, you can't remove the NPC later.

I already reported this bug but wanted to tell you about it.

GL&HF in Scourge
just had *another* "all portal disappeared bug" while there was a zana inside. Didn't fully runned the juiced zana map and didn't run the whole main map at all. They all vanished. It didn't happened before, whatthe purpose of changing things that were working great before ?
How can this be missing from the patch notes?

"
Problem:
Tower Shields provide significantly more armour than the armour/evasion of other shield types, making them a no-brainer for non-crit Shield builds.

Solutions:
Reduced the armour provided by the top end shields, but raised the average defence of other shields so the difference in base defences isn't as extreme. Skills that scale off these stats will be rebalanced to account for these changes.


It's just a straight up another nerf to physical SST while conversion SST builds only got the base damage nerf.

Also, if getting the patch notes early means they are not complete I would rather get them later and in full detail.
So no adjustment to fortify? it is working as intended? BS
so, "we saw rewards are bad but we will ignore this". I see. Another league "come,buy our stuff and then wait for another league cause this will be dead"
"
DBrody wrote:
I don't really see a way for you guys to make krangling gear even remotely worth it, unless you flip the odds completely and make the build enabling, generally strong, and gamebreaking mods extremely common while basically deleting all the build destroying negative mods.

I am not going to spend 20-50 exalts on an item, throw it in the krangler, only to get "+20 life, cannot deal fire damage" at tier 3. This is basically an unfixable problem because making the odds better still doesn't improve the mechanic. There's a ton of worthless gamebreaking mods that effectively do nothing for your build, so you still at its core need to waste dozens of exalts buying a new item (or manually crafting it) over and over until you actually hit a beneficial mod that synergizes with your build.

It doesn't work. If Ritual's variant of Harvest was untouched, I would 100% be fine with this. The egregious cost and investment needed to get the same worthy items that you'd then gamble on krangling is not worth it.

Scourged map detriments are simply insane, and over half the rewards are pure garbage. They're valuable if after dozens of maps of grinding corruption you actually hit reward mods worth a damn, but that's a total crapshoot.

The corruption stack debuff does nothing favorable. Hitting 150%+ more item quantity should result in a noticeable amount of currency dropping, instead there's virtually nothing. You guys almost completely deleted the drop chance of currency from scourged mobs, making the only possible benefit of the debuff worthless.

Literally all you need to do is remove whatever obscene -2000% currency drop penalty you crippled scourge mobs with and I guarantee almost everyone would be immediately happier with the league, disregarding all of its other problems. If I'm going to buff the enemies into one-shot territory every map I damn well expect something more to drop from them than a bunch of whites and several worthless pre-krangled rares.

Yup...
I am not at maps yet, so maybe this will improve by then, but for now I have decided to stop interacting with the Scourge during the campaign. The difficulty spike of switching to nightmare is ridiculous. With Expedition and Ultimatum we had control over how hard we want the challenge to be, but here every time I hit the button I am plunged into the middle of a Zerg rush. And once that debuff has high enough stacks it becomes suicide, at which point my only options are: ignore it or die.

This is really terrible balancing. During the campaign especially the scourge should be balanced around the difficulty of the map you're in. My character has 20 deaths now, out of those 19 were to the scourge. If your build can survive the campaign areas it should also be able to survive the nightmare in it. This is not a super-late endgame mechanic for the top 1% of builds, this is something thrown at potentially new and inexperienced players. This does not make for a great first impression.

And you go through all that trouble for what? A few corrupted rares that aren't worth picking up, scourging of items that takes forever and risks bricking your item. There is just no reason to engage with the league mechanic. Zero. Of all the items I've shoved in the crucible only two came out usable. It doesn't inspire confidence that this is worth my time.

And as a fan of shield skills I have to say: what happened here? On the one side you nerf skills because shields get a buff, on the other side you nerf shields because skills get a buff? What? How does this happen?

If you wanted shield skills to require more investment in shields then the last thing you should have done is reduce the numbers that actually make that investment matter. According to Chris we should play skills after they were nerfed because then they're good and balanced. Well I strongly disagree after what happened here.

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