An Overview of Upcoming Changes

Heyas! Scourge/beyond is greatly overtuned in damage output in Kalandra Lake and also in maps. I'm comparing with mapping in actual scourge league. It's as if the mobs get
1)scourge boosts, effects and abilities
2)old beyond-specific boosts and effects also?
3)arch-nemesis boosts
4a)wierd extra rather large boosts based on tier of map
4b)wierd insanely humongous boosts based on level of Kalandra tablet and on top of that a great boost based on the number on the tile

All mobs in the game are double-dipping into archnemesis mods and get their old abilities added on top.

About lightning pylons: they spawned on top of my character from across a corridor and two rooms away in Vaal Temple map. This is about the same range a debuff permanent marker will hit you.

A repeat of 4b)wierd insanely humongous boosts based on level of Kalandra tablet and on top of that a great boost based on the number on the tile

I ran a few of my tablets and I've come to some sort of conclusion after watching a few streamers struggle with the same content: to be able to run it, you must invest heavily into 1)max resistances above 75 2)spell suppression 3)physical damage reduction with determination.
This poses a problem for Minions because as an elementalist with +1 to all minions in three slots and every minion life and minion damage reduction node on the tree the minions can get instantly eaten by the wrong mods. I don't agree that the problematic mods are the ones mentioned. It's even on tiles with rogue exiles.
I sacrificed a ring slot, weapon slots and also armour slot to buff the minions. I added cluster jewel to help the minions.
This means the 'buffed-by-gearing' minioneer gets approximately zero survivability. Even as a 'mentalist with so much extra all res on tree, I have to run purity of elements because of the struggle to top up resistances even to the old baseline 75 all. That in turn means a very limited choice of additional auras. A dead minioneer's minions deals no damage at all.
I will reroll and try scion eventually.

I'm experimenting with fleshcrafter armour now, to allow minion damage to pierce resistances but survivability is greatly reduced.

The advice I get is to not use minions and if I do, it's absolution or a particular soulwrest unique staff.
Guys.. you swaped TFT usage for harvest to MF culling and have no solution for it, and as long as the loot goblin exists, MF culling TFT service will be used.

I don't get why you are trying to fix something that is fundamentally broken.

Seems like the whole thing behind the loot goblin strategy derives from your need to force the player to read the rare mob mods - please, play the game as a normal player plays it (no gear spawning, no auto level), do the campaign, do the atlas, get to the pinnacle bosses and tell us if the game felt fun and rewarding, that loot is in a good place, that the crafting posibilities the game offers are enough, or that reading the mob mods is fun.
I appriciate that you are looking into it.

Buffing Tainted currency as in giving it the same odds as it once had?

Well, can you bring reforge keeping prefixes/suffixes back in an expensive form?
All this planning had to be done before you implemented this stuff up. GGG made a big bet throwing this big nerf in the game and the results are bad the player retention on the weakest numbers in 3 years after just 2 weeks. Someone earlier said you should've done this step by step not all together and was 100% right .

The game is in a bad state atm !

The next weeks are being of patches to fix the problems you put on yourself and not focusing on the next leagues.

PS:
Remove AN
Bring Heist Craft back
This is the type of message I would expect to see when playing on Public Test Server for a new expansion... and an early version of it.

The fact that this wasnt properly tested and addressed before the release is outrageous.

Path of Exile barely exist as a game now, for quite some time we are just testing features for PoE 2 and this league is an ultimate example of it.
"We hear you" lol.
To all those who r "thanking" for the super, hyper, extra enhancements:
It is as if someone in the desert took a whole bucket of water from you and gave you 3 drops.
Keep on thanking ...
Great changes! I've got a couple of suggestions; not sure if the forums are being read or I should go to reddit but still here they are.

1) Nerfing party play/drops made some build-enabling uniques a lot less accessible than before. My suggestions is to tie some of the build-enabling uniques to map bosses to make farming them more deterministic and to make favourite map system more dynamic.

2) "Loot goblins" mf culling strat is terrible in my opinion; it'd be a lot better to increase the loot dropping odds across all mobs (not to the extent it used to be of course) and make certain mod mobs drop more specialized currencies (like catalysts, oils etc), and probably add some AN nodes to the atlas.

3) Party play shouldn't be just DEAD dead; it of course shouldn't be something Empyrean did every leaguestart because this is insanely dumb that you basically complete the game in the first couple of days of the league; I think it should scale harder in terms of if you can't do something solo - you should BARELY be able to do it in a party, e.g. 100% deli 8 mod 150%+ quant t16 maps should not be so easily doable with mf culling looting 2 magebloods per map. Maybe auras should scale down the more player characters are affected by them, something similar has to be done to curses as well.
Just remove Archnemesis completely and revert to the old mechanics

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