Path of Exile

Path of Exile Dev Tracker




13 Sep

Post

In an upcoming patch, we'll be making some further small changes to the Lake of Kalandra expansion. This news post outlines what you can expect.

In a previous post, we mentioned we were discussing issues related to magic find/culling feeling mandatory as well as cases where it feels bad to get a lot of quality currency or flasks from killing a monster with specific Archnemesis modifiers. In both of these cases, our discussions are ongoing. However, in order to provide a bit more certainty, we can say that we don't have easy solutions for these issues mid-league and will be looking at what's possible for 3.20.

Upcoming Changes
We're planning to remove Gems as a possible reward from Tier 3 and 4 generic encounters in the Lake of Kalandra. For the most part, these will be replaced by Currency Chests.

We're planning to reduce the number of monsters that spawn in the Reflection of the Dream encounter. Additionally, we're planning to redu...

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Comment

Originally posted by Tripartist1

The community doesn't agree with this. Ive already quit the league but seeing discharge get a midleague nerf pisses me off, as you havent allowed this skill to shine since strands meta. This is clever use of mechanics. Discharge takes your current charges, and removes charges down to your minimum charges, and deals damage based on the difference between current and minimum. Having negative minimum charges should work this way. Discharges sets you to -x charges to deal damage, but that value cant currently exist, so it sets you to 0 instead. Instead of totally patching this out, why don't you allow players to have negative/inverted charges, that debuff the player, but allow interactions like this to exist, instead of just killing things like this, embrace them.

I have no idea why me saying "I don't know when this will go live" is being intrpreted to mean "this will definitely go live before the next league", but that's not what I said. I was directly asked if this bug was intented, which is isn't, and responded to that. My job is to fix the bug, not chose when the fix is deployed.

I'd be 100% down with introducing negative charges as an actual mechanic, but that would mean actually following through with the concept, so e.g. the player's per-charge bonuses should also go negative if their current number of charges is negative. That wouldn't change the fact that Discharge specifically says it counts charges removed, so until it can actually remove charges below zero, getting bonuses as though it did so is clearly wrong.

Comment

We've looked into this and can confirm that the increased rarity is applying but isn't displaying correctly, which we're in the process of getting fixed!

Comment

Originally posted by RealZordan

That being said I know for a fact that there are some exceptions. Vall Lightning Strike will snap shot any damage buffs from the moment it is cast.

No, it won't


12 Sep

Comment

Originally posted by taggedjc

if that debuff is the one that kills them.

How is it determined which debuff kills them if they have multiple debuffs active at once?

The oldest one?

Generally yes, excepting any that can be eliminated as not being able to contribute (such as poison against a CI character)

Comment

Originally posted by H4xolotl

What if i swap between repeats of the same cast, will it inflict brittle and chill over the single ice nova cast?

Is that intended, hence the “Altenating” part of the item’s name?

What if i swap between repeats of the same cast, will it inflict brittle and chill over the single ice nova cast?

Yes.

Is that intended, hence the “Altenating” part of the item’s name?

It's not specifically intended, just a natural consequence of how things work.

Comment

Originally posted by H4xolotl

If i cast Ice Nova on Frostbolt with Alternating Sceptre equipped, then weapon swap quickly

Does the Ice Nova inflict Chill or Brittle?

Chill, if you swapped before the nova reached a specific target. Non-damaging ailments aren't determined until a hit is applied.

Comment

Originally posted by rogueyoshi

Skills generally do still snapshot their damage throughout all of their hits that aren't considered separate casts, which is why exerts even function. The fuzzy rule is that if the crit roll would apply to all hits then any applicable stats would too

That is not true.

Comment

Originally posted by Odd_Passion_3518

/u/Mark_GGG is this intended?

No, this is a bug, and one I fixed last week. I don't know when the fix will be put live, but discharge is fundamentally supposed to scale from the charges you remove, not ones you never had.

Comment

Originally posted by asstalos

Ok so this is complicated.

I'm absolutely not sure how this interaction works with general DoT kills, but in particular socketing the IIR gem into Arakaali's Fang will transfer the IIR bonus to the debuff that the Spiders apply and the IIR will apply if this debuff is what kills. This was a comment made by /u/Mark_GGG a few days ago. Intuitively, one would assume that the IIR bonus would only apply if the Spiders kill, but most of the time Spiders don't directly kill but instead kill with poison, and DoT kills are player kills in terms of attribution.

Now, I cannot tell you if including IIR into the link of a hit-skill that then applies a DoT will apply the IIR to the DoT if the DoT kills for a player situation, but this is a pretty recent comment confirming that, at least for one specific DoT interact...

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I cannot tell you if including IIR into the link of a hit-skill that then applies a DoT will apply the IIR to the DoT if the DoT kills

I can and it will. All DoT applied by skills have this behaviour, and have for a very long time.

Comment

Originally posted by Wobblucy

Do other damage over time effects do the same (ignite/poison/death aura/etc)?

Yes, damage-over-time effects from skills all do this


09 Sep

Comment

Originally posted by CommissarTyr

Resetting your life to a higher previous value with Temporal Rift is technically recovery internally, but is allowed to bypass things that prevent recovery

This doesn't seem to be the case.. Executioner debuff also does not allow Temporal rift recovery above 50%

Interesting, it does appear that bypass isn't in place for one of the life-modifying functions (but is for the others, and for things other than life from what I can see). I'll bring this up, I suspect this is an oversight due to life using an override of the general modification function which does have that bypass.


08 Sep

Comment

Originally posted by Spirited_Owl1114

People lose track of the good, because when you feel pain you hyper focus on it. I’m still having a lot of fun, but even as a casual player with 97% of the same drops I can tell you something just feels off with league content and most of my friends who play are saying the same. It’s also harder, even though we are all following a meta build. Feels bad to be at the same point in the league with a worse build for no reason. Also Juicing just doesn’t SEEM rewarding. I think it would be beneficial if there was an idea around how much adding something to a map should add to the rewards, something like each new scarab adds 1.5x the cost of the scarab in value, so there was a consistent benefit to investing. Not sure how to fix the crafting stuff since I don’t craft much, other than to say that Tarke had some good ideas I think. If it needs to be drop gated then make the crafts take some new drops! Also on communicating: I know the team I had responded and said things like “league conten...

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This is really solid feedback. Thanks! I will share it.

Comment

Originally posted by Asteroth555

I guess the thing I'm trying to remind people of is that it's responsible for the good stuff too.

And now is seemingly being used as a bludgeon to force mechanisms and changes that are overwhelmingly disliked. Is this really where we're at? That us making fun of "The VisionTM" is triggering to GGG staff?

Like I totally get that there are valid criticisms to make and my team is doing their best to make sure that the rest of GGG is aware of them.

And the rest of GGG is roundly ignoring feedback in favor of their own data/gut feelings. I have so little sympathy when all I want to do is to want to play this game, but can't even force myself to.

I only said that it's hard to read and undermines the value of the feedback. So if you're wanting to provide feedback that will reach us, you're now better able to.

Comment

Originally posted by Aziraphale686

I totally get where you're coming from, but I'd like to put forward an alternate perspective. I think that the reason people keep bringing up 'the vision' is that they feel like lately 'The Vision' is being used as the main reason NOT to implement changes that they view are objectively better for the game, or necessary for some reason. Whether or not that is actually true, I have no idea, but it is the impression that I get. They feel like GGG is prioritizing 'the vision' over player fun.

I totally understand. I guess the thing I'm trying to remind people of is that it's responsible for the good stuff too.

Comment

Originally posted by Yhojm

Sometimes the vision doesn't translate well to gameplay, and there's no shame in reverting changes. Just my 2 cents.

It's really hard to see people talk this way. "The vision" is the reason the entire game exists at all. It's responsible for more of the things you like than don't like but it's a term that's been co-opted by the community to be synonymous with "anything I don't like". Like I totally get that there are valid criticisms to make and my team is doing their best to make sure that the rest of GGG is aware of them. However, whenever I see someone package their criticism around 'the vision' it undermines the value of the feedback.

Comment

In the post where we announced that changed, we actually called out that it doesn't make up for it. It's not meant to, it's just a little something.

We are making it so that Eldritch Exalted Orbs, Eldritch Chaos Orbs and Eldritch Orbs of Annulment will drop in lower area levels. We are also buffing their drop rate.

These currency items are intended to fulfil similar functions to some of the removed Harvest crafts while continuing to be gated by rarity, though we're aware that they can only be applied to certain items and are still discussing whether similar solutions for other gear slots are appropriate. We understand that this isn't a full remedy for Harvest withdrawals but it should slightly improve the availability of powerful crafting tools.

Comment

Originally posted by magus424

Blasphemy is not a Hex Curse, no; it's a gem that interacts with Hex Curses.

Same with Bane.

The tags on both are accurate.

This is correct. The "curse" gem tag is intentionally only for skills that inflict curses, not for gems related to curses in some way. The "Hex" and "Mark" tags are used on gems that have primary interactions with those mechanics without actually being curses.

Comment

Originally posted by Yohsene

This was caused by some specific debuffs having been set up with stats that only prevented some forms of recovery rather than the ones that prevent all recovery, which was always the intent for those debuffs.

Too curious not to ask: why did these debuffs correctly prevent LGOH granted by the passive tree, but not LGOH from claw implicits? That seemed especially strange behaviour.

The old incorrect stat that was previously used basically sets a bunch of calculated stats on the player to zero - one of those was total life gain on hit. But the claw implicits are local, so don't feed into a single stat for the character, but add to that separately based on which hand you hit with. So while the character's global total was zeroed out, the local ones still got added to that if you hit with the correct hand. Similarly, some life-gain-on-hit modifiers which are conditional on something about the enemy likewise are processed outside the character's global total stat and also weren't prevented.

The actual correct stat doesn't do anything with those calculations, but instead is checked when changing the character's life, if that change is gaining as opposed to losing.


07 Sep

Comment

Originally posted by LordofSandvich

I think people are so used to PoE's extremely specific wording that we just kinda assume the text string itself is important, especially since that's how PoB recognizes modifiers.

We do put a lot of effort into trying to keep the wording consistent so people can make predictions - which is why when one of the designers noticed this one using "replenish" when nothing else did, we changed it (I'm pretty sure that string was old and was written the way it was to avoid the "equal to" phrasing, which is admittedly little awkward).

But the text describes the mechanics, it doesn't cause them - changing the text can't change the function of what the stat does*.

And if we ever do introduce "replenish" as a specific mechanic in PoE, then if it makes life/mana/es value go upwards, then it fundamentally will be a type of recovery, not something separate from it.

*except that one time with the cats, that was weird