Path of Exile

Path of Exile Dev Tracker




07 Sep

Comment

Originally posted by StereoxAS

Updated the description on Aegis Aurora's Energy Shield recovery to "Recover Energy Shield", previously "Replenishes Energy Shield". This is not a functional change.

You sure about that? Aegis was working when you stand on Sirus' degen ground. And that degen ground disables "recovery", thus "replenish" still works

You sure about that?

Yes.

This is literally changing the text string displayed for a specific stat to bring it into line with all the others. It fundamentally can't cause a functional change.

And beyond that, "Recovery" in PoE refers to anything that makes the current value of life/mana/es/etc go upwards, the term fundamentally isn't limited to specific mechanics. "Recovery" is the catchall term for all* positive changes to the values of those resources.

The bug you're referring to was fixed in the initial 3.19 patch, and was listed in the ...

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02 Sep

Comment

Supporting the raise spiders skill with the support works fine. And damage over time debuff stores the relevant drop modifiers in the debuff so they can be correctly applied if that debuff is the one that kills them.

Comment

Originally posted by grumbleycakes

Respectfully may we ask them to reconsider

I have raised the community's perspective on these changes as much as possible during these discussions.

Comment

Originally posted by wrb0010

Thanks Bex! Instead of you guys coming out and flat saying "what you want isn't happening", we feel like we are being strung along with "we're discussing" messages giving us fake hope.

Instead of you guys coming out and flat saying "what you want isn't happening

We did that in this post once the discussion had concluded. The other things we are still looking it.

Comment

Originally posted by _wedo

3.19 Lake of We're Discussing

I get the meme but this feels like a rock and a hard place where if we communicate where we're at currently it's a joke because there's no conclusion, or we don't communicate until we have the conclusion and then people are unhappy with our lack of communication.

Post

A couple of days ago we shared an overview of upcoming changes which prompted additional helpful feedback from the community. We also mentioned in that post that we were monitoring and discussing some things internally but didn't have a follow-up yet. We're covering both of these things in today's post.

Archnemesis In Delve, Archnemesis monsters with the Heralding Minions mod are too punishing. We've fixed this internally so that the Heralding Minion Mod will no longer appear on monsters in Delve. We will deploy this change in an upcoming patch.

Community feedback reports that Archnemesis Modifiers that convert rewards to quality currency and flasks feel bad. We are discussing this internally but don't have an outcome to report just yet. However, initial dis...

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01 Sep

Comment

Originally posted by kung69

We're making some improvements to the Kalandra League

Please, have an extended look at lake beyond tiles, concerning both difficulty and rewards. I am easily able to run 8-mod T16s, but in my first beyond tile today (difficulty 10) i had to pull each mob separately and kill it. The boss took me over 5 minutes while the drops were laughable. Please consider heavily toning beyond down while still increasing the rewards.

The team is aware of this and are looking into it.

Comment

We don't try to help engagement by slowing down player progression. Not long ago, we significantly shortened the length of time it takes to complete the Atlas, and we did this to improve engagement.

I'll make sure we discuss this feedback as I'm aware there are several other feedback points coming up that relate to this.


31 Aug

Comment

Originally posted by FatDadWins

32:9 f**king crickets...

I understand it may not be what you want to hear but we did comment on this at league launch. You can find that comment here.

Comment

Originally posted by Nukro77

Have you ever considered hiring a AI engineer to develop a AI that can run thousands of a map/league content so that you can get a good idea about what kinda loot is dropping on average? Could save you a lot of pain in tuning

Yes, that is part of our process. In the most recent test of 1000 maps we ran it on, for example, it found 51% more unique items and 3.3% less currency compared to 3.18.1f (with no Sentinels activated). This is some of the data that we're using to help our internal discussions around how item drop rates feel.

Comment

Originally posted by yo_les_noobs

it means they're happy with the changes but don't know what to say to the community to get us to like it

It truly means we haven't finished discussing it. I'm not trying to indicate that there will or won't be changes, just that I don't know yet.

Comment

Originally posted by SpamuraiGG

What are the current thoughts from GGG's side about the Divine/Exalt swap? I think the general consensus from any player who likes to craft is that Divines simply hold far too much weight on their shoulders right now. Do you guys agree with that sentiment? Just hoping it's on the radar and at least being monitored or considered for changes.

Thank you for the communication and we know you guys are trying. After all, why wouldn't you want your game to be successful?

We are aware of this but it was a pretty significant change and it makes sense that it's going to feel weird at first. Our expectation was that it'd take most of the first league for players to properly adapt, so as we're approaching 3.20 we'll assess whether the change achieved its goals and whether any other tweaks are needed.

Comment

Originally posted by pfcthrow2017

Are you also aware of feedback around hiding changes/nerfs and not talking about them in Patch Note?

Yes, we've spoken about what actually happened here and apologised for the oversight.

Comment

Originally posted by p-rezident

Thanks! Can the boss tile rooms be bigger? I’m forced to kite out every time because I don’t have enough room to dodge 3 bosses attacks.

I believe there are some terrain improvements coming but I don't think they apply to this situation. I'll let people know though.

Comment

Originally posted by PromotesSynergy

and how many members are a part of the community management team now? literally your job to make these posts frequently.

Development work needs to happen before writing can be done or there's nothing to talk about.

Post

We're currently working on a number of further improvements and wanted to give you an overview of what's coming.

We are planning to limit the number of Archnemesis mods that can spawn on certain rare monsters. For example, those that spawn additional monsters in boss fights and those that can't drop items.

We are monitoring the current situation where players feel forced to swap items or hire a magic find culler against specific four-mod Archnemesis monsters. We don't have an immediate solution for this but we are actively looking at it. We're making some improvements to the Kalandra League, including a change that allows you to see which rooms have already been completed as well as making the Reflecting Mist more common.

We are planning to buff Tainted Currency.

We are aware of feedback around Harvest crafts but don't have any commentary on this yet.

We are aware of feedback around Minion survivability and are making it so that certain m...

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Comment

There have been twelve days since launch (eight work days) and we've made seven posts about launch in that time and released nine patches. We're working really hard to release improvements as quickly as possible and communicate them but they do take time. With that said, there are more changes coming and we'll communicate about them as soon as we can. Hopefully in a post later today.


29 Aug

Comment

The game servers are back up. Sorry for the delay! There is a visual bug with the display of challenges in-game and we will be deploying a client hotfix within the next hour that will resolve this.

Comment

We've taken the realm down while we try to fix a problem related to challenge progress that came with the latest patch (3.19.0f). Apologies for the inconvenience.

Comment

Originally posted by RedJorgAncrath

Ok yeah we're speaking different languages right now. :) I'll try to make my question simple:

  • Lightning conduit does not have a cooldown, but mentions that it adds its cast speed to "its cooldown (doesn't have one)" if triggered.

  • CWC doesn't add a cooldown.

  • Spellslinger doesn't either.

  • CoC doesn't have a mention of cooldown in gem desc, but wiki shows it might be a factor.

The gist is I don't understand why the cast speed is even added to the cooldown of this gem if it doesn't have a cooldown. I assume we're speaking about a cooldown it acquires via weapon mods or supports. And there might be some reason you added the cast speed to the natively non-existent cooldown.

Not having a cooldown is effectively the same as having a 0 second cooldown - several things rely on the fact that adding to the cooldown time will cause a nonzero cooldown. This is how the unique jewel "From Dust" works, for example.

Spellslinger and Cast on Crit do add cooldowns to supported skills, which are explicitly shown near the top of the gem tooltip for those gems.

EDIT: fixed incorrect support name