Path of Exile 2

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Yaamean

Trakanon Raider
1,201
617
Okay so I redeemed myself for dying so much to the one chick.......got Doryani and then the Chaos trial in one shot, am certain I was overleveled and got half decent choices though.

Will go back and finish whatever I missed in A3 before starting cruel difficulty but I seem to he doing half decent at least so far. 2 divine drops as well and both were from today, guess that'll never happen again.
 

Chimney

Trakanon Raider
1,749
1,327
Sold all my monk gear after getting my fill of maps. 150 exalts richer to twink a deadeye. Time to play on easy mode.
 
  • 5Like
Reactions: 4 users

Slaanesh69

Millie's Staff Member
6,168
18,126
Fucking hell - I decided to try the second ascendancy trial. I despise Ultimatum, but, hey, at least I am not confined to this stupid circle. Okay, first round - kill everything. Easy. My only reasonable option is the pursuing Shade though, so not so good. Second round is survive. Easy, although a mana drain rare spawned close to the end and I almost died. Third round, ESCORT THIS ROCK. How about no. Narrow path, constantly spawning mobs? Shade chasing me? Yeah, no chance since my next 2 best choices were Rares take less and deal more damage, and mobs have 50% increased resistances.

One thing I despise about both Ultimatum and Sanctum - the randomness of much of it. If my power level is partially locked behind a mechanic that can be hamstrung with one bad RNG round, your design is flawed.

Also - Those Ultimatum choices, at least the ones I had been shown, seem a helluva lot more brutal than the ones in PoE1.
 

Burnem Wizfyre

Log Wizard
12,555
22,077
Fucking hell - I decided to try the second ascendancy trial. I despise Ultimatum, but, hey, at least I am not confined to this stupid circle. Okay, first round - kill everything. Easy. My only reasonable option is the pursuing Shade though, so not so good. Second round is survive. Easy, although a mana drain rare spawned close to the end and I almost died. Third round, ESCORT THIS ROCK. How about no. Narrow path, constantly spawning mobs? Shade chasing me? Yeah, no chance since my next 2 best choices were Rares take less and deal more damage, and mobs have 50% increased resistances.

One thing I despise about both Ultimatum and Sanctum - the randomness of much of it. If my power level is partially locked behind a mechanic that can be hamstrung with one bad RNG round, your design is flawed.

Also - Those Ultimatum choices, at least the ones I had been shown, seem a helluva lot more brutal than the ones in PoE1.
What the fuck is the deal with the cores? I have a hard time picking them up because mobs keep spaawning jfc.
 

Caliane

Avatar of War Slayer
15,596
11,909
What the fuck is the deal with the cores? I have a hard time picking them up because mobs keep spaawning jfc.
you take constant damage, and mobs constantly spawn hen you pick them up. run back to the alter to place them.

I almost failed that one the first time. didn't know. tried to pick one up, while npcs were already on the screen. slow pickup animation.. then, hung around fighting... burned through so much flasks.. last couple were on a hair. no flasks. stand around for hp to regen at 1hp/s, and 200 es shield. haha
while not enough npcs to actually refill the flasks. pick em up and RUN!
 
  • 1Like
Reactions: 1 user

Hekotat

FoH nuclear response team
12,388
12,182
Is this guy using a UI mod? I want this consolidated health/mana. I didn't see anything like that in the game options, so I assume this a mod. Any idea what mod/where to get?

View attachment 563877

When a controller is active you get more UI options, I don't know why we can't get it when playing with KB/M.

To be clear, you can get it on PC if you have the controller enabled.
 

Caliane

Avatar of War Slayer
15,596
11,909
they did change something. my max energy for frost wall was 66. its 80 now.

yep. changed from 10 per 1.2, its now 10 per 1.


holy shit, comet is now 300 energy, from 166.
 

Daidraco

Avatar of War Slayer
10,396
10,855
Careful, when you cntrl + click to put stuff into reforge - it eats your clicked items instead. Manually drag them.

-Edit- Its not eating them. Its putting the waystones in the last map location you opened instead of the Reforging slots....
 
  • 1Worf
Reactions: 1 user

Arbitrary

Tranny Chaser
29,790
82,884
FUN DETECTED

I'm not a fan of a bunch of changes on the fly when we've only got a portion of the skills. It causes some skills/supports to be over represented and that along can make something appear imbalanced.

But if you're going to be making some significant changes on the fly how about if the cost to respec was tiny?
 
  • 1Like
Reactions: 1 user

Daidraco

Avatar of War Slayer
10,396
10,855
Actual Patch Notes:


0.1.0d Patch Notes​

General Improvements and Changes

  • Passive Block chance now applies to blockable hits from all directions, as opposed to just hits from in front.
  • Player size is now set to Zero units while dodge rolling instead of One unit.
  • Some smaller monsters can now be pushed while dodge rolling. This includes monsters such as the Adorned Beetles in Keth.
  • Inscribed Ultimatums and Djinn Baryas now display whether you will obtain Ascendancy Skill Points upon completing the Trial of Chaos or Trial of the Sekhemas respectively.
  • Removed World Map Pins for encounters that were not from specific locations in Areas. ie. From Monster drops.
  • Improved attack in place behaviour.
  • Rain of Arrows and Firestorm now have a hit-rate limit to prevent cases of them absolutely obliterating very large bosses. This will have little to no impact outside of boss fights with very large hitboxes.
  • Leech has been buffed.
  • Boneshatter now more reliably hits your target.
  • The duration of Armour Break has been increased to 12 seconds (previously 6).
  • To improve performance, Incinerate now creates circular areas of ignited ground instead of segments.
  • Added CTRL+Click shortcut to open the Currency Exchange at the appropriate NPCs.
  • Added a button to travel to the Trial of Chaos on the world map.
  • Added art for Close Combat Support.
  • Added 2D art for the Defiance of Destiny Unique Amulet.
  • Added "Ascendancy Skill Points" as a keyword, which details how sets of Ascendancy Points are obtained.
  • Added search functionality for Gemcutting and vendor inventories when using a controller. Keybinds for searching Stash on a controller have also been updated.
  • Added Gemcutting restrictions option for Gamepad.
  • Added suggested Supports for Time of Need.
  • Updated the suggested Supports for Bonestorm.
  • Added an option for opening the Trade website to the main menu for consoles.
  • Runes now sell to vendors for more Gold.
  • Updated art for Reserved Life and Mana.
  • Updated the description on Runes to clarify that once socketed they cannot be replaced.
  • Auras and Curses that affect ally or enemy resistances now display values in the Skill popout panel.
  • Tweaked the audio of the Kiwi Pets, Chimera Pet, and Baby Crowbell Pet to reduce their impact in town areas.
  • Updated the wording on the Invoker's "...and Protect me from Harm" Ascendancy Passive Skill to clarify its functionality.
  • Updated the description on Hexblast to clarify that it only detonates a single Curse per Enemy in its radius.
  • Updated the description on Fiery Death Support to clarify that the Supported Skill does not need to kill the ignited enemy itself.
  • Reduced the defenses provided to monsters by the Magma Barrier modifier.
  • Walking Goliaths no longer use their suicide attack if they are Rare.
Trigger Gems and Energy Gain

  • Trigger gem energy gain was not in the right place and it was far too easy to use ailments to trigger spells. One problem with the previous system is that if we balanced it to make triggering happen in boss fights then the triggering would happen far too often during clearing. In order to address this we are now making "Monster Power" part of the calculation for energy gain. This means that it's far easier to trigger skills from Unique Monsters than it is from normal monsters, but you also hit many more normal monsters when fighting. Another issue was using low level skills with unconditional ailment applications such as Flame Wall to ignite enemies for triggering. In order to make the source of the ignite matter we are making the energy gain be dependent on the strength of the ignite. We have also rebalanced all energy gain across the board.
Ultimatum Changes

  • Generally improved balance across the board with Ultimatum monsters, bosses and modifiers. Mostly targeting outliers that were too difficult and bringing them in line.
  • The monster density of Ultimatum encounters has been made more consistent.
  • Stormcaller Runes, Blood Globules, Heart Tethers and Impending Doom rings no longer spawn while a player is on a lift or near the altars in the Vaal Soul Core room.
  • Fixed a bug where Player Minions could get stuck at the top of the lift in the Trials of Chaos.
Bug Fixes

  • Fixed a bug which caused enemies to be Primed for Stun or Electrocute earlier than intended while in a party.
  • Fixed a bug where Gemling Legionnaires with the Integrated Efficiency Ascendancy Passive Skill allocated could lose their 3 additional Skill Slots if they were empty when entering a new area.
  • Fixed a bug with party member reviving when using WASD input where you could revive party members from too far away.
  • Fixed a bug where "Waystones found have a chance to be a tier higher" on the Atlas Passive Tree wasn't working.
  • Fixed a bug where the Audio Mix setting was not being remembered when restarting the game.
  • Fixed a bug where one of the small Passive Skills in the Fleshcrafter cluster was not connected to the Notable Passive Skill. It is possible for your Passive Skill Tree to be reset if you had this cluster allocated, apologies!
  • Fixed a bug where you could not open a portal in The Riverbank in Cruel difficulty.
  • Fixed a bug where some of Zalmarath, the Colossus' skills could persist after their death.
  • Fixed a bug where opening a full-screen panel while disenchanting could prevent you from performing any actions until you relogged.
  • Fixed a bug where some fire spells, such as Volatile Dead and Incinerate, were not functioning correctly with Raging Spirits.
  • Fixed a bug where "Buffs on you expire Slower" from the Prolonged Assault Notable Passive Skill and other Chronomancer Ascendancy Passive Skills was applying to Debuffs and other effects as well as Buffs.
  • Fixed a bug where non-reviving Minions were spawning a Remnant from the Grim Feast Buff when dying in your presence.
  • Fixed a bug Infernalists with the Pyromantic Pact Ascendancy Passive Skill allocated were considered to be on Low Infernal Flame if they were at 50% of Maximum Infernal Flame or lower, instead of 35%.
  • Fixed a bug where the world map icon for Candlemass in Cruel was not updating correctly.
  • Fixed a bug where you could be unable to upgrade Gems despite satisfying the Attribute Requirement by having the Adaptive Capability Gemling Legionnaire Ascendancy Passive Skill allocated.
  • Fixed a bug where Fiery Death Support was not dealing damage correctly.
  • Fixed Infusion Support Gems on Herald skills applying the gain damage as extra elemental damage to all attacks instead of just the damage from the Herald skill.
  • Fixed a bug where Expedition encounters could fail to generate in the Decay Map.
  • Fixed a bug where Quality on the Sacrifice Skill was causing Minions to Revive 0-5% more slowly, instead of more quickly.
  • Fixed a bug where the exit portal for the final boss in Trial of the Sekhemas did not visually display upon killing the boss.
  • Fixed a bug where socketed Skills you didn't meet the requirements for were missing their name in the Skills menu when using a controller.
  • Fixed a bug where the Elemental Storm skill granted by the Stormweaver's Tempest Caller Ascendancy Passive Skill could sometimes place the storm underneath you.
  • Fixed a snapshotting bug with the "Loads an Additional Bolt" Crossbow modifier.
  • Fixed a bug where the Contagion Skill was not spreading Poison.
  • Fixed a bug where Tempest Bell could become invisible.
  • Fixed a bug where NPCs were missing their name labels in Hideouts when using a controller.
  • Fixed a bug where signing into a guest account on PlayStation 5 could delete your friends list in-game.
  • Fixed a bug where you could sometimes be unable to enter your hideout on PlayStation 5.
  • Fixed eight instance crashes.
  • Fixed six client crashes.
  • Fixed a client crash that could occur on Xbox.
  • Fixed three client crashes that could occur on PlayStation 5.
Has any exile really been far even as decided to use even go want to do look more like?
Last edited by Stacey_GGG#0000 on Dec 11, 2024, 9:42:02 PM
Last bumped on Dec 11, 2024, 10:15:42 PM
 
  • 1Like
Reactions: 1 user

Kiroy

Marine Biologist
<Bronze Donator>
35,475
102,632
all my gold gone, completely destroyed to respect, feel badf for people who didn't have gold saved
 

BoozeCube

The Wokest
<Prior Amod>
52,350
307,030
Actual Patch Notes:


0.1.0d Patch Notes​

General Improvements and Changes

  • Passive Block chance now applies to blockable hits from all directions, as opposed to just hits from in front.
  • Player size is now set to Zero units while dodge rolling instead of One unit.
  • Some smaller monsters can now be pushed while dodge rolling. This includes monsters such as the Adorned Beetles in Keth.
  • Inscribed Ultimatums and Djinn Baryas now display whether you will obtain Ascendancy Skill Points upon completing the Trial of Chaos or Trial of the Sekhemas respectively.
  • Removed World Map Pins for encounters that were not from specific locations in Areas. ie. From Monster drops.
  • Improved attack in place behaviour.
  • Rain of Arrows and Firestorm now have a hit-rate limit to prevent cases of them absolutely obliterating very large bosses. This will have little to no impact outside of boss fights with very large hitboxes.
  • Leech has been buffed.
  • Boneshatter now more reliably hits your target.
  • The duration of Armour Break has been increased to 12 seconds (previously 6).
  • To improve performance, Incinerate now creates circular areas of ignited ground instead of segments.
  • Added CTRL+Click shortcut to open the Currency Exchange at the appropriate NPCs.
  • Added a button to travel to the Trial of Chaos on the world map.
  • Added art for Close Combat Support.
  • Added 2D art for the Defiance of Destiny Unique Amulet.
  • Added "Ascendancy Skill Points" as a keyword, which details how sets of Ascendancy Points are obtained.
  • Added search functionality for Gemcutting and vendor inventories when using a controller. Keybinds for searching Stash on a controller have also been updated.
  • Added Gemcutting restrictions option for Gamepad.
  • Added suggested Supports for Time of Need.
  • Updated the suggested Supports for Bonestorm.
  • Added an option for opening the Trade website to the main menu for consoles.
  • Runes now sell to vendors for more Gold.
  • Updated art for Reserved Life and Mana.
  • Updated the description on Runes to clarify that once socketed they cannot be replaced.
  • Auras and Curses that affect ally or enemy resistances now display values in the Skill popout panel.
  • Tweaked the audio of the Kiwi Pets, Chimera Pet, and Baby Crowbell Pet to reduce their impact in town areas.
  • Updated the wording on the Invoker's "...and Protect me from Harm" Ascendancy Passive Skill to clarify its functionality.
  • Updated the description on Hexblast to clarify that it only detonates a single Curse per Enemy in its radius.
  • Updated the description on Fiery Death Support to clarify that the Supported Skill does not need to kill the ignited enemy itself.
  • Reduced the defenses provided to monsters by the Magma Barrier modifier.
  • Walking Goliaths no longer use their suicide attack if they are Rare.
Trigger Gems and Energy Gain

  • Trigger gem energy gain was not in the right place and it was far too easy to use ailments to trigger spells. One problem with the previous system is that if we balanced it to make triggering happen in boss fights then the triggering would happen far too often during clearing. In order to address this we are now making "Monster Power" part of the calculation for energy gain. This means that it's far easier to trigger skills from Unique Monsters than it is from normal monsters, but you also hit many more normal monsters when fighting. Another issue was using low level skills with unconditional ailment applications such as Flame Wall to ignite enemies for triggering. In order to make the source of the ignite matter we are making the energy gain be dependent on the strength of the ignite. We have also rebalanced all energy gain across the board.
Ultimatum Changes

  • Generally improved balance across the board with Ultimatum monsters, bosses and modifiers. Mostly targeting outliers that were too difficult and bringing them in line.
  • The monster density of Ultimatum encounters has been made more consistent.
  • Stormcaller Runes, Blood Globules, Heart Tethers and Impending Doom rings no longer spawn while a player is on a lift or near the altars in the Vaal Soul Core room.
  • Fixed a bug where Player Minions could get stuck at the top of the lift in the Trials of Chaos.
Bug Fixes

  • Fixed a bug which caused enemies to be Primed for Stun or Electrocute earlier than intended while in a party.
  • Fixed a bug where Gemling Legionnaires with the Integrated Efficiency Ascendancy Passive Skill allocated could lose their 3 additional Skill Slots if they were empty when entering a new area.
  • Fixed a bug with party member reviving when using WASD input where you could revive party members from too far away.
  • Fixed a bug where "Waystones found have a chance to be a tier higher" on the Atlas Passive Tree wasn't working.
  • Fixed a bug where the Audio Mix setting was not being remembered when restarting the game.
  • Fixed a bug where one of the small Passive Skills in the Fleshcrafter cluster was not connected to the Notable Passive Skill. It is possible for your Passive Skill Tree to be reset if you had this cluster allocated, apologies!
  • Fixed a bug where you could not open a portal in The Riverbank in Cruel difficulty.
  • Fixed a bug where some of Zalmarath, the Colossus' skills could persist after their death.
  • Fixed a bug where opening a full-screen panel while disenchanting could prevent you from performing any actions until you relogged.
  • Fixed a bug where some fire spells, such as Volatile Dead and Incinerate, were not functioning correctly with Raging Spirits.
  • Fixed a bug where "Buffs on you expire Slower" from the Prolonged Assault Notable Passive Skill and other Chronomancer Ascendancy Passive Skills was applying to Debuffs and other effects as well as Buffs.
  • Fixed a bug where non-reviving Minions were spawning a Remnant from the Grim Feast Buff when dying in your presence.
  • Fixed a bug Infernalists with the Pyromantic Pact Ascendancy Passive Skill allocated were considered to be on Low Infernal Flame if they were at 50% of Maximum Infernal Flame or lower, instead of 35%.
  • Fixed a bug where the world map icon for Candlemass in Cruel was not updating correctly.
  • Fixed a bug where you could be unable to upgrade Gems despite satisfying the Attribute Requirement by having the Adaptive Capability Gemling Legionnaire Ascendancy Passive Skill allocated.
  • Fixed a bug where Fiery Death Support was not dealing damage correctly.
  • Fixed Infusion Support Gems on Herald skills applying the gain damage as extra elemental damage to all attacks instead of just the damage from the Herald skill.
  • Fixed a bug where Expedition encounters could fail to generate in the Decay Map.
  • Fixed a bug where Quality on the Sacrifice Skill was causing Minions to Revive 0-5% more slowly, instead of more quickly.
  • Fixed a bug where the exit portal for the final boss in Trial of the Sekhemas did not visually display upon killing the boss.
  • Fixed a bug where socketed Skills you didn't meet the requirements for were missing their name in the Skills menu when using a controller.
  • Fixed a bug where the Elemental Storm skill granted by the Stormweaver's Tempest Caller Ascendancy Passive Skill could sometimes place the storm underneath you.
  • Fixed a snapshotting bug with the "Loads an Additional Bolt" Crossbow modifier.
  • Fixed a bug where the Contagion Skill was not spreading Poison.
  • Fixed a bug where Tempest Bell could become invisible.
  • Fixed a bug where NPCs were missing their name labels in Hideouts when using a controller.
  • Fixed a bug where signing into a guest account on PlayStation 5 could delete your friends list in-game.
  • Fixed a bug where you could sometimes be unable to enter your hideout on PlayStation 5.
  • Fixed eight instance crashes.
  • Fixed six client crashes.
  • Fixed a client crash that could occur on Xbox.
  • Fixed three client crashes that could occur on PlayStation 5.
Has any exile really been far even as decided to use even go want to do look more like?
Last edited by Stacey_GGG#0000 on Dec 11, 2024, 9:42:02 PM
Last bumped on Dec 11, 2024, 10:15:42 PM

  • Tweaked the audio of the Kiwi Pets, Chimera Pet, and Baby Crowbell Pet to reduce their impact in town areas.

Best patch ever, I hope they also flogged the faggot retard who put those sounds in the first place.
 
  • 3Worf
  • 1Solidarity
  • 1Like
Reactions: 4 users

BoozeCube

The Wokest
<Prior Amod>
52,350
307,030
all my gold gone, completely destroyed to respect, feel badf for people who didn't have gold saved

They really really make respeccing needlessly cost prohibitive for no good reason.

Lots of people respond with "it should be super cost restrictive" but fucking why? I would love to try out a number of different skills, builds, and talents to see what I enjoy most. Instead once you pick something you better fucking love it no questions asked or get American Inventor fucked in your cinnamon ring because fuck you.

Why design all the shit if you don't want people to experience it all.
 
  • 1Like
  • 1Solidarity
Reactions: 1 users

elidib

Vyemm Raider
2,379
4,401
all my gold gone, completely destroyed to respect, feel badf for people who didn't have gold saved
what even is there to respec into for stormweaver? Comet was literally the only sorc skill that actually does damage.

at gem level 15 it does 650-850, while everything else does like 15-25 damage with a bunch of hits, but not THAT many hits to come anywhere near comet's damage.

I just haven't even seen another stormweaver build that can do t8+ maps without relying on cast on freeze/crit/shock.
 

Kiroy

Marine Biologist
<Bronze Donator>
35,475
102,632
what even is there to respec into for stormweaver? Comet was literally the only sorc skill that actually does damage.

at gem level 15 it does 650-850, while everything else does like 15-25 damage with a bunch of hits, but not THAT many hits to come anywhere near comet's damage.

I just haven't even seen another stormweaver build that can do t8+ maps without relying on cast on freeze/crit/shock.

ci archmage spark, not as good until more gear investment but I had some cash to get me so I can clear my maps still albiet slower...

I wonder if ignite flameblast is an option with the unique that spreads ignite... no idea