Path of Exile

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Caliane

Avatar of War Slayer
15,556
11,861
Some other things of note.


GCP= gemcutters prism. This games Stone of Jordan basically in terms of currency. its probably the single most useful orb, so in great demand.
Can be used to trade for good stuff. or used yourself as the consumable.
do not use on gems that are below, 12% already. possibly higher. Gems CAN drop with quality on them.

Last I knew, orbs of chance CAN make unique. although, not sure if that is changed or not. and quite rare.

You can reset areas by ctrl+ right clicking the entranceway.

Viewing and linking items in chat.
hit enter to open the chat pane, and hover over an item to see the stats on something linked.
To link yourself, open inventory. open chat. ctrl+left click.
 

Krag

Peasant
475
47
Last I knew, orbs of chance CAN make unique. although, not sure if that is changed or not. and quite rare.
Yeah, they still can, provided there's a unique with the base type of what you are "enchanting." Might also have to be of a certain level, not sure about that. It's quite a low chance of course, there's a thread on the forums collecting results and last I checked I think there was something like 10 uniques out of 2500+ chanced items.
 

Argarth

On the verandah
1,272
1,179
If you like the idea of collecting rares to combine/make orbs, then this add-on for Chrome is a must have IMO. I have ~ 50 inventory tabs on my CB account, save all rares until the tabs are full, and then run the addon to see what I can combine. Works a treat, but the plug-in is only compatible with Chrome.

This thread explains everything, and looks like it is still being updated regularly.http://www.pathofexile.com/forum/vie...d/42272/page/1
 

Kyougou

<Gold Donor>
1,638
5,300
Can we have Pyros's post linked in the first post? So it doesn't get lost once open beta starts.
 

Khane

Got something right about marriage
20,515
14,235
Question for the more veteran people. I've been playing minimally for the last week or so, started a witch as my first character and after perusing the passive tree decided there were enough summon passives that I would try summoner witch. I'm level 16 and have notice that while the zombies and skeletons can kill just fine the AI seems... really stupid. There are a lot of times the zombies and skeletons just stand around even though there are mobs to attack right next to them.

So a few questions:

1) Is there any way to control minions?
2) How are the minions at higher levels?
3) I noticed a "spectres" skill, are the spectres permanent like zombies or short duration like skeletons and do they require anything to summon?
4) Is it a viable build for end game?
 

Flank_sl

shitlord
499
0
1) You cannot control minions, but if they are doing nothing and you nuke a target (with any spell or attack) then they usually move to attack that target. Bets to nuke a target amongst a large group so that they get stuck in.

2) Minions are arguably better at high level than low, as you will have more of them and more ways to heal them.

3) I do not recall really using spectres. They need a corpse, and the corpse you use determines the type of spectre. If you raise a large monkey, it can cast the aoe frenzy buff, etc.

4) Yes.
 

atalakas

Golden Knight of the Realm
100
16
at 60 my summoner was sitting with 12 skeletons on a totem, so it would auto summon them, 8 zombies and 2 specters, pretty much unstoppable at that point. I wanted to get my hands on a queens decre but no one would sell me one cheap, it basically adds + 2 skells and zombies adn 1 spec, and its a 2h unique
 
228
1
Details on Open beta have been posted on the Main site, seems like the patch will be 1.5 gigs, Also patch notes coming today.
 

Zaphid

Trakanon Raider
5,862
294
I fully expect it to crash under heavy load once the open beta hits, there's a quite a lot of hype.
 

Pyros

<Silver Donator>
11,259
2,383
I fully expect it to crash under heavy load once the open beta hits, there's a quite a lot of hype.
Yep Chris said so even in the post about OB, and yesterday on Reddit he was saying how he enjoyed playing the game of "watch as the website traffic doubles every couple of hours". The game wasn't very known a month ago but it seems the promotions they've been doing, the various reviews and the various big D3 streamers who talked about the game(kripparian who's been playing for a while but kingkongor apparently switching too) are working very well. The result is it'll probably suck for launch cause they hadn't really prepared for that kind of load. Hopefully it doesn't suck too much though.
 

Zaphid

Trakanon Raider
5,862
294
Yep Chris said so even in the post about OB, and yesterday on Reddit he was saying how he enjoyed playing the game of "watch as the website traffic doubles every couple of hours". The game wasn't very known a month ago but it seems the promotions they've been doing, the various reviews and the various big D3 streamers who talked about the game(kripparian who's been playing for a while but kingkongor apparently switching too) are working very well. The result is it'll probably suck for launch cause they hadn't really prepared for that kind of load. Hopefully it doesn't suck too much though.
Hopefully they will have cash shop ready for the influx of people, they deserve the money.
 

atalakas

Golden Knight of the Realm
100
16
so far the cash shop is simple, 30 for extra tabs 30 for more character slots, dont know hwy people need more slots, you get 24 but hey, and the servers have been tested with a 50k load of people on them a few times so here's hoping
 

Pyros

<Silver Donator>
11,259
2,383
Hopefully they will have cash shop ready for the influx of people, they deserve the money.
They said they'll discuss the item shop stuff plans today, along with OB notes. I already bought a bunch of stash tabs from beta and also because I figured there's a solid chance this shit won't work at launch and it sucks when you run out of stash tabs(granted the base amount is good enough early on). Fill this stuff so quick though, I had like 1tab with all currency+rings/belts, 1tab with all quality gems and gems that were lvl 10+req(didn't keep anything you could get in the first 5mns of the game), 2tabs full of white items with good links of the various armor types and various level ranges, but even then I was missing a ton of options and then like 3tabs of uniques and rares with good stats. And I didn't even play that much.

Can't wait for the notes and can't wait for act3.
 
228
1
^ sigh less then 24 hrs to go..... come on patch note I wan't to see how bad all of my builds are gonna suck now, and try to scramble up something new all before tomorrow's server meltdowns. lol
 

Pyros

<Silver Donator>
11,259
2,383
^ sigh less then 24 hrs to go..... come on patch note I wan't to see how bad all of my builds are gonna suck now, and try to scramble up something new all before tomorrow's server meltdowns. lol
Well based on alpha, there's a ton of nerfs you can expect to some of the most OP builds. Some nerfs won't really change all that much besides making stuffmore in line, others kinda ruin the builds.

Off the top of my head, the biggest changes are gonna be CI, which should still be the single strongest defense in the game but only at an absurd level of gear due to all the nerfs. What that means is you CANNOT plan a build for CI, you have to go for an hybrid es/health build and only in very lategame, you'd take CI along with GR and/or Zealot's Oath(new passive that grants ES regen instead of life regen) which will cost you several respec points(I'd expect at least 20-25respec points, so a lot of regrets). However with all the nerfs there is absolutely no way you can make a build without health "until you take CI" because that's gonna be 70-80levels before you do, and you'll get raped in merciless for sure.

Dual Totem is a good nerf, but not an impactful one. Dual totems specs are still gonna be absurd in group play, solo less so. I'd expect for a solo build you'll have to compliment dual totems with minions as even with traps and mines it'll be hard, but the build isn't dead and as I said in group play it'll be still very strong. I really like what they did to this because it doesn't ruin the playstyle but forces you to think a bit differently.

Lightning Arrow I'd say is dead, but who knows. The thing is Ice Shot looks a lot better now so it's probably not gonna be worth using, but it might be buffed compared to alpha version.

Lightning Strike bug fix hurts the skill quite a lot(to explain, it doesn't hit the main target you melee with a projectile all the time like it does currently, instead the melee target is only hit by the melee attack as expected and 3projectiles are created everytime). Mostly the nerf is for people who wanted to use LS for everything including being an absurd OP single target attack. Now it will be what's it's supposed to be, an aoe pseudo ranged attack and you'll need one skill for single target like elemental hit, heavy strike or double strike.

The other nerfs shouldn't be too impactful I feel and are mostly for balance purposes and done fairly well. Discipline is a lot worse but still very good with Inner Force and a few levels, Elemental Hit is still good but not retarded, Spark nerf is only a nerf to a specific situation where you'd shotgun mobs next to another mob or a wall so all of these shouldn't have a large impact on the game. Chain nerf is huge, but chain was so out of line that this only brings it at an acceptable level, it's still very good for aoe but isn't THE support you want on everything that's a projectile. Also to remember, there's a lot of buffs coming too, some of which makes meh abilities a lot more viable, like Whirling Blades.
 

feratua

Golden Knight of the Realm
5
0
I wish they charged $5 to play tomorrow to cut down on the login volume. Forgive my pessimism but I suspect that they won't have enough servers for a stable (as good as) launch.
 

Krag

Peasant
475
47
0.10.0 Patch Notes
Version 0.10.0
Notes:
As part of the process of entering Open Beta, we have wiped all characters and reverted them to level 1 so that their names are retained. All items have been destroyed apart from the Unique prize item "Demigod's Presence" and Kiwi pets. There will never be another character or item wipe.


Content:
The City of Sarn, Path of Exile's third act, is now available! It includes 21 areas based on 8 new tilesets, 18 completely new monster types and over 90 monster variations.
Added Quicksilver Flasks, a type of utility flask that increases movement speed by 40% for five seconds. A Quicksilver Flask is now available as a reward from the Medicine Chest quest.
Added Amethyst Flasks, a type of utility flask that increases chaos resistance by 35% for 3.5 seconds.
Added a new Keystone Passive - Zealot's Oath: Life regeneration applies to energy shield instead of life.
Converted to Keystone Passive - Ancestral Bond: You can summon up to 1 additional totem. You can't deal damage with your skills yourself.
Added a new ring base type - Prismatic Ring, which grants all elemental resistances.
The Punishment curse has returned after being disabled for a long time.
The Molten Shell used by Goatmen has been given new art.
Further improved the randomness of the Pools and Streams area.
Added two new Unique items, one of which was designed by a Diamond supporter and one which will be given out as a prize for winning races.
We've updated the art of bows in the game, including the item models that are held by characters.
Removed the recently added waypoint from the River Crossings and moved the Vaal Ruins one to a random location in that level.
The Eternal Laboratory is now available in Act Three rather than Act Two. You get access from Lady Dialla.
Names of rare monsters have been improved.
Continued to incrementally improve the art, effects, environments and sound.
We've added a new Map tileset (based on The Docks) and have changed the overall ordering of Maps.
The following Map areas have been updated so that they're substantially different in layout to before: Spider Forest, Jungle Valley, Waste Pool, Dry Woods, Cemetery, Mine, Underground Sea, Bog, Plateau and Dunes.
Merveil now uses new custom (purchasable!) art for her Cold Snap skill.
There have been no changes to PvP in this patch. It is still accessible from Act Two Normal (level 28 cap where you can't have entered Cruel difficulty) and Act Two Merciless (Open PvP). In the near future we'll revamp it to add more level brackets and move it to the arenas in Sarn.
Quest rewards have been changed for all classes. There's an emphasis on rare items as quest rewards in higher difficulties.
Added a new ability to Rock Elementals.


Microtransaction Features:
Added a wide range of entirely cosmetic microtransaction items such as dance animations, more pets, and weapon and skill effects. Check out the shop on pathofexile.com for a complete list!
Typing /dance will use the appropriate purchased microtransaction from your microtransaction stash.
We've added support for Premium stash tabs which can be purchased on the website. Once one is purchased, you can rename it and change its colour as often as you want by right clicking on it.
You can upgrade a standard stash tab to premium, which upgrades the first available standard tab. Our initial pricing allows the upgrade at a discounted price just in case you already own a lot of standard tabs that you intended to upgrade.
Cosmetic item and skill effects can be applied onto your items or skill gems by right clicking the item in your microtransaction stash then left clicking the item you'd like to apply it to.
You can only have one cosmetic effect of a specific class on an item. For example, you may have a particle effect and a skin change applied to one item, but applying a second particle effect will destroy the previous one.
An item with a cosmetic effect on it cannot be traded or dropped. To trade or drop the item, you need to remove the effect from it.
You can reclaim effects (putting them back in your microtransaction stash) using the purchasable "Recover Cosmetic Effect" item which is also stored in your microtransaction stash.
If you want to destroy all of the cosmetic effects on an item for free without getting them back, place it on the cursor and type "/destroy_cosmetic_effects". Be very careful with this, we can't replace any purchases that are accidentally destroyed.
For now there's a limit of only one microtransaction stash. We'll lift this limit as soon as possible so that you can buy all the things.


Features:
Some areas now have doors which can be opened by clicking them. You can fire projectiles through certain doors.
We've added the ability to render more reflective materials and have updated much of the metal in the game to be appropriately reflective.
There's now an icon on the world map to show when a waypoint is in an area underneath the overland one (for example, in the Sewers in Act Three).
There's now an option on the login screen to save your password between sessions. This can be unticked if you do not want to store a hash of your password on that computer.
Players are now notified via chat when they've taken a screenshot.
Flasks with movement speed mods (and the Quicksilver flask itself) now display an effect on the character to show that you're accelerated.
The roofs of certain buildings and tents in Act Three will fade away when you enter those buildings.
There are now sound effects associated with trading, partying and receiving whispered messages.
Bowstrings now twang visibly when fired.
You can now dismiss the quest-status-change notification with right click.
The Create button on the main menu now takes you to the account creation web page.
Life Regeneration is now shown as a per second stat, rather than per minute.
Monsters now list what elements they are vulnerable to.
The /debug command can't be used to cheat in races any more. Thanks guys.
Chat moderators can now chat in colour.


General Balance:
Chaos resistance is now available on item mods and on the passive tree. It is not included in the "All Elemental Resistances" mod.
The bandit leaders now grant different stat bonuses on each difficulty level. For Kraityn, Oak and Alira respectively, they are - Normal: elemental resistances, maximum mana, maximum life; Cruel: attack speed, cast speed, physical damage; Merciless: maximum frenzy charges, maximum power charges, maximum endurance charges.
The "Chilled" statuses from cold damage and ground ice do not stack any more.
Reduced the life progression of summoned minions (skeletons and zombies). Increased their base life and added a small amount of general elemental resistances have been added.
Disabled Diamond flasks until we've rebalanced them properly.


World Balance:
Now that Act Three has been added, we've removed the Ruthless difficulty level and have rebalanced around this new progression.
Merciless content now finishes at level 64. Map content currently progresses to level 75.
The experience penalties on death are now 0% for Normal, 7.5% for Cruel and 15% for Merciless difficulty.
The new player resistance penalties are 0% on Normal, -20% on Cruel and -60% on Merciless difficulty. Chaos resistance is now included and has the same penalty apply to it.
Side areas in higher difficulty levels can now be much higher level than the areas they are next to.
We've rebalanced all monster packs throughout the game so that there's a lot more variance in their sizes. This has dramatically improved pacing, as you'll encounter both larger packs of monsters and more suspenseful empty areas before some encounters.
Higher level maps are now a lot more challenging.


Passive Skill Balance:
Chaos Inoculation now grants no additional energy shield bonus. Its complete immunity to chaos damage, synergy with Blood Rage and other skill combos are deemed sufficient upside to counteract the life penalty.
The Elemental Equilibrium keystone passive skill now grants a flat amount (+25%) of resistance to each element you hit with and a resistance penalty (-50%) to each element not present in the hit.
The passive skills that increase elemental resistance while holding a shield have been improved.
Added some chaos resistance nodes to the passive skill tree.
Early projectile damage passives on Ranger area of tree improved to 8%.
Energy Shield nodes have been increased.


General Gem Balance:
The experience curve has been smoothed for gems that start at character level 24 or 31.
High level gems are now balanced to have greater effect than before.
Attack gem damage bonuses no longer taper off towards higher levels but now continue to increase at the same rate.
Reduced the life progression of totems. The bonus for totem life per point of quality has been decreased from 3% to 1.5%.
Skill and support gems now have balance values that go higher than level 20, so that if you get a gem at max level (which is still 20) but have items that increase the gem level, then the skill is more powerful.


Active Skill Balance:
Anger: Base mana cost increased by 10 to 50, increasing by 6 per level instead of 5.
Clarity: Reduced in effectiveness by around 20%.
Cold Snap: Damage significantly increased (40% higher at Level 1, 105% higher at Level 15).
Decoy Totem: Life bonuses per level reduced because it's already very strong.
Discharge: Early levels improved by around 20%.
Discipline: Mana cost increased by 40. Energy Shield granted significantly reduced.
Elemental Hit: Is now player level 19 (was 2) and has had its damage reduced, especially at high levels.
Enduring Cry: The number of charges gained has been reduced at higher levels. It produced the same amount at level 1, and progresses to being 40% less effective by level 20.
Fireball: Damage progression increased - now 14% increased by level 15.
Fire Trap: Now does more damage at earlier levels.
Flame Totem: Added 4% base critical strike chance.
Freeze mine: Improved by 37.5%.
Grace: Mana cost now increases 7 per level, instead of 5.
Haste: Now starts at 6% attack and cast speed and improves to 14% attack and cast speed (and 7% move speed) at higher levels. The mana reservation cost is unchanged.
Ice Shot: Is now level 4 (was level 31). Its mana progression has been changed (it starts at 10 and progresses to 16 mana). The duration of chilled ground that it causes has been reduced by 20%.
Infernal Blow: Now has +25% damage effectiveness rather than +12% attack damage.
Lightning Arrow: Has been moved to level 10 (from 1). Its mana cost and progression have been flattened. The chance to shock has been removed. A damage bonus as it levels up has been added. The number of targets is now always 3.
Molten Shell: Now provides more armour and has had its detonation thresholds changed.
Phase Run: Has been retired to the plane of elemental fire to be reforged anew.
Rain of Arrows: Is now a level 4 Skill (from 10). Its area of effect has been increased by 20%. The delay between firing and arrows hitting the ground has been reduced by 20%. Its Area of Effect has been reduced and its quality bonus has been changed from Area of Effect to Attack Speed. Its damage effectiveness has been reduced slightly.
Shock Nova: Increased base critical strike chance from 3% to 4%. Mana cost has been reduced.
Shockwave Totem: Added 4% base critical strike chance.
Spark: Once a Spark has bounced, it'll only be able to pierce the same target again if it has been more than one second since the last time.
Split Arrow: Is now player level 1 (was 4).
Whirling Blades: Damage effectiveness increased from 60% to 80%.
Wrath: Base mana cost increased by 10 to 50, increasing by 6 per level instead of 5.


Support Gem Balance:
Additional Accuracy: Improved at higher levels.
Chain: Damage penalty has been increased from -40% to -50% and the number of chains has been reduced from 3 to 2.
Elemental Penetration supports (various): Now have reduced penetration - they start at -16% instead of -25%.
Fork: Damage penalty changed to -30% from -20%.
Life Gain on Hit: Has been improved, especially at higher levels.
Life Leech: Has been improved.
Spell Totem: Now has a 30% cast speed penalty.
Ranged Attack Totem: Has had its attack speed penalty reduced from 50% to 30%.


Item Balance:
Unique items have been rebalanced (mostly up) in power. We've also changed defensive values on low uniques to generally just be a static bonus, rather than a large percentage that only affects that item.
The level that the currency item drop rate penalty now treats all players above level 68 as 68 (this used to be level 63).
Chaos resistance mods are now available on items.
The attribute requirements for armour pieces and gems have been increased.
Cartographer's Chisels now drop from level 52+ monsters rather than 45+.
Vendors in Act Three have previously unsold currency items available, such as Orbs of Alchemy.
Granite Flasks now grant 4000 armour on use, not 10000.
Block rate mods have been added to the mod pool for shields.
Critical multiplier mods on weapons are now global, not local, so that if you have it on one weapon, it'll affect all skills, not just attacks with that weapon. This means that they are no longer multiplicative with the rest of your critical multiplier values.
The following support gems have been moved from level 15 to level 12: Faster Projectiles, Added Cold Damage, Additional Accuracy, Added Lightning Damage, Increased Critical Damage, Minion Life, Weapon Elemental Damage, Life Gain on Hit, Iron Will, Chance to Flee, Fork and Added Fire Damage.
There are now new item mods that go up to item level 77.
Medium Life and Mana Flasks have had their drop level reduced to 4.
The Adrenaline flask mod has been moved to level 5.
Mods that increase the levels of socketed gems of specific types by two levels have been added.
A mod that increases the level of any gems socketed into the item by one level has been added. This can stack with one of the other gem level mods for a total bonus of +3 levels to a gem.
The mods that affect the level of elemental gems socketed into the item can now spawn on caster weapons other than wands and staves.
The maximum flat energy shield that can be gained on an item has been reduced.
The life regeneration on Coral Amulets has been improved.
Life regeneration item mods have been improved.
Item rarity mods reduced by around 20-25%.
Item rarity can now spawn as both a prefix and a suffix on the same item.
Rarity mods on uniques have generally been increased.
Flat armour mods on individual pieces have been changed to be as good as flat evasion mods.


Monster Balance:
Merveil's second form has been given new abilities. This fight will be improved later.
The accuracy penalty has been removed from ranged monsters because of the change in 0.9.12 where you can avoid their projectiles by running out of the way.
Skeleton casters have had their damage reduced in the early game and increased in the late game.
Hailrake's damage has been reduced slightly.
Monster Viper Strike damage has been lowered.
Blackguards in the Western Forest have had their life increased.
The totem mod for Maps can now spawn totems that use Lightning Warp.
Monsters now gain 15% physical and elemental resistance per Endurance Charge, rather than 20%.
Elemental skills of monsters now do more damage in higher difficulties.


Bug Fixes:
Fixed a bug where you could create too many characters on your account.
Fixed a bug where rerolling items would not result in them having mods from families they used to have.
Fixed a client crash related to Lightning Warp.
Fixed a bug where rerolling items wouldn't reduce their level requirement.
Fixed a bug where scouring a flask would remove its level requirement.
Fixed a bug where specters and other minions would lose their implicit mods when they travelled between areas.
Fixed a bug where your speed would not change when using Shield Charge to travel through ground ice or ground tar.
Fixed a problem with energy shield percentage mods on armour being too high.
Fixed a targeting bug with Lightning Arrow.
Fixed a bug with Conduit and unpartied players in the same instance.
Fixed a bug where chilling monsters or cursing them with Temporal Chains could prevent their attacks from succeeding.
Fixed a bug where a monster's minions would vanish if you shattered the parent monster.
Fixed a bug where pathfinding problems could cause certain projectile skills to not fire at all, rather than firing into a blockage.
Fixed a problem with evasion related to Lightning Strike.
Fixed a bug where it was difficult to pick up items or open chests near enemies.
Fixed a bug where rounding errors could cause minions to spawn as dead when you change areas.
Fixed bugs related to items being picked up in the wrong order if "Key Pickup" was enabled.
Fixed a bug where traps and remote mines would not show the arrows flying into the air when using Rain of Arrows.
Burning Arrow is now properly affected by the Point Blank keystone passive and the Chin Sol unique item.
You can now interact with objects in town if you have an item on the cursor. This fixes the problem where if you accidentally closed the stash while you had an item on the cursor, and you couldn't place the item into your inventory or back into the stash.
Fixed a bug where the login window would overlap with error messages beneath it.
Fixed an instance crash related to totems.
Fixed a bug where the minimap would move to the left and right if you used the arrow keys to swap between vendor tabs.
Fixed mouse wheel scrolling for stats in the character panel so that you can scroll while the mouse cursor is over the stats.
Fixed a bug where the Vaal Oversoul could emerge inside walls.
Fixed a bug with the rendering of certain world object names at the edge of the screen.
Stats that increase damage taken now affect all degeneration damage, not just chaos damage. They also apply to damage that hits your energy shield, rather than damage that only hits your life.
Fixed a bug where minimising the game by clicking on the task bar entry wouldn't mute the sound, when "Mute when in background" was set while playing in windowed fullscreen mode.
Fixed a bug where you could add Piety to your friends list.
Fixed a bug where a queued client could be disconnected and wouldn't know about it, forced to wait an eternity alone.
Fixed a bug where you could not target chests with the Leap Slam skill.
Fixed a bug where penalties to projectile speed would make the projectiles move super fast.
Fixed a bug where manually opened panels would be automatically closed by other panels.
Fixed a bug where the social panel could be opened while your character was dead.
Stun duration bonuses specific to weapons no longer apply to spell/secondary damage.
Skills like Ice Nova that don't have a target now don't hide monster health bars while being cast.
Increases to physical damage taken now apply correctly to physical degeneration (such as damage from Puncture).
Fixed a bug with Rain of Arrows where monsters that run into the targeted area from outside while the arrows were in flight would not be hit.
Fixed a bug where Ground Slam displayed a fixed duration despite being based on weapon speed.
Fixed a bug where gem levelling sounds would stack and create a very loud sound if multiple gems became ready to level up at the same time.
Attack skills that can be ranged or melee, such as Frenzy, will now be disabled with melee weapons while supported by ranged attack totem, trap, or remote mine gems.
Fixed a bug where some sounds would play at the wrong height.
Fixed a graphical bug where some entities would not have their outline shown while selected.

Open Beta - design changes
0.10.0, or Open Beta, has a number of differences from 0.9.13.

You can see the changes in the patch notes, but here is a more broad, high level explanation of what sort of balance changes were made, and why we made them.

This post only discusses some balance changes - we strongly recommend you read the full patch notes to see all of the changes, including the new features and content.

Act 3 and losing a difficulty

A lot of changes for Open Beta are based on adding Act 3.

The first major difference is the removal of the Ruthless difficulty.

Act 3 adds a lot of content to the game, enough that we can remove one of the four difficulties. When we looked at how people played, they tended to pass through one of the middle difficulties very quickly. It was clear players were fairly happy to engage with the content three times, but four was a bit of a stretch.

Going down to three difficulties allowed us to examine our goals with the difficulties, and to hew more closely to our original vision for them.

Normal should be fairly straightforward to complete by most players. It will spike up in difficulty towards the end of each Act, and Act Three also ramps up the pressure again.

Cruel difficulty is intended to be exactly that; it presents more of a challenge. Merciless is another step beyond that, we have tried to ensure it is a true increase in difficulty, and that players really have to understand the game in order to get through it.

Side areas in Merciless can also be much higher level than the areas they are next to. This fits with how many players approach the content. Often players come back to these areas after playing beyond them. It gives players more places to choose to repeat play areas at high levels. It also makes the difficulty more interesting and varied as players are playing high level content. Players looking for a challenge can take on these areas earlier, and we can surprise players with sudden difficulty spikes when they first attempt Merciless, to let them know the game isn't going to be very fair from here on out. These level differences are signalled by lesser side area differences in Cruel difficulty.

Maps start at level 66, lining up with the higher level that content at the end of Merciless. There has been little change to the map system from 0.9.13. The general structure is the same. When we looked at the statistics for players running maps, we can see this system really achieved what we wanted, so have done little to change it. There will be more maps and bosses soon.

We have increased the difference in difficulty between each tier of map, as the difference between a level 60, and a level 68 map in 0.9.13 was not as significant as we would have liked. You should really feel the difference between a level 66 and level 75 map now.

Items and Affixes

There are few new changes to the base types of items. The item progression was adjusted for Act 3 and the reduction to three difficulties, but these changes have been on closed beta for some time already.

Strength, Dexterity and Intelligence requirements for armour pieces have been increased. Requirements on Skill and Support Gems have been increased significantly. The amount of attributes available in the game had increased since the requirements were last set, and there wasn't really any attribute pressure on these items any more. Increasing the requirements will make some decisions about character build and item choice harder.

We have made a number of changes to item affixes. As the content now extends to level 75, we have added affixes of much higher levels in most categories.

Defence affixes have changed considerably. There were a number of differences in the range of available defence improvement between item types. Pure Energy Shield items could get bonuses higher than other armour types. Now, pure Energy Shield items get similar improvements to other defences. Flat armour can now also be higher, and is more consistent with what you can get on Evasion pieces.

There have been some affixes added to the pool:
- Block has been added as an affix for Shields
- Chaos resistance has been added, which will be discussed below

Other affixes have had balance changes.

Quicksilver Flasks provide movement speed on demand. The way players have used Phase Run showed us we had a need for this in the game, but we knew that Phase Run skill gems were the wrong place for it. Quicksilver Flasks give +40% movement speed, and turn up as an early quest reward, as well as dropping from level 4 areas and above. Phase run is in the meantime removed to be redesigned more in the form it was intended for, an ambush combat skill.

We have added a Chaos Resistance flask. For the moment, we have removed the Diamond Flask. It will be redesigned and returned to the game in some form.

We have also made a number of changes to Unique items. In general we try to live with our mistakes with unique items, as often the mistakes can lead to interesting results, however there was a clear need for many to be improved, and for a very few to be reduced in power. This last wipe gave us the opportunity to do this.

Chaos Damage

A lot of the most interesting gameplay dynamics, and worst balance issues in Path of Exile come when we mix absolute mechanics with more traditional RPG numeric progressions.

Chaos Damage has been no exception, and has offered us continual issues with balance and other game systems.

Part of examining Chaos Damage has involved looking at what the original design goals for the system were. Chaos Damage is still in the game. We have added Chaos Resistance in a number of forms though, even though its a bit harder to stack Chaos Resistance than it is to stack Elemental Resists.

As part of this change, we have added a penalty to Chaos Resists for each difficulty that matches the Elemental Resist penalties. However we have also revisited all the balance, and reduced the damage and the frequency of Chaos Damage in the game.

Chaos Inoculation

While part of the above discussion, this Keystone has become such an iconic part of the game, I have given it its own topic.

Chaos Inoculation has undergone many changes during its lifetime, and many changes during the preparation of Open Beta.

This has been another case where we have gone back to the original intent. Chaos Inoculation has returned to being about immunity to Chaos damage. We have removed its association with Energy Shield that has developed over time.

We do not want Chaos Inoculation to be considered a must have, but an interesting choice for specialised builds.

Skill Changes, and "Nerfing All the Builds"

We sometimes get feedback that "nerfing" is a never a good idea, and we should just leave everything as it is, and only improve underused skills.

This idea doesn't really work. If we constantly improve skills, then the game just gets easier. Making the game easier really isn't our goal. And if we just make the game harder to compensate for making certain skills/builds better, then that's just a very roundabout way of reducing the power of the others.

Some skills and builds have been much more effective than we intended them to be, which is fine - after all, we want a game where looking for power that emerges from intersecting game systems is the way to play. However, if a gameplay system is so powerful that is becomes dominant - or worse, boring - we will attack the power of those skills/builds.

We also want to make players earn their power. If there is something that allows a player to succeed with no effort, and without working hard to ensure all their passive choices, gear choices, and play choices line up with it, then that game element will be changed.

We also want the metagame to change over time. We aren't looking to find some perfect balance and then call it done.

We are going to be adding skills and items and changing things for a long time to come. We will be giving you more interesting interactions. There will be theorycrafting fuel for years. There will be new overpowered builds, and your established characters may need tweaking to deal with changes to their skills.

More specifically, if you look through the patch notes you'll see certain changes:
- Lightning Arrow has basically been redesigned from the ground up.
- Totems have been weakened, and getting more than one is a bigger commitment.
- Late-game life of summoned minions.
- Auras are more expensive, and an aura-based character is much harder to build.
- Diamond Flasks have been temporarily removed pending a redesign.
- Chaos Inoculation does not provide Energy Shield any more.
- +many other skill changes...

You'll notice a lot of the mainstay "OP" builds have been hit. We have tested them and found them to still be powerful, but require more effort.

We have also specifically attacked various "free" forms of defences, for example Granite Flasks have been reduced and Grace is more mana intensive. Discipline has been significantly reduced in power.

Quest Rewards

We have made several changes to quest rewards. The core system of quests giving you Skill Gems and Support gems is still in place.

We have tried to approach these rewards from a perspective of supporting core builds.

Generally, for both Skill Gem rewards and Item rewards, they matter more to newer players. As players get more experience with the game, and as they have more stash wealth, they feel that these rewards matter less to them. After some testing, we have worked out this is a natural consequence of players' experience mattering, so we have tried to make sure if you make an "on-class" build for your character, you won't be lacking for the skill gems you need.

The flip side of this is that if you are making an off-class build, you may not be supported by the rewards. When we look at how people play, generally if they are experienced with the game, they already have the tools from trade or from world drops to make these builds.

We have increased the number of item rewards, especially towards the end of the game. Getting Rare items from quests is something players have responded well to. Later in the game, where skill and support gems tend to be repeats of earlier rewards, we have swapped out some gem rewards for item rewards.

While the value of quest rewards goes down the more experienced a player is, the value of Passive Skill Points never does. We have increased the number of skill points available from rewards, with 7 points being available across all three acts, 21 in total for all three difficulties. This will allow players to explore their builds in more depth. Passive respec points will still be available as rewards from each act also.

We have changed the rewards from the Bandit quests in Act 2. Being able to stack the same rewards at each difficulty made the rewards too strong for certain builds, and also removed choice. Once you started down a path you were unlikely to change which bandit you supported. The rewards now change at each difficulty. They are still on-theme with the bandit in question, but they offer more options.

The Game Economy

Our players engage in the game in different ways, but most styles of play involve interacting with the game's economy. Most changes in this area have already made their way to 0.9.13 deploys, such as the change to Orb of Alchemy-based recipes, but there are some things that should be noted.

In Act 3, you can now trade currency all the way up to Orbs of Chance, Orbs of Alchemy and Glassblower's Baubles. This will allow players to pursue heavily economic styles of play without the need for stash tabs, or just allow more casual players to trade up to these orbs when it suits them. Orbs of Alchemy can be traded up to all the way from more common currency items. They also cost an Orb of Regret, so players who plan their builds well can capitalise on not needing these orbs by trading them in.

As the level content has increased, so has the level for currency penalties. A player won't be considered over level 68 when determining currency drop penalties. Maps can drop from level 60 content and above, Cartographers Chisels can drop from level 52 content and above.

Players who like to grind areas for items, and racers grinding areas for experience will have more choices. In addition to the new Act 3 areas, we have looked at the levels and content of certain areas, and tried to provide more choice for those who heavily engage with this part of the game.

What we haven't done

As noted above, we never plan to call the game complete and stop changing it. We had a specific deadline for Open Beta, so we have focused mostly on things that have to be in, as they make sense to do as part of a wipe.

However, there are several things we want to change that we haven't got to yet.

- Skills

We will continue to add skills to the game. On the short list of items to add are - Power Charge creating skills for casters, Axe and Sword skills, and Area of Effect skills for claw users. After that, there are still many more skills and supports to be added.

- Duelists, and general class balance.

We know Duelists currently need some love. They aren't performing as well as we think they should. Some of this will be covered by new skills, but we will also look at their passive skill tree and quest rewards. Unfortunately, we knew we couldn't give them the attention they deserved before Open Beta. Looking ahead, we will continue to make changes to the overall class balance as well.

- The Avatar of Fire and other Keystones

Lots of Keystones still need to be looked at for balance. Iron Reflexes and Resolute Technique require examination, but they also need to be assessed in terms of other game changes.

Avatar of Fire will come back into the game in some form, eventually. We also have several new Keystone designs that need to be assessed, and will added to the game over time.

- Recipes and Items

There are not a lot of unique items being added in 0.10.0. The developers who work on these were heavily tied up with 0.10.0 content. We have a lot of Diamond unique items to add to the game, and a lot of work from Brother Laz that needs to be added, too.

We also want to increase the depth of available trade recipes.

- PVP

PVP balance has been left untouched for some time. Some changes will have happened to PVP as a natural consequence of other changes, but no specific attention has been devoted to it. We are really looking forward to addressing PVP balance further, and adding some of the new game modes we have planned!

We're Looking Forward to This!

We are pleased with the changes, and we are looking forward to seeing what you do with them!

While a lot of builds have changed, we know you will find new ways to make powerful characters, and we know you'll surprise us with stuff we don't expect.

CI looks to still have chaos immunity, just not the big energy shield bonus.
Chaos resistance is now in for everyone else (not included in "all resistance" mod, I guess that includes the passives).
 
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Added a new ring base type - Prismatic Ring, which grants all elemental resistances!

Whutt patch notes are up woot !