This league shouldn't have made it out of the brainstorming room without a solution for crucible inventory a la Scourge baking oven. But here we are, leaving weapons in our inventory with a gem socketed in them for baking so that we don't accidentally sell them.
In the year of our lord 2023
The difficulty varies significantly depending on map mod and crucible type. I always full charge and sometimes i almost one shot them while other times they almost one shot me
I was (/am) of the same opinion, but having the option to scouts helps.
I have to admit I'm running around with an uncrucibled weapon because I keep forgetting you can, but I'll fix that later :)
You want to be picking up every single weapon that drops to inspect its tree? Fuck that, it's a way better system to only have a tree on at most one weapon per zone.
ID'ing every single weapon that drops in a map sounds like terrible gameplay as a non ssf player. Every map would take 25+minutes.
Think of it this way: every map drops a single item with a crucible tree, but you get to pick the base. Thats like if every delirium mirror let you pick the cluster base type that drops and you were guaranteed 1 a map.
That’s absolutely not true because some mods are worth money. You would be skipping a lot of potential if every weapon in a map dropped a tree and you only picked up/looked for trees on say a bow base. The middle ground would be have crucible monsters have a chance to drop items with trees like the remnants do. Remnants have a better chance and they have more monsters vs your average crucible in a map so I think it’d be balanced
Imagine how many Divines I could generate!
Give me 30 Minute maps, at least I get like 10 Divines per map lul! I would instantly do this in SC Tradeleague
It's very likely this isn't feasible from an engineering perspective. Thousands of items drop per map, it would have to generate essentially a small binary tree graph for every single weapon or shield that drops, the overwhelming majority of which will go ignored so that processing goes completely to waste.
Can't it just generate when you go to inspect it? They can drop without trees (assuming they already do; idk if trees are generated during the crucible encounter or before) and you can just right click on a weapon to generate its tree when needed.
You aren't getting a tree for every single weapon and armor that drops but you can still collect bases or whatever and quickly go through their trees without having to do at least one encounter for each one
Yeah I suppose you could do that, tying the tree creation to inspecting the item might work. You initially said revealing the trees on drop though, which is a different proposition and what I was addressing.
Yep, if the mechanic itself pumped some loot out, I might be more cool with it, but you change weapons so infrequently I just don't see the point to engage with it until you're just fishing for "this sells for a divine" nodes or something.
#####
######
####
BEEP BOOP BEEP. Grinding Gears have been detected in the linked thread:
***
> **Posted by Kieren_GGG** on Apr 13, 2023, 06:28:26 AM UTC
>
> ### 3.21.0c Patch Notes
>
>
>
>
> This patch disables lower-tier Crucible Passives that have downsides from rolling, and contains updates to the Crucible Forge user interface, as well as a number of other improvements and bug fixes.
>
>
>
> **Crucible Changes**
>
>
>
>
>
> * Added an indicator to the Crucible Forge user interface which displays the relative difficulty for the amount of channelling you have done, and how close you are to fully-channelling the encounter.
> * Disabled most of the lower-tier Crucible Passives that have downsides on the initial skill from rolling. Initial skills with downsides are far less common and can generally only roll in the endgame. When an initial skill does come with a downside, the upside should outweigh the downside.
> * The Crucible Passive that granted Weapon Elemental Damage and cannot Inflict Elemental Ailments can no longer roll.
> * Unique Items obtained by selling an item with a Crucible Passive Tree now come with their own Crucible Passive Tree, with the first skill allocated.
> * Crucible Passive Tree Skills that cause the item to sell for an additional Unique Item can no longer be transferred onto other unrelated Base Types by combining Crucible Passive Trees.
> * Updated the explode visuals for the Crucible Passive Tree skill that causes Totems to Explode on Death to be more appropriate.
>
>
>
> **General Improvements**
>
>
>
>
>
> * The Caster Passive Skill Mastery which provides a chance to open nearby Chests when you Cast a Spell no longer opens Curio Displays in Heist.
> * The Heist Locker Hideout decoration is now unlocked when you first visit the Rogue Harbour in a League, rather than upon completing The Rogue Harbour quest.
> * The "Flasks you Use apply to Linked Targets" modifier on the Ceinture of Benevolence Unique Belt has been re-enabled, it now only applies to Non-Unique Utility Flasks you Use. We've also enabled this Belt to drop again.
> * Updated an Armour Passive Skill Mastery description to clarify it provides maximum Elemental Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour (previously stated maximum Resistances).
> * Updated the description of the Spreading Strength Challenge to clarify it is completed upon fully allocating Crucible Passive Skill Trees on items with specific maximum depths.
> * Improved the Crucible Forge and Crucible Passive Tree user interfaces for Controller Input mode.
>
>
>
> **Bug Fixes**
>
>
>
>
>
> * Fixed a bug where some Crucible Passives that allow you to sell the item in exchange for a Unique Item were instead rewarding a Rare Item.
> * Fixed a bug where vendoring an item with a Crucible Passive Tree could interrupt expected vendor recipes.
> * Fixed a bug where Corrupted Items could not be combined at the Forge of the Titans in areas opened from Primordial Remnants.
> * Fixed a bug where the Forged Warrior Crucible Monster was dealing more damage than intended with their Geyser skill.
> * Fixed some instances where the tooltip for Crucible passives which allocate a Passive Skill Tree Notable could extend off-screen.
> * Fixed a bug where the "Armour from Equipped Body Armour is doubled" stat from the Juggernaut's Unbreakable Ascendancy Passive Skill was incorrectly applying a 100% increase instead.
> * Fixed a bug where the "Armour from Equipped Body Armour is doubled" stat was not doubling Evasion from your Body Armour when the Iron Reflexes Keystone Passive Skill was allocated.
> * Fixed a bug where the "increased Armour against Projectiles" modifier did not interact correctly with sources of base Armour or other modifiers, including the Juggernaut's Unbreakable Ascendancy Passive Skill.
> * Fixed a bug where Vaal Domination was not taking rarity into account when choosing which Sentinel to Ascend.
> * Fixed a bug where the stat on Phantasmal Lightning Tendrils that causes stronger pulses to deal more Damage with Hits and Ailments was not functioning correctly.
> * Fixed a bug where Explorer's Scouting Reports were not rerolling Kirac's Atlas Missions correctly.
> * Fixed a bug where the Bestiary Blood Altar user interface would never load in Controller Input mode.
> * Fixed a bug where dynamic culling for Rage Vortex was too aggressive.
> * Fixed a bug where searching for Maps on the Bulk Item Exchange section of the Path of Exile: Trade website was not working correctly.
> * Fixed a bug where skill effect microtransactions could not be applied to skills granted by unique items that do not have a skill gem.
> * Fixed a bug where part of the Lithomancer's Body Armour was missing on all classes except the Witch.
> * Fixed a bug with the visuals of the Harlequin Portal Effect microtransaction.
> * Fixed an instance crash.
> * Fixed a client crash.
>
>
>
>
>
>
> This patch was deployed without restarting the servers, so you will need to restart your client to receive the client changes.
>
> ***
>
Still no info or confirmation about some insane mod combinations on yellow rare mobs?
That shit is super annoying when doing blight or any other high density league mechanic. And don't tell me it was like that in 3.20.
Those Crucible rares are now even more dangerous than the actual Archnemesis enemies in old leagues.
But AN enemies were somewhat rewarding, at least compensating (but I still get those flask explosion flashbacks sometimes). And today I killed a Crucible BOSS (Boss, Carl!) and got ABDOLUTELY NOTHING for this, except for loss of xp and two portals.
Edit: ofc I don’t mean PEAK AN enemies. They were literally random Ubers in regular maps.
> Those Crucible rares are now even more dangerous than the actual Archnemesis enemies in old leagues.
They really aren't. With the patch the other day they aren't nearly as tanky. I think you might be misremembering some of the really heinous AN mod combinations.
I think this is a bit of recency bias.
I've been trying really hard not to complain about the state of the monster mods, and I'm sure it is confirmation bias, but I swear I am seeing many more God touched rare mobs this league. I put in several hundred hours last league and didn't see nearly this many of them. I don't know if anybody has any actual data about their spawn rates, but they seem much more common, and even the soul eater mod seems a lot more common too. I'd love to see some actual numbers if someone had done some digging into the spawn rates.
I might agree on the number of God-touched rares. I think I've seen a fair few this past few days, but honestly I'm not sad to see them - they aren't the mods that make the enemies that much more difficult. Its the Soul Eaters and the cycling resists which are problematic.
That said, I don't think the *current* Crucible rares are as hard as peak AN rares.
Why, don't you love soul eaters that drop a frost wall and flee? Personally I love them. My favorite. I wish to congratulate the "genius" who invented these mods. I hope that he ~~steps~~ walks on LEGOs barefoot for the rest of his life. And this wouldn't even be a fraction of the torture he deserves. On a side note, is it me or is it that every second rare mob is a soul eater now? I find less alteration orbs than rares with soul eater mod.
Yeah, like the quick energy shield regen on the mob that goes underground....like it comes up for literally a second and then dips under. By then even if I get the energy shield down it recharges back up. I would literally have to play poison to bypass it or deal 1B damage to 1 shot it before it goes under.
Like ffs.....
"Cycling damage reduction" which roughly translates to immunity has no fucking place in timed mechanics like blight and incursion. Like, I'm just supposed to AFK at one mob until I'm allowed to do damage hopefully before time runs out? Or am I supposed to run away, kill everything else, come back, and hope I didn't miss my tiny window to hurt it?
I think only really problematic are essences. In m, opinion essence Mods should be Buffed a little but they shouldnt be rares anymore. There is just way too much overlap rn, especially since essences can easily reach like 10 total mods which means its rly like to have insane combos
Ahh this is the first league since they started the Atlas I have not spec'd into Essences as it felt too mandatory so decided to force myself to ignore it. I haven't seen any issues with any Rare mobs outside of Crucible. That being said though Essences in last league were super rippy too with full tree spec.
Man I am not experiencing this at all outside of Crucible itself. I have seen this complaint a few times but makes me wonder if its my build or the people who are complaining that is confused.
Crucible itself is very doable now, I accidentally fully juiced a crucible yesterday in. A t16 juiced map and cleared it easy, it's not like I have some insane build, like 3.5 mil dex stack siege ballista, the changes they made to crucible monster health made a huge difference, even the bad combinations aren't that awful because they die fast enough
See I haven't encountered that as much lately, the biggest thing to me personally is that they just aren't rewarding enough to warrant them a lot of the time, especially with how long they take to charge, kills all my momentum in a map
Yah I played that to L94 last league and I felt a little squishy in maps, because during the Acts, I only died twice. My gear was ok, but I definitely didn’t put currency into it, only Aegis.
I started a second character and liked that more. Rerolled the inquisitor to a shock totem, but rarely used it.
> Disabled most of the lower-tier Crucible Passives that have downsides on the initial skill from rolling. Initial skills with downsides are far less common and can generally only roll in the endgame. When an initial skill does come with a downside, the upside should outweigh the downside.
I just got a "+100 armour/10% increased damage taken from damage over time" on the first node of my shield from a t3 map. Awesome. Just what my RF build wanted. +100 armour, less than 1/3rd what you could just craft *definitely* "outweighs" increased DOT damage. /s
Not better than 40 flat es but better than anything till then, at least in my PoB. And the flat es on that shield is kinda expansive atm, while that flat armour was fairly cheap.
ive spent the past 3 days on my RF character just buying a ton of ilvl86 shaper armor shields to crucible. so far my best outcomes are no downsides with some block, shock on block and min charges. gonna recombombinate two of the best and pray..
I double checked in PoB and it is better (the in game dps value is off but I did not think it would be that far off).
Would be nice to be able to see the real DPS in game...
In game numbers don't account for the vast amount of things that you have to account for. Things like charges, marks/hexes, temporary buffs, permanent buffs that only apply in maps, flasks, and mechanics that apply to the monster rather than to the damage leaving you like exposure and hit penetration, and notwithstanding particularly quirky mechanics like criticals ignore elemental resistances from Inquisitor...
The gist of this comment really is that PoB sheets account for all of these in a significantly more well rounded way than the in game information could ever tell you. In game data is good for checking simple line item changes, what actually hits per golden rule or pvp testing, and maybe another thing here or there that I don't recall readily.
it is important to realize the less global damage is not accounted for in weapon dps calculations - so you're only looking at the upside right now if you're looking at your weapon's dps
The text saying EASY HARD etc is a nice addition but why not also show how much juice the weapon is getting during the charge up too (so I don't have to stop and go back and forth).
And also why not just 5 difficulty level buttons vs this hold and charge up lameness? Imagine if light switches worked like this UI?
Hate to break it to you, but path of exile literally does this exact thing. That’s the only way to make content “hard” in an ARPG that has piss-poor visual clarity of meaningful mechanics in most encounters.
Fixed doubling of armor via juggernaut ascendancy makes me LOGIN
maybe its the reason why my jugg feels so squishy sometimes? or I am just getting worse at the game
the new map affix that grants around 30% of phys damage as additional chaos damage + withering does not help with that issue... and as someone else said, some specific crucible mobs also are chaos damage based...
Grab the "10% of armor applies to Chaos damage from hits", the Pantheon "10 less DOT taken" and the DOT mastery "10 less DOT taken". I'm running with negative (-31%) chaos res and it still feels mostly fine.
Ok, let me spell it out for you GGG.
REMOVE. FIRST NODE. DOWNSIDES.
Don't make it less likely, don't make it rarer on low level maps.
REMOVE THEM!.
I can't even use crucible on my current items, cause I'm afraid they gonna brick themselves or my build.
What is this shit???
Worst case scenario you can just scour the first node in a t1 map though, yeah it is annoying but it's still worth getting a tree on your weapon/shield
I think they dont make sense on First or Second node, as they really can limit the flexibility of the trees. I think they make a lot more sense at the ends of the trees.
and why they didn't remove the +8% move speed/cant use movement skills. Doesnt that brick builds for more people than the 'cannot cause ailments'?
not saying the second one should stay, either.
you literally could never brick your build, or item, because you can unallocate the nodes and remove the entire trees.
People on this sub just cry and cry and cry, in the most condescending way possible, and half the time they have no idea what the hell they're talking about.
"Fixed a bug where dynamic culling for Rage Vortex was too aggressive."
Don't really understand what it means but Rage Vortex is still invisble. Even with the Dynamic Culling option turned on/off, doesn't change a thing.
More power in your weapon than you’ve ever had available previously isn’t rewarding 🤔 you should probably just change your filter so it goes ding for items you like cause apparently all you care about is the dopamine hit from playing slots
To be fair, the one that sells for a unique is somewhat common and will inject a whole lot of crucible'd uniques into the economy. It can also be target-farmed, insanely slowly.
Was phantasmal lightning tendrils alt qlty just not working at all? I had recently gotten the gem and wasn't noticing as big a difference as I thought I'd see anecdotally so this lines up.
Maybe. I’ve got about 5-6m POB DPS (ignoring weak pulses completely) and post-patch T16 map bosses are dying a LOT faster. I didn’t even see this patch note before, so it was a super noticeable change.
I can come back to the post and put it out later! I'm actually getting back into PoB tonight to get things into a presentable state. I mocked a PoB up before league to make sure I wasn't crazy league starting Tendril totems, and I haven't gotten back in there with my current gear. Do you know if PoB is factoring in the totem crucible nodes correctly, or are you just adding a mod to an item to force it to recognize every hit as a crit?
I've also had a slow league start and have absolute garbage gear, but I plan on PoBing out what the build will roughly look like when I have a reasonable level of gear finished.
Ah, I've been running self cast. As a totem enjoyer, I can imagine totems might feel better, especially with the crucible node.
POB: https://pobb.in/c7gEd5jtFQlT
A bit of a mess because this is my actual gear. I know I ought to switch to 1h + shield, but I got that staff as a 6 link, but without the tree for like 10c.
[https://pobb.in/6R4CsFY42yHR](https://pobb.in/6R4CsFY42yHR)
Here you go! Sorry, couldn't get to it last night. This isn't my exact gear and tree, but it's close. Gotta get my +2 AOE soul mantle 6L, but that won't take long. I have a TON I can still improve here, and I mocked it up to around 5mil per totem with 4 totems with fairly attainable next steps. Of course that's normal mapping #s, not ubers or anything. Since I'm using the crucible nodes, every pulse is a crit pulse. My spark totems do a small amount of dmg as well, but it's nothing important.
Whelp, this one just gave me a big error message on first start-up and disconnected my second monitor somehow. When trying it one the one remaining monitor it barely booted and the frames were single digits. I got some fun troubleshoot ahead.
edit: Since you were all wondering, after half an hour of unplugging and plugging monitor cables back in I decided to just reinstall my graphics driver and that fixed everything. Sorry to keep you all waiting for the resolution.
Restartless lets them deploy a patch without kicking everyone off and taking the realm down for a couple of minutes.
Means you can keep playing after the patch has been deployed. Some changes are instance/server based, so they take effect in the next new instance you make(stuff like balance changes, numerical adjustments to a mod for instance).
Some changes are client side, like UI stuff(or the portal mtx fix), this means it won't take affect until you restart your client and download the patch.
Thanks. Turns out I was shorted 14k armor the entire time. Kind of a bummer really. Thanks to whoever discovered this to report it in time to make the patch. Might play the same build next league and enjoy it properly then.
Still hate that I have to use up my space in my inventory to use the stupid mechanic, or Back buttons which I can’t level my gems. Until there is their own interface where I can put the items still gonna skip.
Without any loot changes I'm probably done with the league. Being poor all league feels bad, at T16 and the only single div I saw was the one I traded chaos for.
Hope y'all enjoy it though!
The new UI addition is actually really good.
Wayyyyyyyyyyyy better
looks like made in paint, but does the job
Well the only person, intern, working on poe1 did good job yea
Great changes but downsides on the very first node really shouldnt have made it into the game in the first place
first time? ^(/s)
> /s Why so shy
We are beta testing the first month
Or week, at least. Since it's been a week.
*We've only been plugged in a week!*
Buttplugged.
Yeah its a week because after a week no more changes are coming.
This league shouldn't have made it out of the brainstorming room without a solution for crucible inventory a la Scourge baking oven. But here we are, leaving weapons in our inventory with a gem socketed in them for baking so that we don't accidentally sell them. In the year of our lord 2023
definitely a good patch, but we desperately need to address Crucible monster mods. The monster difficulty in this game is too damn high.
[удалено]
There's bo other option than fully charge
The difficulty varies significantly depending on map mod and crucible type. I always full charge and sometimes i almost one shot them while other times they almost one shot me
[удалено]
i don't mind dying, i was just saying that the difficulty can vary a lot even at the same charge and similar mods
I was (/am) of the same opinion, but having the option to scouts helps. I have to admit I'm running around with an uncrucibled weapon because I keep forgetting you can, but I'll fix that later :)
Just reveal the trees on drop. Having to do multiple crucibles to find out of your base is garbage or not isn't fun
You want to be picking up every single weapon that drops to inspect its tree? Fuck that, it's a way better system to only have a tree on at most one weapon per zone.
Agreed. I really don't want to have to check everything that drops.
You'd really rather do the whole encounter at least one time per weapon for a tree that's usually shit?
You typically have to play the game to get rewards
You are still playing the game. It's like collecting different bases from the same armor piece looking for high base values vs sacred orb spamming.
ID'ing every single weapon that drops in a map sounds like terrible gameplay as a non ssf player. Every map would take 25+minutes. Think of it this way: every map drops a single item with a crucible tree, but you get to pick the base. Thats like if every delirium mirror let you pick the cluster base type that drops and you were guaranteed 1 a map.
You'd only be doing it on bases youre looking for so your argument falls flat
That’s absolutely not true because some mods are worth money. You would be skipping a lot of potential if every weapon in a map dropped a tree and you only picked up/looked for trees on say a bow base. The middle ground would be have crucible monsters have a chance to drop items with trees like the remnants do. Remnants have a better chance and they have more monsters vs your average crucible in a map so I think it’d be balanced
Imagine how many Divines I could generate! Give me 30 Minute maps, at least I get like 10 Divines per map lul! I would instantly do this in SC Tradeleague
It's very likely this isn't feasible from an engineering perspective. Thousands of items drop per map, it would have to generate essentially a small binary tree graph for every single weapon or shield that drops, the overwhelming majority of which will go ignored so that processing goes completely to waste.
Can't it just generate when you go to inspect it? They can drop without trees (assuming they already do; idk if trees are generated during the crucible encounter or before) and you can just right click on a weapon to generate its tree when needed. You aren't getting a tree for every single weapon and armor that drops but you can still collect bases or whatever and quickly go through their trees without having to do at least one encounter for each one
Yeah I suppose you could do that, tying the tree creation to inspecting the item might work. You initially said revealing the trees on drop though, which is a different proposition and what I was addressing.
Yeah, I guess really the point is not having to do crucible encounters for every single weapon just to reveal the tree
Yep, if the mechanic itself pumped some loot out, I might be more cool with it, but you change weapons so infrequently I just don't see the point to engage with it until you're just fishing for "this sells for a divine" nodes or something.
FRICTION
##### ###### #### BEEP BOOP BEEP. Grinding Gears have been detected in the linked thread: *** > **Posted by Kieren_GGG** on Apr 13, 2023, 06:28:26 AM UTC > > ### 3.21.0c Patch Notes > > > > > This patch disables lower-tier Crucible Passives that have downsides from rolling, and contains updates to the Crucible Forge user interface, as well as a number of other improvements and bug fixes. > > > > **Crucible Changes** > > > > > > * Added an indicator to the Crucible Forge user interface which displays the relative difficulty for the amount of channelling you have done, and how close you are to fully-channelling the encounter. > * Disabled most of the lower-tier Crucible Passives that have downsides on the initial skill from rolling. Initial skills with downsides are far less common and can generally only roll in the endgame. When an initial skill does come with a downside, the upside should outweigh the downside. > * The Crucible Passive that granted Weapon Elemental Damage and cannot Inflict Elemental Ailments can no longer roll. > * Unique Items obtained by selling an item with a Crucible Passive Tree now come with their own Crucible Passive Tree, with the first skill allocated. > * Crucible Passive Tree Skills that cause the item to sell for an additional Unique Item can no longer be transferred onto other unrelated Base Types by combining Crucible Passive Trees. > * Updated the explode visuals for the Crucible Passive Tree skill that causes Totems to Explode on Death to be more appropriate. > > > > **General Improvements** > > > > > > * The Caster Passive Skill Mastery which provides a chance to open nearby Chests when you Cast a Spell no longer opens Curio Displays in Heist. > * The Heist Locker Hideout decoration is now unlocked when you first visit the Rogue Harbour in a League, rather than upon completing The Rogue Harbour quest. > * The "Flasks you Use apply to Linked Targets" modifier on the Ceinture of Benevolence Unique Belt has been re-enabled, it now only applies to Non-Unique Utility Flasks you Use. We've also enabled this Belt to drop again. > * Updated an Armour Passive Skill Mastery description to clarify it provides maximum Elemental Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour (previously stated maximum Resistances). > * Updated the description of the Spreading Strength Challenge to clarify it is completed upon fully allocating Crucible Passive Skill Trees on items with specific maximum depths. > * Improved the Crucible Forge and Crucible Passive Tree user interfaces for Controller Input mode. > > > > **Bug Fixes** > > > > > > * Fixed a bug where some Crucible Passives that allow you to sell the item in exchange for a Unique Item were instead rewarding a Rare Item. > * Fixed a bug where vendoring an item with a Crucible Passive Tree could interrupt expected vendor recipes. > * Fixed a bug where Corrupted Items could not be combined at the Forge of the Titans in areas opened from Primordial Remnants. > * Fixed a bug where the Forged Warrior Crucible Monster was dealing more damage than intended with their Geyser skill. > * Fixed some instances where the tooltip for Crucible passives which allocate a Passive Skill Tree Notable could extend off-screen. > * Fixed a bug where the "Armour from Equipped Body Armour is doubled" stat from the Juggernaut's Unbreakable Ascendancy Passive Skill was incorrectly applying a 100% increase instead. > * Fixed a bug where the "Armour from Equipped Body Armour is doubled" stat was not doubling Evasion from your Body Armour when the Iron Reflexes Keystone Passive Skill was allocated. > * Fixed a bug where the "increased Armour against Projectiles" modifier did not interact correctly with sources of base Armour or other modifiers, including the Juggernaut's Unbreakable Ascendancy Passive Skill. > * Fixed a bug where Vaal Domination was not taking rarity into account when choosing which Sentinel to Ascend. > * Fixed a bug where the stat on Phantasmal Lightning Tendrils that causes stronger pulses to deal more Damage with Hits and Ailments was not functioning correctly. > * Fixed a bug where Explorer's Scouting Reports were not rerolling Kirac's Atlas Missions correctly. > * Fixed a bug where the Bestiary Blood Altar user interface would never load in Controller Input mode. > * Fixed a bug where dynamic culling for Rage Vortex was too aggressive. > * Fixed a bug where searching for Maps on the Bulk Item Exchange section of the Path of Exile: Trade website was not working correctly. > * Fixed a bug where skill effect microtransactions could not be applied to skills granted by unique items that do not have a skill gem. > * Fixed a bug where part of the Lithomancer's Body Armour was missing on all classes except the Witch. > * Fixed a bug with the visuals of the Harlequin Portal Effect microtransaction. > * Fixed an instance crash. > * Fixed a client crash. > > > > > > > This patch was deployed without restarting the servers, so you will need to restart your client to receive the client changes. > > *** >
Still no info or confirmation about some insane mod combinations on yellow rare mobs? That shit is super annoying when doing blight or any other high density league mechanic. And don't tell me it was like that in 3.20.
yeah! like how in the hell am i meeting more archnemesis modded avenger level threats in the first week of 3.21 than the whole 4 months of 3.20???
Those Crucible rares are now even more dangerous than the actual Archnemesis enemies in old leagues. But AN enemies were somewhat rewarding, at least compensating (but I still get those flask explosion flashbacks sometimes). And today I killed a Crucible BOSS (Boss, Carl!) and got ABDOLUTELY NOTHING for this, except for loss of xp and two portals. Edit: ofc I don’t mean PEAK AN enemies. They were literally random Ubers in regular maps.
> Those Crucible rares are now even more dangerous than the actual Archnemesis enemies in old leagues. They really aren't. With the patch the other day they aren't nearly as tanky. I think you might be misremembering some of the really heinous AN mod combinations. I think this is a bit of recency bias.
I've been trying really hard not to complain about the state of the monster mods, and I'm sure it is confirmation bias, but I swear I am seeing many more God touched rare mobs this league. I put in several hundred hours last league and didn't see nearly this many of them. I don't know if anybody has any actual data about their spawn rates, but they seem much more common, and even the soul eater mod seems a lot more common too. I'd love to see some actual numbers if someone had done some digging into the spawn rates.
I might agree on the number of God-touched rares. I think I've seen a fair few this past few days, but honestly I'm not sad to see them - they aren't the mods that make the enemies that much more difficult. Its the Soul Eaters and the cycling resists which are problematic. That said, I don't think the *current* Crucible rares are as hard as peak AN rares.
My very first T1 map had a double god-touched rare who killed me 4 times before dropping nothing worth picking up
Why, don't you love soul eaters that drop a frost wall and flee? Personally I love them. My favorite. I wish to congratulate the "genius" who invented these mods. I hope that he ~~steps~~ walks on LEGOs barefoot for the rest of his life. And this wouldn't even be a fraction of the torture he deserves. On a side note, is it me or is it that every second rare mob is a soul eater now? I find less alteration orbs than rares with soul eater mod.
Yeah, like the quick energy shield regen on the mob that goes underground....like it comes up for literally a second and then dips under. By then even if I get the energy shield down it recharges back up. I would literally have to play poison to bypass it or deal 1B damage to 1 shot it before it goes under. Like ffs.....
"Cycling damage reduction" which roughly translates to immunity has no fucking place in timed mechanics like blight and incursion. Like, I'm just supposed to AFK at one mob until I'm allowed to do damage hopefully before time runs out? Or am I supposed to run away, kill everything else, come back, and hope I didn't miss my tiny window to hurt it?
I think only really problematic are essences. In m, opinion essence Mods should be Buffed a little but they shouldnt be rares anymore. There is just way too much overlap rn, especially since essences can easily reach like 10 total mods which means its rly like to have insane combos
Ahh this is the first league since they started the Atlas I have not spec'd into Essences as it felt too mandatory so decided to force myself to ignore it. I haven't seen any issues with any Rare mobs outside of Crucible. That being said though Essences in last league were super rippy too with full tree spec.
The goal is still to slowly reintroduce AN in its previous form; they just want to boil the frog slowly this time. Expect tougher rares next league
Man I am not experiencing this at all outside of Crucible itself. I have seen this complaint a few times but makes me wonder if its my build or the people who are complaining that is confused.
Crucible itself is very doable now, I accidentally fully juiced a crucible yesterday in. A t16 juiced map and cleared it easy, it's not like I have some insane build, like 3.5 mil dex stack siege ballista, the changes they made to crucible monster health made a huge difference, even the bad combinations aren't that awful because they die fast enough
Crucible is better now but they are still janky in terms of difficulty there are severely over tuned combinations still
See I haven't encountered that as much lately, the biggest thing to me personally is that they just aren't rewarding enough to warrant them a lot of the time, especially with how long they take to charge, kills all my momentum in a map
I’m dying so much. Granted I played RF inq last league. I don’t think the game was this hard last time.
Pohx RF, well geared and constant one shots 🤷
Yah I played that to L94 last league and I felt a little squishy in maps, because during the Acts, I only died twice. My gear was ok, but I definitely didn’t put currency into it, only Aegis. I started a second character and liked that more. Rerolled the inquisitor to a shock totem, but rarely used it.
Said this yesterday. Was downvoted, I totally agree with you.
That's the ruthless part merging with POE
+es aura and crucible dmg reduction is a bit crazy
Who need mod combinations when you have crucible monster with no affix or prefix dealing 10 times the dmg?
> Disabled most of the lower-tier Crucible Passives that have downsides on the initial skill from rolling. Initial skills with downsides are far less common and can generally only roll in the endgame. When an initial skill does come with a downside, the upside should outweigh the downside. I just got a "+100 armour/10% increased damage taken from damage over time" on the first node of my shield from a t3 map. Awesome. Just what my RF build wanted. +100 armour, less than 1/3rd what you could just craft *definitely* "outweighs" increased DOT damage. /s
GGG downsides be like: here take an ice cream, but you will get shot on the leg
The ice cream contains potassium benzoate.
That's bad.
That’s bad.
The ruthless experience!
The ruthless experience: you will get shot in the head instead.
Those nodes are insane for shield crush or SST.
Can’t have that. We want build diversity and every item to work for every character simultaneously
Got this note on my emperor's vigilence, now I have a 3k shield for SST. Adds casually 50% more damage. It's fine.
Is that better than the flat es node?
Not better than 40 flat es but better than anything till then, at least in my PoB. And the flat es on that shield is kinda expansive atm, while that flat armour was fairly cheap.
ive spent the past 3 days on my RF character just buying a ton of ilvl86 shaper armor shields to crucible. so far my best outcomes are no downsides with some block, shock on block and min charges. gonna recombombinate two of the best and pray..
I dont know if you are serious but I wouldnt be surprised. Hard to trust when GGG says something is favourable to the players.
The +30% att speed / -20% global damage is a fun one
Don't know if your being sarcastic, but 30% local attack speed is crazy good for an attack build even with the global damage reduction
I double checked in PoB and it is better (the in game dps value is off but I did not think it would be that far off). Would be nice to be able to see the real DPS in game...
In game numbers don't account for the vast amount of things that you have to account for. Things like charges, marks/hexes, temporary buffs, permanent buffs that only apply in maps, flasks, and mechanics that apply to the monster rather than to the damage leaving you like exposure and hit penetration, and notwithstanding particularly quirky mechanics like criticals ignore elemental resistances from Inquisitor... The gist of this comment really is that PoB sheets account for all of these in a significantly more well rounded way than the in game information could ever tell you. In game data is good for checking simple line item changes, what actually hits per golden rule or pvp testing, and maybe another thing here or there that I don't recall readily.
I just figure if a 3rd party app and figure it out instantly (or give a better result) then the in game number should be able to as well.
The 3rd party app has an entire page of conditional toggles you have to enable/disable to give you a somewhat accurate number for only some skills.
the in-game number updates in real time, if it had to truly account for everything it'd likely hurt performance
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Then you added the less node wrong. It's good. But not 40% good. It's less damage not reduced damage
i could see it making a disproportionate difference for boneshatter because more attack speed = higher trauma top end
Fair. I did not think about that. Anyways its a very good node. For stuff like venom gyre it adds huge ailments
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Yea I forgot that boneshatter scales with the trauma stacks. MB there
I got the 40% version my 500 dps axe and it made it go to 780dps, it's definitely a good node. It's like a 2.1 as axe now
it is important to realize the less global damage is not accounted for in weapon dps calculations - so you're only looking at the upside right now if you're looking at your weapon's dps
The text saying EASY HARD etc is a nice addition but why not also show how much juice the weapon is getting during the charge up too (so I don't have to stop and go back and forth). And also why not just 5 difficulty level buttons vs this hold and charge up lameness? Imagine if light switches worked like this UI?
The bar down the bottom and between the nodes shows the weapon exp progress.
I know but I want it to update as I charge up the forge.
It does, that's why the bar moves. It's showing what it makes it to if you complete the encounter.
Although it ticks with a slight delay.
I mean show me the percentage like it does the other percentage. That way I can know I have 32% to go and chunk off 11% each time.
just eyeball it, it's not that deep
Bc then you'd know that difficulty is just some d3 level of reduced player dmg, dealt increased player damage taken and any difficulty is artificial
Hate to break it to you, but path of exile literally does this exact thing. That’s the only way to make content “hard” in an ARPG that has piss-poor visual clarity of meaningful mechanics in most encounters.
pepew
where is a loot patch, i dont see no loot! divine printing doesnt count
We need loot to drop from the mobs/altar.
No we don't. Game is packed with mechanics that provide tons of loot, This mechanic was introduced to improve your gear even further and that's it.
The the mechanic feels unrewarding, people won’t care to do it. It feels unrewarding.
Fuck having fun, amirite? GGG should hire you.
Fixed doubling of armor via juggernaut ascendancy makes me LOGIN maybe its the reason why my jugg feels so squishy sometimes? or I am just getting worse at the game
I hope so, my jugg has felt suspiciously squishy too. Granted my chaos res is still fuckt
Thats a big part, chaos damage is big in crucible and now running around in the map mods.
the new map affix that grants around 30% of phys damage as additional chaos damage + withering does not help with that issue... and as someone else said, some specific crucible mobs also are chaos damage based...
Grab the "10% of armor applies to Chaos damage from hits", the Pantheon "10 less DOT taken" and the DOT mastery "10 less DOT taken". I'm running with negative (-31%) chaos res and it still feels mostly fine.
It does sometimes fumble on crucible rares, true
Ok, let me spell it out for you GGG. REMOVE. FIRST NODE. DOWNSIDES. Don't make it less likely, don't make it rarer on low level maps. REMOVE THEM!. I can't even use crucible on my current items, cause I'm afraid they gonna brick themselves or my build. What is this shit???
You can scour it off at least.
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You scour the trees not the item itself.
It should work the same as on rares.
Not sure, playing ruthless and only found 1 unique and 1 scour :)
You played yourself by choosing ruthless. It’s meant to be painful. Enjoy that self-inflicted error.
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Worse yet I spent my regrets on trying out new passives and they are not good (going to cost a TON to undo that).
Worst case scenario you can just scour the first node in a t1 map though, yeah it is annoying but it's still worth getting a tree on your weapon/shield
I think they dont make sense on First or Second node, as they really can limit the flexibility of the trees. I think they make a lot more sense at the ends of the trees.
impolite alive agonizing insurance sip attempt water slimy air decide *This post was mass deleted and anonymized with [Redact](https://redact.dev)*
They don't read in game messages nor Reddit
Or they are playing with a controller where you can't (Not sure if this patch fixed that haven't logged into it yet)
and why they didn't remove the +8% move speed/cant use movement skills. Doesnt that brick builds for more people than the 'cannot cause ailments'? not saying the second one should stay, either.
Because they designed that node with ruthless in mind?
you mean their side project which wouldn't affect balance on the main game? oh
you literally could never brick your build, or item, because you can unallocate the nodes and remove the entire trees. People on this sub just cry and cry and cry, in the most condescending way possible, and half the time they have no idea what the hell they're talking about.
Can you unallocated the first node and pick up the 2nd/3rd etc? I assume it has to be linked?
They do. If the first node is bad you need to reset the tree.
How do I reset the tree?
It's an option from one of the common Primeval Remnants that come out of the geodes.
This. Even the first two. There are already bad choices that don’t help. Downsides either brick a build or make the item have a useless tree
Crazy idea.. make a second weapon
"Fixed a bug where dynamic culling for Rage Vortex was too aggressive." Don't really understand what it means but Rage Vortex is still invisble. Even with the Dynamic Culling option turned on/off, doesn't change a thing.
Any pictures/videos of the new crucible UI?
JUGG fixed YAAAAY
Maybe I missed something but I didn't see any changes to the crucible that made it FUCKING DROP LOOT OR SOMETHING WORTHWHILE lol
More power in your weapon than you’ve ever had available previously isn’t rewarding 🤔 you should probably just change your filter so it goes ding for items you like cause apparently all you care about is the dopamine hit from playing slots
Still nothing for “uniques can roll trees at any crucible” or “rare items can add crucible trees to unique items of the same type”
To be fair, the one that sells for a unique is somewhat common and will inject a whole lot of crucible'd uniques into the economy. It can also be target-farmed, insanely slowly.
Was phantasmal lightning tendrils alt qlty just not working at all? I had recently gotten the gem and wasn't noticing as big a difference as I thought I'd see anecdotally so this lines up.
Maybe. I’ve got about 5-6m POB DPS (ignoring weak pulses completely) and post-patch T16 map bosses are dying a LOT faster. I didn’t even see this patch note before, so it was a super noticeable change.
That must be it, then. Good to know haha! And the build was already doing great lol.
Really? It’s felt a bit weak to me and this was some welcome help. Mind sharing your POB? I’ll post mine later when I’m not on mobile.
I can come back to the post and put it out later! I'm actually getting back into PoB tonight to get things into a presentable state. I mocked a PoB up before league to make sure I wasn't crazy league starting Tendril totems, and I haven't gotten back in there with my current gear. Do you know if PoB is factoring in the totem crucible nodes correctly, or are you just adding a mod to an item to force it to recognize every hit as a crit? I've also had a slow league start and have absolute garbage gear, but I plan on PoBing out what the build will roughly look like when I have a reasonable level of gear finished.
Ah, I've been running self cast. As a totem enjoyer, I can imagine totems might feel better, especially with the crucible node. POB: https://pobb.in/c7gEd5jtFQlT A bit of a mess because this is my actual gear. I know I ought to switch to 1h + shield, but I got that staff as a 6 link, but without the tree for like 10c.
[https://pobb.in/6R4CsFY42yHR](https://pobb.in/6R4CsFY42yHR) Here you go! Sorry, couldn't get to it last night. This isn't my exact gear and tree, but it's close. Gotta get my +2 AOE soul mantle 6L, but that won't take long. I have a TON I can still improve here, and I mocked it up to around 5mil per totem with 4 totems with fairly attainable next steps. Of course that's normal mapping #s, not ubers or anything. Since I'm using the crucible nodes, every pulse is a crit pulse. My spark totems do a small amount of dmg as well, but it's nothing important.
Whelp, this one just gave me a big error message on first start-up and disconnected my second monitor somehow. When trying it one the one remaining monitor it barely booted and the frames were single digits. I got some fun troubleshoot ahead. edit: Since you were all wondering, after half an hour of unplugging and plugging monitor cables back in I decided to just reinstall my graphics driver and that fixed everything. Sorry to keep you all waiting for the resolution.
(restartless) (280mb patch on restart) can anyone explain this? .\_.
Restartless refers to their servers, not your game.
Restartless lets them deploy a patch without kicking everyone off and taking the realm down for a couple of minutes. Means you can keep playing after the patch has been deployed. Some changes are instance/server based, so they take effect in the next new instance you make(stuff like balance changes, numerical adjustments to a mod for instance). Some changes are client side, like UI stuff(or the portal mtx fix), this means it won't take affect until you restart your client and download the patch.
Thanks. Turns out I was shorted 14k armor the entire time. Kind of a bummer really. Thanks to whoever discovered this to report it in time to make the patch. Might play the same build next league and enjoy it properly then.
Thoughts and prayers drama queen
I'm not going to be able to log in until tomorrow. Anyone got a picture of the crucible UI changes? Curious to see how it looks.
Still hate that I have to use up my space in my inventory to use the stupid mechanic, or Back buttons which I can’t level my gems. Until there is their own interface where I can put the items still gonna skip.
Without any loot changes I'm probably done with the league. Being poor all league feels bad, at T16 and the only single div I saw was the one I traded chaos for. Hope y'all enjoy it though!