Content Update 1.3.0 Patch Notes, Deployment Timeline and Official Path of Exile Twitch Channel

Watch this, itll give you guys some perspective. GGG is basically pretty soft nerfing things in comparison. https://www.youtube.com/watch?v=beWQ8EjoPL8
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NotACuckRoach wrote:
Love what's coming! (*゚▽゚*)


Sexy art incoming. :)
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Chris wrote:
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Chameleon wrote:
So much hate for this patch, hope it changes once they play it.

Ziggy made a good point that there wasnt anything really "positive" in the patch notes like a small buff to a less used skill or something to get people excited about a new build.


This is the danger with describing the key content in advance - that the 8 new gems, 26 new uniques and such are already old news when considering the balance changes. There are plenty of awesome new builds, especially now that there's more parity between them. I'm personally excited to make a level 28 Raging Spirits PvP character and a Static Strike Templar as my regular character. Seems like it'll be two Templars for me this league :P


You can't balance this game around level 28! WTF, Chris.
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With the new challenge leagues and balance, the game has a slightly different feel to it, but it's a feel that we've really been enjoying and we're hoping you do too. See you tomorrow at the Q&A!


That's because you're not losing half your characters every time and can just make a lvl 100.
Vote +1 to change Path of Exile to Path of Nerfs.
We hate to say, but ProjectPT was right.
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xand1r wrote:
WORST PATCH EVER! ONLY MASS NERFS!

+1

GGG plz nerf everything viable!
NERF MORE BLOCK! YES!
NERF MORE ACRO! YES!
NERF MORE ARC,FLAMEBLAST,FIRE TRAP, AND REST GEMS! YES!
PLZ MAKE GAME UNPLAYEABLE, especially melee :) PLZPLZPLZ! YES!
HAHAHA GL scrubs on HC :) YES!
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FireSkull wrote:

The marauder just seems so boring and uninterresting in comparison that I dont get why people would play him. At least he has some crit now, which is really the only interresting stuff I can find on his tree other than lava lash, which is still VERY nice for niche builds, but this nods can STILL just be grabbed by templars, and grabbing this node makes you play like a templar should anyways.. The axe and sword nodes are cool, but.. they just make you spec into duelist afterwards in most cases. The Mace nodes can be grabbed by templars anyways.


That reminds me ...

Catalyse for templar - 44% elemental WED, +10 str, +10 int
Lava Lash for marauder - 50% fire damage with weapons

Would have expected specializing into one element to offer a bit more.
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Koheleth wrote:
Weird how more and more people are playing PoE than ever before isn't it?


Ehm....

not sure about natural metrics, but according to steamcharts, Poe's playerbase has been in steady decline since release, with drastic spikes around each expansion. Sure, forsaken masters ushered in a larger spike than normal, but the falloff has been equally sharp.

More people are most certainly not player PoE than ever before. (At least...on steam. Again, cant attest to the vanilla client.)
"If you’re incompetent, you can’t know you’re incompetent. […] the skills you need to produce a right answer are exactly the skills you need to recognize what a right answer is." ~David Dunning
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Firnefex wrote:
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Khisanth wrote:
80% less damage for CoC ... going to have to play it to see the actual impact but if 80% less damage is a small adjustment I would hate to see what a large one looks like.

CoC was one of the highest damage builds ever. This nerf is good, in endgame you will still clear with very good speed at "20%", but for casuals this is really a small adjustment as they don't have that high crit or attackspeed...


Never got around to working out the damage for my CoC character on the other hand I've done the Zana mission with +75% cold resist while all my damage was cold based and that wasn't too bad.

One place where I know the change won't have much impact is against single targets. It will still be as terrible as before. >_<

On the plus side with 1/5th the proc rate I should no longer have the problem of the server randomly kicking me off which seems to be caused by having too many procs too quickly.
Last edited by Khisanth#7434 on Dec 12, 2014, 12:24:30 PM
I like the direction that 1.3 is going.

The mechanics of armor defense need a rework... particular with the reduction of block capability (i.e. the increased passive sacrifice to max block). Armor needs to be more effective, bottom line.

This is the reason that melee is second fiddle to ranged and casting builds. Ranged builds have the massive benefit of generally being out of damage range of half of the mobs in the game. My previously max-block, high-armor facebreaker dies a lot more often than my ice-shot bow ranger, which is not nearly as well geared.

My armor suggestions:

- armor rating should mitigate all forms of damage: phys, chaos, bleeds, and elemental. Armor mitigation is applied first and then resist% from chaos/elemental resists.

- I don't have a huge problem with diminishing returns on armor rating for non-crit damage but armor should also have some sort of flat (but substantial) contribution to mitigation of critical strike damage.
For instance: say the mitigation from your first 5000 armor rating applies relatively linearly to mitigation of non-crit damage (and gives you almost no crit mitigation). Then say you invest heavily to get your armor up to 20,000. While you well get less return-on-investment towards mitigation of regular damage... all that extra damage applies a substantial reduction to ALL crit damage (like possibly upwards of 50% or more). So a high armor character can stand in a just take some big crit hits... i.e. taking a Dominus smash won't hurt you so much.

For other changes:

Yeah SRS damage needs to be scaled back... my SRS summoner is gonna hurt a bit but I might try a different summoner build.

BUT... other skills are just as OP and are not addressed in this patch... why not?
I'll make it rain...
after hearing from several people, my feeling is that it feels like "did they forget that there are some skills that NEED buffing? was the "buffs" part left out or something?" no one gets excited at hearing "this thing you've never heard of is now worse" despite the complete lack of a connection to the thing in the first place. people get excited at the possibilities of something being buffed, even if they have no intention of making use of it.

for future patch notes, and big patches, consider buffing some under used skill just for the sake of excitement.

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