Path of Exile 3.0.0: The Fall of Oriath Patch Notes

So they manage to release a cool expansion which will be enjoyed once by all of us while at the same time nerfing aurabots, nerfing vaal skills, nerfing leech, nerfing energy shield, nerfing pierce, nerfing damage over time like poison and ignite. Then at the same time substantially buffing all boss life pools so that 90% of the slow and pathetic builds can now no longer clear maps in under 5 minutes without an aurabot which is now much weaker.
Absolutely agree with the vast majority of the changes

Great work, guys! Really like it. Too bad power charges didn't get +spell damage and 30% crit
Glacial Hammer now has 3-5% Chance to Poison on the character select screen.
Last edited by HQuality#0993 on Aug 3, 2017, 12:20:02 AM
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strikeg2 wrote:

3. Necrobot changes
Happy with it, also my opinion is that we should have any restrictions for support-only characters, that cant do any game content solo and can play only in parties. Dont make this game looks like D3, when glasscannon damage dealer with 2 supports can do any content safe without big investments in his own defence and auras. A good way is to reduce a values that auras grants to allies with same values them grants to you and your own minions.


You, sir, are ignorant. You are happy with the fact that Necro got nerfed but neglect the fact that Guardian is now all around better than Necro for support. Not only does it grant more survivability but now it is more effective when it comes to dmg as well. That means that, aside from the minion specific builds, nobody will be playing necro. That also means that all this did was flip the high % of necro players over to Guardian players. Before, there was a tradeoff: If you took a necro support you lost survivability but if you took a guardian support you lost dmg. Now, Guardian gives the best of both worlds plus Warcry support.
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elbowfrag wrote:
If GGG actually cared about "balance" they would remove legacy items.


They'll never do this, the key being they have access to the Standard league player numbers and they've hinted from time to time it's actually a significant portion of players.

Removing legacy items would be a HUGE slap in the face to collectors.
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innervation wrote:
I'd like to echo one other concern - probably the most fair one offered - boss rewards. Will players do them in 3.0? Maybe you need to put on bosses what everyone is really after, but is hard to get - exp.

To that end, maybe the answer is to buff boss hp even more, but make them equivalent to the exp that the rest of the map is worth. Along with the map bonus drop, IIQ and IIR bonuses.

+1

Dem bosses will be skipped so hard this league, if all we got is 100% life increase. Already you can safely skip them and suffer no noticeable map progression issues. That "20%" chance to drop a map is nice, but not crucial and +2 tier map drops are irrelevant for progression.

I was always of the opinion to make bosses a high risk + high reward thing. Rebalance the fights, make them harder (mechanically, not just numerically), but add a ton of XP on boss. And maybe some other incentives, eg. higher chance to drop div cards associated with the map.
When night falls
She cloaks the world
In impenetrable darkness
Last edited by morbo#1824 on Aug 3, 2017, 1:49:04 AM
nerfing too much and giving nothing back.
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strikeg2 wrote:


1. ES and Life
Nerf es leech - was very needed, its trivialize everything when u can instaleech with high es pool. And you dont need high invest in any kind of defence except es pool, your best defensive mechanic was leech, and its increase with as much as your damage do.
But nerfing an amount of es for other builds that cant instantly refill it is kinda to much. Now you have close to zero profit to go es over life, that also force you to have tools to immune stun/ailments and a way to refill while u taking damage.
And in other side Life builds is still in their place, minor buff to affixes do nothing to it. Any Life build still not able to survive a lot of situation, even a rare monster with some map mods and his own physical damage mods can do 20k damage to you, and no any kind of passive defence can mitigate it. Armour mechanic still means that is no difference on have 20k+ armour or have zero armour against hits, that can one-shot your character. So the only real defence for endgame builds is evasion/dodge/block and ailments/stuns/curses on monsters that just dont let him a way to hit you. And any investments in life nodes will not change this situation. And old ES values was much closer to what we always trying to reach - have enough EHP as anti-one-shot pool to farm safely. Thats why i always prefered to made a es builds for endgame. Now it will be much and much harder and our defence depends on pseudo-random mechanic, that allows one-shots.


So are you saying that Life build that instaleech with high Life pool doesn't trivialize end-game content? The difference was in the differences in pool size! Now it was nerfed, but on top of that they removed Vaal Pact for ES leeching!
So no more ES build with direct confrontation!
Even such unique as HoWa becomes useless because for damage purpose you have to accumulate much Intelligence stat, does this can be combined with Life based build? (Maybe Yes, but what actual Life pool will looks like?)!
So much nerf.

Meh, this still won't really make life more appealing than ES (end game, anyways), since the core tenant of ES still makes it more viable to survive one shots, since, no matter what kind of defense you are building around, tanking a one shot will still be far more important, since the big hits are the only hits that matters, and Amour is completely useless against big hits. Tons of small hits (except for like 2 bosses), were never really a problem.

ES or EV/Block will still dominate, while armour keeps staying a fringe defense mechanic.

But what sucks is the bosses still don't give enough incentive for players to take the risk in fighting them.

Super hard monsters with super hard mods should give way better rewards.

But, they don't, not in loot or exp.

So, in the end, there is still no sane reason to fight high-risk bosses.
Last edited by HedgeMoney#6946 on Aug 3, 2017, 3:02:23 AM
I have a question !

Now when the leveling will be so much harder will that mean the standard league will get some live ?
Will the leagues have more time period ?
Will the non-hardcore no life gamers like me (2000 hours gametime till now since 1st beta ) have any benefits or hope to be able to compete ?
I am tired of farming all my spare time in the game and never be able to do all challenges and reach lvl 95 +
Lets face it - a normal human being that have 1-3 hours a day to play a game (thats how your game life should be if you want to have any kind of social life and family ) cannot achieve anything in this game....Yes you can get some currency and some character to lvl 90-95 in the league but you cannot get powerfull unless you continue play in standard and even then you will face the "every month nerf shit" by GGG and your build will go to trash BEFORE you even have a chance to finish it
wow...thats too much.
i´m very excited, boys and girls!

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