Path of Exile: Delve Patch Notes

Content.ggpk torrent when?
When will people undestand once and for all, that NONE of POE builds are safe, especially if you are playing meta stuff which usually turn up broken. GGG always respect time you spend on a game, thats why changes are made during off-season to make it less painfull for you.
This game is about path building, about challenge and economy for Christs sake. Changes will always be made, for overall healthy and trustworthy game experience.
Last edited by unloder100500 on Aug 29, 2018, 1:41:27 PM
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mic01851165 wrote:
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bewilder2 wrote:

7 is the ideal amount with helm corruption, but 6 will be still the best for arc-trap + arc enchant. Aylardex is just bad to use especially with the degen. Shimmeron probably will still be viable, ONLY IF, the degen working like this = each time you crit again, your degen duration refreshed, doesn't matter how much skills you use, you will only have 1 instance of degen based on your PC amount. BUT IF, the degen working like = each time you crit again, you will be degening over and over again, making you take more than 1 instance of degen. The latter is just a no to use shimmeron, and the former while still might be viable, it will slows down trapper with dual shimmeron playstyle tremendously / it will become a spamfest on throwing trap (trying to get at least 18 traps triggered on each packs for the regen, or at least 8 traps triggered by enemy if using tinkerskin). MoM will be the savior but even so you can't really rely entirely on your flasks as they will run out eventually if you keep using them, and lavianga will be a mandatory unique for it.

Its a so so change to shimmeron, while they trying to compensate the degen for a caster, they punish people that find clever way to counter the degen, a typical ggg balance.


Yeah, I don't know how any build can fit 8 power charge...
Would sacrifice something vital to get that 8th charge, most likely not worth it.

7 is already max considering how tight our skill point is. (with corruption, which would be really difficult to get in the first place)
5~6 is norm depending on builds.

With Loreweave, the self damage will be 480 per second which can easily be mitigated by trap's regen trait + blood rage + immortal call + Araka pantheon.

Also I don't know why people treat like HP flask does not exist or something when they're spamming mp flask all day to begin with. I played Oni Goroshi before and I know this degen is really nothing compare to Oni Goroshi. It can easily be handled.



Loreweave will probably be the better choice for the new shimmeron design, as the life gain from tinkerskin is not really consistent when you clearing packs. The degen can be mitigated by the regen but you need have least 10 traps triggered quickly, which translate to 4 times throwing your trap (with cluster trap alone), or 3 times (cluster trap + shaper glove) while standing still facing dangers from mobs. Blood rage + IC + arakali soul is just a NO, IC + arakali alone is enough. And even with IC + Arakali, you still don't want to get hit most of the time, hence getting dodge from tree and atziri step.

Oni goroshi build and trap is earth and sky, you can't compare how countering the degen by Oni build with a shimmeron trap build. Trapper doesn't spam life flask, they only use it to recover from a clutch, but in the other hand lavianga is the one that getting "spammed". Different from attack builds that have either leech of life gain on hit, trapper depends on life flask to recover from a sticky situation, and you want to have your life flask ready when that happen, not wasting it to counter the degen.

With MoM + Lavianga, the degen shouldn't be really that much problem in most situation, but still you can't rely entirely on lavianga as it only has 4 charges and 7 secs recovery charges. You want to have at least half of your mana pool to mitigate the degen then start using lavianga. In more realistic situation, you might find yourself only have 1/4 of your mana pool because there is godknowswhat was hitting you, your lavianga still working on your mana, and the degen starts kicking in to your HP pool. Then in that situation, you start to consider to use life flask. MoM trapper only able to take 1 major hit, then need to recover by using flasks and the saboteur regen. If you fail to recover from that 1 major hit, your dodge rolls failed, your mana pool is less than half, failed to kill things quick enough, you try to get the regen from throwing trap but then now shimmeron waving it's dong to your face by giving you degen because you will crit 80% most of the time by using 2 shimmeron and 6 PC, then probably you gonna be dead.

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UlfgardLeo wrote:
So, i get for it for traps:

If you did not play arc-trap, or any spell-trap, you will get roughly the same dps as before. 1 mine less and 16% slower throw speed. This is roughly equivalent to the 40% increase that explosive trap got. So what got reduced was the ability to front-load bosses and quality of life. I think this is okay, because skipping the initial phase in a boss fight was ridiculous.

not sure what i should take home from the poison changes. This is definitely a nerf to pure-poison builds favoring hybrid phys-chaos-poison. Added chaos damage will be quite strong for those builds and there is now a quite potent source for that.


Doesn't the "Increased Chaos Damage with attack skills" affect poison?
Or because it is "with attack skills" then it doesn't affect poison, even if applied by an attack skill?
Last edited by luluch on Aug 29, 2018, 2:13:59 PM
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UlfgardLeo wrote:
So, i get for it for traps:

If you did not play arc-trap, or any spell-trap, you will get roughly the same dps as before. 1 mine less and 16% slower throw speed. This is roughly equivalent to the 40% increase that explosive trap got. So what got reduced was the ability to front-load bosses and quality of life. I think this is okay, because skipping the initial phase in a boss fight was ridiculous.

not sure what i should take home from the poison changes. This is definitely a nerf to pure-poison builds favoring hybrid phys-chaos-poison. Added chaos damage will be quite strong for those builds and there is now a quite potent source for that.


Regarding arc-trap, you clearly haven't seen enough fire trap build. Fire trap build has WAAAAAAAAAAY more burst single target damage than arc-trap. Also, did you noticed that all pure-trap skills get buffs ? Yea, so "the ability to front-load bosses and skipping phases" is not reduced, instead it will increased by miles.

In case you missed it

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Bex_GGG wrote:
Content Update 3.4.0 - Path of Exile: Delve


Fire Trap
  • Base damage from the initial explosion increased by 40%, and the base damage over time increased by 20% at all gem levels.



Just try to watch Octavian's rainbow trapper scion fire trap build.
Last edited by bewilder2 on Aug 29, 2018, 2:16:52 PM
anyone know what the new vendor recipe is?
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Temptation123 wrote:
Good thing you took the time to nerf the light radius on light of divinity passive. lols.


Light radius, so OP. Surprised this nerf didn't come sooner….Wah Wahhhh
Still no local tier for advanced mod description :/


SSF for ever :)
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eMbbuZomg wrote:
That's cool and all, but a user-configurable disconnect timer is what any HC player needs.


DCing yourself to prevent death....So basically what your saying is alot of HC players should just play SC instead. I mean if you logout because some huge lag spike or latency or something like that, then thats understandable. Although you are probably still gonna die. But if you logout because you advanced to fast or screwed up some other way and got owned then you shouldn't be playing HC. Might as well play SC. Instead of being sent back to town when you die your being sent back to the login screen when you macro logout....so yeah....HUUUUGE difference between people who do that when playing HC and people who play SC. HUUUUGE.
The new challenge leagues include a set of 40 new challenges. When you complete 12 challenges, you will receive the Canary pet. When you reach 24 challenges, you will receive the Azurite Back Attachment. At 36 challenge completed you'll receive the Delve Portal Effect. These microtransactions are only obtainable in this league.
For once, all 3 rewards look cool. Maximum effort for challenges this time!

Major New Content and Features
Added a new Strength/Intelligence Skill Gem - Smite: Enemies can't be hit by both the melee attack and the lightning.
Sounds cool, but why not allow both physical & lightning to hit?

Added a new Strength/Intelligence Skill Gem - Herald of Purity: Grants a buff, adding physical damage to your spells and attacks.
Added physical damage to spells? Smite makes even less sense now. Why allow this spell to add physical damage to all spells then not allow a physical attack to add some lightning damage?

Added a new Dexterity Skill Gem - Scourge Arrow: Release to fire a single piercing arrow which leaves spore pods in its wake for each stage gained. The spore pods bloom, then fire a nova of thorn arrows.
Added a new Dexterity Skill Gem - Toxic Rain: Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and slows their movement speed. After a delay, the pods burst, dealing area damage.
Confirmed - Spore Pods are the Next Big Thing.

Added a new Dexterity Skill Gem - Herald of Agony: Grants a buff giving more poison damage and a chance to inflict poison. When you poison an enemy while you have this buff, you gain Virulence, and summon a minion that uses projectile and area attacks. You will lose Virulence over time, at a rate which increases the more Virulence you have. The minion will die when you have no Virulence.
Correction - Bonus minions are the Next Big Thing.

Added a new Vaal Skill Gem - Vaal Ancestral Warchief: Summons an Ancestor Totem that attacks enemies with a powerful cascading slam while you're near it. If the enemies are far away, it will leap as it slams, bringing it closer. Being near it grants you more melee damage.
A totem with Leap Slam??? What's next, a minion that boosts your item find? Oh, wait...

Added a new Atlas of Worlds feature: Shaper's Strongholds. These will appear once you have met the Shaper. They have multiple Shaper Influence mods active. Bosses of these maps can drop extra sextants, cartographer's chisels, Shaper-influenced items, and unique items.
Making the Atlas Great Again!

Added a new system to handle high-level players playing with lower-level party members in lower-level areas. High-level players are downscaled, making the area more challenging, and allowing the lower-level players to get an appropriate amount of experience and currency. Previously, the lower-level players would have had their experience gains and currency finds penalised if the level gap was significant. This scaling applies only in areas at or below level 67, and is an optional feature for party play.
Love this change too. Party time!

Updated several older monster models, including Goatmen, Beasts, Blood Apes and Blood Chieftains.
Those monkeys did look kind of primitive. Now they'll just look like primates.

Updated the visuals for several older skills. Namely: Ice Nova, Cleave, Frenzy, Heavy Strike, Caustic Arrow, and Double Strike. The default attack and wand attack both also have new effects.
They updated wand attacks just in time for the Kinetic Blast nerf...

Enabled 2v2 PvP queues.
Good news for the 10 people who play PvP.

Fleeing Oriath citizens now say things that will make you feel even worse for accidentally killing them!
Suuurrre, "accidentally."

That guy who opens the gate to Lioneye's Watch now also says something!
"Welcome to Path of Exile. The build you were planning to use just got nerfed."

There are now children hanging out in Oriath Square (the nice version). Go say hi!
Great, just what Oriath needs - street gangs.

Now, there is simply Chance to Block Attack Damage and Chance to Block Spell Damage. Sources that previously caused some portion of your block chance to apply to spells now grant Chance to Block Spell Damage at a specific value (check the Item Balance section below) and do not require other sources of block.
If you're not using a shield, what are you blocking the spells with - your hands?

Secondary damage (such as the explosive part of Explosive Arrow) can now be blocked, dodged, evaded, and spellblocked depending on its source.
I'm assuming this goes for PvE as well as PvP?

Base Trap Throwing Time has been raised to 0.6 seconds (from 0.5).
Oh noes, traps are broken!!1!

Skill Balance

The following melee skills now gain additional melee weapon range every 7 levels, up to +2 at level 20 (and +3 at level 21): Dual Strike, Elemental Hit, Frenzy, Glacial Hammer, Heavy Strike, Molten Strike, Puncture, Riposte, Static Strike, Viper Strike, Wild Strike, Vigilant Strike, Ancestral Protector, Dominating Blow.
Sunder range gets nerfed 20%, a bunch of other melee skills get tiny range buffs. Is this supposed to balance out?

Minions no longer wander around as much as they used to while you're idle.
They were all given cell phones, so they just stand around & stare at those now.

Skill Reworks
In this expansion, we reworked three existing skills: Dominating Blow, Static Strike, and Caustic Arrow.

Dominating Blow
Now when you hit an enemy with Dominating Blow, you will apply a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, its corpse will be consumed, and a Sentinel of Dominance minion with the same rarity and mods will be summoned.
Do the Sentinels have the same amount of HP, armor, resists etc. as the source monster? And will they look like giant purple robots?

Static Strike
Now when you hit an enemy with Static Strike, you will gain a buff which causes you to frequently hit nearby enemies with beams, dealing attack damage. The beams deal more damage while you are moving than while you are stationary. The buff can stack up to three times, increasing the frequency with which the beams strike.
If you're moving, you get added damage from the static cling from your socks. Soon to be boosted by a Unique Wool Sweater.

Shield Charge
Now has three distinct sections -- the start of the charge, the movement part of the charge, and the attack at the end of the charge. Your weapon's base attack time now affects the start and end, and movement speed and increases to global attack speed now affect the middle. Local attack speed modifiers no longer affect the middle movement part of the charge, whereas previously they would.
Why should weapon speed have anything to do with it in the first place? It should be based on the shield. Higher armor/evasion/ES = slower speed and more damage. Lower armor/Evasion/ES = faster speed & lower damage. Problem solved.

Sunder
Base range reduced by 20% at all levels.
Base explosion radius reduced to 15 (from 16) at all levels. Radius now grows more slowly, gaining +1 to radius 1 gem level later than previously.
Some say Sunderboi's heart shrank three sizes that day...

Kinetic Blast
Now deals 35% less Area Damage (down from 25% less).
Explosion placement has been reworked. They are now divided across 4 equal arcs (like pizza slices). In cases where there is no space in an arc that it could place an explosion, that explosion is not placed. Explosion spacing is also now more regular. The net result is that in open spaces, the area coverage will, on average, be more even, but single-target damage in tight spaces is now lower.
Now I want pizza.

Support Gem Balance
Multiple Traps
Now causes supported skills to deal 50% less damage at gem level 1 (from 40%) up to 31% less damage at gem level 20 (from 21%).

Minefield
Now causes supported skills to deal 55% less Mine damage at gem level 1 (down from 40% less), up to 36% less Mine damage at gem level 20 (down from 21%).
Ouch! Or rather, less ouch.

Map Changes
Zana's missions have been updated. Now when you encounter her, she will offer a selection of different maps and mission types for you to choose from. The maps she offers are always the same tier of the map you are currently in or one higher. This selection can include Shaped maps. The maximum Tier of maps she can now offer as part of a mission is Tier 16.
Additionally, we've added a bunch of new mission types that work previous league mechanics (such as Breach) into her missions.
Yay, Choose Your Own Adventure!

Liantra from the Tower map no longer speaks at the start of the fight.
Why not?

World Changes

Improved walkability in and around Oak's Camp.
Was this a problem? People were asking for a hiking trail?

The Deep Dweller is now called the Dweller of the Deep, to be consistent with what the quest calls him. The other option was "Granddaddy Crab".
There were other options: Giant Enemy Crab, Crabby McCrabface, Mr. Crabbs, etc. But the people who suggested those names have been sacked.

PvP Balance
How about a way to gain favor with Leo if you don't want to play PvP? Can we bribe him with currency? Promise to be his BFF?

Bug Fixes

Fixed a bug where casting Scorching Ray into very nearby terrain would cause all of the grass in the entire instance to burn. Cool, but not intended.
Now how will I fulfill my forest fire dreams?

Fixed a bug where players with the Watcher's Eye mod that blinds enemies when they hit you while you have Grace would blind you if you hit yourself.
Stop hitting yourself! Stop hitting yourself! Stop hitting yourself!

Fixed a bug where you could cause the Oak encounter to get into a bad state.
New Jersey?

Fixed a bug which caused the Plaguemaw's Offering strongbox (part of the Plaguemaw's prophecy chain) to not be a strongbox.
If it wasn't a strongbox, what was it? A weakbox? A shoebox?

Fixed an instance crash caused by a Sextant barrel mod behaving badly.
There are barrels full of sextants?

We're looking forward to playing Delve with you this weekend.
And I look forward to playing with all of you! Wait, that came out wrong...

Thank you so much for your support!
Note the subliminal cash grab. Thanks Tencent!

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