3.5.0d Patch Notes

This patch can’t come soon enough!
It will convert your forum titles into decorative square badges that use the space next to your forum posts more economically so that you can show off an unlimited number of them at any one time. - GGG, 2018 (https://www.pathofexile.com/forum/view-thread/3573673)
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Sarno wrote:
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Natalia_GGG wrote:
  • Improved Betrayal encounters by reducing damage dealt by most Syndicate members, improving skill signalling, reducing Syndicate member damage bonuses from some items, reducing skill off-screening, cleaning up residual objects to reduce clutter and reducing additional monster spawns in Fortification encounters.

I'm saddened to see nerfs being deployed across the board - with the possible exception of off-screening, which feels cheap and is one reason I'd never play Betrayal on Hardcore.

If the VFX associated with Syndicate members wasn't so gratuitously overdone, reducing their damage wouldn't be necessary - and honestly feels like a cop-out. I don't want to not die - I just want to understand why I died. At any time there's more than one of those tornadoes on the screen at once it's effectively impossible to see anything, regardless of what enemies are doing at the time. Abruptly dying in those circumstances is frustrating - but lowering their damage misses the point completely. Please ask the art team to tone down the VFX. It's not the first time they've heavily reduced my enjoyment of a challenge league.


This, I'm a new comer to the game, kinda and I know that this game has quite a few bosses that can 1 shot you if you don't pay attention to the telegraphs, but man some Syndicate encounters are kinda impossible to see what's going on with all the mobs and rares spawning on top of the VFX from syndicate members. I'm sick and tired of getting nailed by no rank/1 rank It That Fled that randomly spawns and insta 1 shot you like "wtf? happened there? Sick of Janus's off-screen arrowing you to death at higher ranks.

Oh and please fix where some mini forts encounters spawn, I had one spawning at Imperial Gardens right in the middle of a palm tree patch, I was barely able to click on the members and move around for my life.
Well I only lost around 10 characters because I could not see anything from clutter forcing me to go to softcore. Definitely just nerf damage and don't simply reduce screen clutter.
Love you guys.
"There's no thing like random one-shots in this game. You only die because you take 353,456,237 hits in 0.2 seconds."

"The best items in the game should not be crafted, they should be TRADED." - Cent, GGG
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mullerpdo wrote:
And the SSF transfer to normal tradeleague ? Atlas/Menegerie/Veiled still bugged.



This, please GGG.
What about the atlas completion reset bug when migrating characters?
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Fixed a bug where the Soul of Lunaris pantheon could sometimes cause your movement speed to be reduced until you changed areas.


This is half-good, however the physical damage reduction portion of the pantheon is ALSO bugged, causing a similar effect to your physical damage reduction that is only reset upon changing areas.

For example, with base 50% movespeed and 10% physical reduction, with the previous bug you might notice sometimes you have 35% movespeed, but you would also actually have -5% physical reduction overall. This is becoming more of a problem with higher mob density in maps (sextants, chisels, vaals etc.) to a certain point that I've had well over -20% physical reduction showing on my character sheet even through my armour tooltip.

Please, please, please GGG take another look at this pantheon before the patch, you'll have to fix it eventually and sooner is definitely much better than later with the current state of 'melee' builds.
That's a strange way to write 'most likely tomorrow'... I'm very happy about the fixes, especially the Soul of Lunaris and Alva decoration crash, but I have a feeling something big from the list is missing. I hope there will be more patches.

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I'm saddened to see nerfs being deployed across the board - with the possible exception of off-screening, which feels cheap and is one reason I'd never play Betrayal on Hardcore.

If the VFX associated with Syndicate members wasn't so gratuitously overdone, reducing their damage wouldn't be necessary - and honestly feels like a cop-out. I don't want to not die - I just want to understand why I died. At any time there's more than one of those tornadoes on the screen at once it's effectively impossible to see anything, regardless of what enemies are doing at the time. Abruptly dying in those circumstances is frustrating - but lowering their damage misses the point completely. Please ask the art team to tone down the VFX. It's not the first time they've heavily reduced my enjoyment of a challenge league.


I so much agree with this. Syndicate was no problem for me at all as long as I played my ranged character. When I made a close range one, I wasn't even able to easily locate Haku in the cloud of his minions even though he has a symbol over his head. I've heard that syndicate members have on-death effects but personally I haven't seen a single one...
The Bother progress: 11%

You don't even imagine how much harm you've caused. I'm not sure I'll live long enough to finish "The Bother". You're one of my murderers. You will never get my forgiveness unless you make up for what you've done.
Thx for these changes. Hope the hp of adds/their respawn rate will be addressed too.
Anyway this is exactly what was needed. Thanks a lot.

P.S. I actually died to Brinecrack (or whatever this crabo called) at day 1 LUL. Now it sounds fun, but back then it was kinda sad, not gonna lie.
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Fixed a bug where triggered Earthquake monster skills (such as the one used by Brinecrack) were sometimes dealing far more damage than intended.

Ha ha. I ripped to that.

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