Content Update 3.15.0 -- Path of Exile: Expedition

"
Attlus wrote:
What's the point in nerfing damage and survival if you still get instantly killed in one shot unless you have a broken build. I know I'm just pissing into the void at this point, but if you're not gonna change that even "tanky" classes get killed in one shot by most bosses with super quick low visibility "tells" and even just basic spam and AOE then this is going to make the game more pointless.

Stop balancing the game around the top 2% of players and streamers.


Thanks for nerfing support gem damage and at the same time increase the mana multiplier cost. Traditional GGG style, when they nerf stuff, always DOUBLE DOWN!!
I Believe I Can Fly ~~~~
More mechanics (cumulation from previous leagues), more patch notes, more stuff to replanning. Want play? You have to read bible of "path of changes". Waste of time.
"
_i2x wrote:
Brand Loyalty in a nutshell

3.13
Enemies take 5% increased Damage for each of your Brands Attached to them
3.14
Enemies take 4% increased Damage for each of your Brands Attached to them
3.15
Enemies take 3% increased Damage for each of your Brands Attached to them
3.16
Enemies take 2% increased Damage for each of your Brands Attached to them
3.17
Enemies take 1% increased Damage for each of your Brands Attached to them
3.18
Enemies take 0% increased Damage for each of your Brands Attached to them
3.19
Enemies take -1% increased Damage for each of your Brands Attached to them

Of course you stack it 6 nodes in build.


3.20
Enemy heals 2% of their maximum life for each of your Brands Attached to them
The North Remembers
What an absolute hot garbage of a patch GGG.

Mana changes? - Why should a 6L setup cost anywhere from 60 to 100% more mana to use?

Trigger gem mana usage? - What? Just remove all cast on X builds from the game. The whole point of the archetype is that you don't need a large mana pool to cast whatever spell trigger you have. Now its entirely dead.

Cast speed / attack speed removal? - Standing still longer is just not fun. Combined with nerfs to movement speed and all defensive mechanics, it is just a less responsive game that heavily penalizes players for any non-movement skill play types (most of them).

Defensive playstyles murdered across every defense type except block. Why? Why do you want to encourage players to abandon defensive playstyles entirely? Getting frozen, chilled, ignited, bled, poisoned, stunned, and so on is just not an option for defensive playstyles. Some damaging ailments from juiced maps can kill you in .5secs if you are not immune. Making immunity nearly unattainable is just not fun. Immunity removal from the tree and ascendancies is just dumb and counter to the design philosophy of choice investments. I get that you dont want immunity to come from flasks, but nerfing gear and the skill tree to make it next to impossible to get immunity, while also nerfing damage, and still having to play path of life tree is just not fun.

Across the board (except headhunter somehow) chase item removal. Awakened gems are mostly terrible now (just 3-5% better than regular gems), most of the unique power additions to awakened gems (like +1 curse) have been removed. The effect is less valuable endgame content.

Support gem slaughter. You didn't just nerf damage numbers by 20-30% as promised. You murdered them. Things like changing "reduced" to "less" are just a slap in the face.

I've been a long time supporter of PoE and GGG (I've literally spent thousands of dollars on supporter packs and league packs). I won't be purchasing anything from GGG again as long as you continue down this path of murdering the game I've loved since beta. I'm sorry but slapping rare and unique monsters for 2 minutes straight just isn't as fun as it was when Piety runs were a thing. If you want us to want that again you need to vastly improve loot outcomes.
IGN: Afluffybear
Last edited by Afluffybear#7581 on Jul 21, 2021, 12:57:35 AM
Ailment flask remove an ailment and provide 1 second of immunity? 1 Second? Do you really think we are going to carry a bunch of immunity flasks for 1 second? There are a ton of really bad ideas in these patch notes when weighed against the most important requirement for the game. How many people are going to enjoy playing it?

On the bright side, you nerfed so many other flasks that people might be willing to carry 2 mana flasks into maps with them. Your developer pride in how hard the game is does not net you many supporter pack purchases. A player base having fun and wishing to reward you does. It takes me a day or two to get my first character leveled because it is so miserable doing your mandatory acts I have to log after an hour out of boredom. Now you want that level of fun to extend through the whole game and think we will like and reward you for making everything slower, harder and less rewarding.
Ok I'll just say it now. I think the mana cost changes on all the supports will be a BIG problem and after reddit realizes that when getting a 6L in 2 or 3 weeks shit will be on fire.
Other then that... well it's brutal and probably not even the same game anymore. I'll try it if I like it good, otherwise I think I'm done really fast this league.
OU est la Version Francophone du patch... :( ???



WHERE IS THE FRENCH VERSION OF THE PATCH... :( ???
The Dying Sun unique flask now has 10-20% increased Area of Effect during Flask Effect (previously 15-25%), 125-150% increased Charges Used (previously -10 to 10%), and now has 40-60% reduced Duration. Existing items can be updated to these new modifier values with a Divine Orb.

Hopefully it's just a typo, and meant to be 25-50% increased charges and not 125-150, or the flask is literally not useable without decreased flask charges used.
For me is all ok. Aurastacker is still alive. Carrion Golem op. Who need flasks.

Report Forum Post

Report Account:

Report Type

Additional Info