In Path of Exile: Siege of the Atlas, we're making a number of balance changes and have prepared this information for you to preview ahead of our official announcement livestream at the end of this week. The full details of these changes will be available in the patch notes and are still subject to change but this post should outline our perceived problems with current balance and our intentions for their solutions.

In general, we're focusing on two particular archetypes that we feel were the least competitive with other builds during Scourge. These are handcast spell builds and hit-focused bow builds.

Player Balance

Hit based Spellcasting

Problem:
Most hit-based Spellcasting builds deal too little damage and have too few defensive and mobility options when compared with alternatives like Traps, Totems, Mines, Triggered Skills or Damage over Time.

Solutions:
Adjust the hit damage growth of most spells. The majority of spells gained around 45% more damage at gem level 20, resulting in up to 60% more damage by gem level 25. Some spells have received smaller adjustments or no adjustment. These less affected spells are generally those that provide more mobility or supplemental damage through duration mechanics.

Allow casters to obtain more cast speed through the Runic Dagger mod pool, increase some cast speed values and give rings and amulets additional tiers of cast speed modifiers.

Give Orb of Storms more damage and a mechanical redesign to solidify it as a great supplemental lightning damage skill.

Give Flameblast, Lightning Tendrils and Ice Spear some improvements to make them great skills for dealing high damage against a single target.

Improve many skills that rely heavily on unique Threshold Jewels to enhance their damage and remove or change these jewels. For many such skills, this means granting more damage in exchange for efficient sources of extra projectiles. This includes skills like Freezing Pulse, Frostbolt, Heavy Strike and Cleave. For damage-focused spells, the result of these changes means that their damage has increased on top of the damage multiplier noted above.

Lower the power of the Unleash Support. Because it is the single most impactful support for the kind of build that benefits from the aforementioned buffs, it creates limited options for these builds by feeling like the only option. With these builds otherwise being buffed, there should be more build options available than before.

Lower the damage from Totem, Trap, Mine and Trigger effects to balance out the buff to these spells. The intention is that in general, these builds should deal the same damage at high levels as they did previously. While at face value these changes will look like nerfs, for the most part they shouldn't be due to the buffs to spells. However, we do acknowledge there will be a small number of builds that will be negatively affected by these changes. Additionally, because we've adjusted some support gems that multiply the number of traps thrown, we've provided some compensation for this on non-cooldown trap skills like Fire Trap and Lightning Trap.

Lower the damage of player Ignite by 28% to partially offset the damage increase that many Ignite-applying spells have received. For the majority of high level spell gems, this is a slight damage buff when combined with the above changes. Burning Arrow, Armageddon Brand, Explosive Arrow and several other skills have received changes to compensate for the lower damage of Ignite. Attack skills and a small number of spells that are not typically aligned with Ignites will have weaker Ignites as a result of this change. We plan to introduce a mechanic for Ignite damage with melee attack skills to give some unconventional Ignite builds a new option for enhancing Ignites. Details about this will be included in the patch notes.

Specifics:
Spoiler
Here is a selection of some of the skills that have been updated. The full list will be included in the patch notes.
  • Absolution: Now deals 21 to 31 Physical Damage at gem level 1 (unchanged), up to 873 to 1310 at gem level 20 (previously 588 to 882). Now has 200% Effectiveness of Added Damage at all gem levels (previously 130%).
  • Arc: Now deals 6 to 32 Lightning Damage at gem level 1 (previously 6 to 33), up to 198 to 1122 at gem level 20 (previously 133 to 754). Now has 120% Effectiveness of Added Damage at all gem levels (previously 80%).
  • Bladefall: Now deals 43 to 65 Physical Damage at gem level 1 (previously 44 to 66), up to 595 to 893 at gem level 20 (previously 411 to 617). Now has 140% Effectiveness of Added Damage at all gem levels (previously 90%).
  • Blazing Salvo: Now deals 6 to 9 Fire Damage at gem level 1 (unchanged), up to 241 to 361 at gem level 20 (previously 162 to 243). Now has 55% Effectiveness of Added Damage at all gem levels (previously 40%).
  • Crackling Lance: Now deals 28 to 84 Lightning Damage at gem level 1 (previously 28 to 85), up to 458 to 1375 at gem level 20 (previously 317 to 952). Now has 165% Effectiveness of Added Damage at all gem levels (previously 115%).
  • Divine Ire: Now deals 17 to 25 Physical Damage at gem level 1 (unchanged), up to 203 to 305 at gem level 20 (previously 140 to 210). Now deals 110% more Damage with Hits per stage after the first (previously 100%) Now has 45% Effectiveness of Added Damage at all gem levels (previously 30%).
  • +Fireball: Now deals 9 to 14 Fire Damage at gem level 1 (unchanged), up to 1640 to 2460 at gem level 20 (previously 1095 to 1643). Now has 370% Effectiveness of Added Damage at all gem levels (previously 240%).
  • Firestorm: Now deals 23 to 35 Fire Damage at gem level 1 (unchanged), up to 361 to 541 at gem level 20 (previously 250 to 375). Now has 80% Effectiveness of Added Damage at all gem levels (previously 55%).
  • Flame Surge: Now deals 26 to 40 Fire Damage at gem level 1 (previously 27 to 40), up to 832 to 1247 at gem level 20 (previously 563 to 844). Now has 190% Effectiveness of Added Damage at all gem levels (previously 120%).
  • Flameblast: Now deals 31 to 46 Fire Damage at gem level 1 (unchanged), up to 405 to 608 at gem level 20 (previously 280 to 419). Now deals 165% more Spell Damage for each stage (previously 130%). Now has 90% Effectiveness of Added Damage at all gem levels (previously 60%).
  • Glacial Cascade: Now deals 21 to 32 Physical Damage at gem level 1 (unchanged), up to 300 to 450 at gem level 20 (previously 207 to 311). Now has 65% Effectiveness of Added Damage at all gem levels (previously 45%).
  • Ice Nova: Now deals 18 to 26 Cold Damage at gem level 1 (unchanged), up to 769 to 1130 at gem level 20 (previously 518 to 762). Now adds 3 to 4 Cold Damage against Chilled Enemies at gem level 1 (unchanged), up to 118 to 172 at gem level 20 (previously 79 to 116). Now has 190% Effectiveness of Added Damage at all gem levels (previously 120%).
  • Ice Spear: Now deals 22 to 33 Cold Damage at gem level 1 (unchanged), up to 568 to 852 at gem level 20 (previously 383 to 575). Now has 130% Effectiveness of Added Damage at all gem levels (previously 80%).
  • Incinerate: Now deals 3 to 5 Fire Damage at gem level 1 (unchanged), up to 207 to 311 at gem level 20 (previously 140 to 210). Now has 50% Effectiveness of Added Damage at all gem levels (previously 30%).
  • Lightning Tendrils: Now deals 1 to 4 Lightning Damage at gem level 1 (unchanged), up to 55 to 1052 at gem level 20 (previously 37 to 703). Stronger Pulses now deal 200% more Damage with Hits and Ailments (previously 100%). Now has 100% Effectiveness of Added Damage at all gem levels (previously 65%).
  • Purifying Flame: Now deals 8 to 11 Physical Damage at gem level 1 (previously 8 to 12), up to 1324 to 1986 at gem level 20 (previously 884 to 1326). Now has 300% Effectiveness of Added Damage at all gem levels (previously 200%).
  • Rolling Magma: Now deals 9 to 12 Fire Damage at gem level 1 (unchanged), up to 1543 to 2315 at gem level 20 (previously 1031 to 1546). Now has 350% Effectiveness of Added Damage at all gem levels (previously 230%).
  • Shock Nova: Now deals 34 to 101 Lightning Damage at gem level 1 (previously 34 to 102), up to 537 to 1610 at gem level 20 (previously 371 to 1114). Now has 190% Effectiveness of Added Damage at all gem levels (previously 120%).
  • Stormbind: Now deals 36 to 107 Lightning Damage at gem level 1 (unchanged), up to 444 to 1332 at gem level 20 (previously 306 to 919). Now has 160% Effectiveness of Added Damage at all gem levels (previously 110%).
  • Storm Burst: Now deals 6 to 8 Physical Damage at gem level 1 (unchanged), up to 168 to 252 at gem level 20 (previously 114 to 171). Now has 35% Effectiveness of Added Damage at all gem levels (previously 25%).
  • Storm Call: Now deals 21 to 39 Lightning Damage at gem level 1 (previously 21 to 40), up to 949 to 1762 at gem level 20 (previously 640 to 1188). Now has 250% Effectiveness of Added Damage at all gem levels (previously 165%).
  • Unearth: Now deals 15 to 22 Physical Damage at gem level 1 (unchanged), up to 607 to 911 Physical Damage at gem level 20 (previously 407 to 611). Now has 140% Effectiveness of Added Damage at all gem levels (previously 90%).
  • Voltaxic Burst: Now deals 20 to 38 Lightning Damage at gem level 1 (unchanged), up to 906 to 1683 at gem level 20 (previously 611 to 1134). Now has 230% Effectiveness of Added Damage at all gem levels (previously 160%).

These changes have been made to supports and other effects that deal damage with any of the above spells:
  • Arcanist Brand: Supported Skills now deal 69% less Damage at gem level 1 (previously 55%), and 63% less at gem level 20 (previously 46%).
  • Battlemage's Cry: Supported Skills now deal 44% less Damage at gem level 1 (previously 20%), and 38% less at gem level 20 (previously 11%).
  • Blastchain Mine Support: Supported Skills now deal 59% less Damage at gem level 1 (previously 40%), and 53% less at gem level 20 (previously 33%).
  • Cast on Critical Strike Support: Supported Skills now deal 19% less Spell Damage at gem level 1 (previously 20% more), and 10% less at gem level 20 (previously 29% more).
  • Awakened Cast on Critical Strike Support: Supported Skills now deal 9% less Spell Damage at gem level 1 (previously 30% more), and 7% less at gem level 5 (previously 32% more).
  • Cast while Channelling Support: Now has "Supported Triggered Spells deal 30% less Damage" at all gem levels.
  • Awakened Cast while Channelling Support: Now has "Supported Triggered Spells Deal 30% less Damage" at all gem levels.
  • Cluster Traps Support: Supported Skills now deal 61% less Damage at gem level 1 (previously 55%), and 55% less at gem level 20 (previously 36%).
  • Multiple Traps Support: Supported Skills now deal 58% less Damage at gem level 1 (previously 50%), and 52% less at gem level 20 (previously 31%).
  • High-Impact Mine Support: Supported Skills now deal 56% less Damage at gem level 1 (previously 35%), and 50% less at gem level 20 (previously 28%).
  • Intuitive Link: Supported Spells now deal 44% less Damage at gem level 1 (previously 20%), and 38% less at gem level 20 (previously 11%).
  • Spell Totem Support: Supported Skills now deal 49% less Damage at gem level 1 (previously 28%), and 40% less at gem level 20 (previously 24%).
  • Spellslinger: Now has "Supported Skills deal 37% less Damage with Hits and Ailments" at gem level 1, with a value of 31% at gem level 20.
  • Trap Support: Supported Skills now deal 20% less Trap Damage at gem level 1, and 11% less at gem level 20 (previously 38% increased at gem level 20).
  • The Soul Mantle Unique Body Armour no longer has +1 to maximum number of Summoned Totems. Existing items can be updated with a Divine Orb and a momentary lapse in judgement.
  • The Poet's Pen, Cospri's Malice and Mjölner have had their cooldown on triggering socketed spells increased to 0.25 seconds (previously 0.15 seconds). This change affects existing items.

Here are some buffs that have been made to dedicated Totem and Trap Skills and some attacks that are designed for Ignite damage. At higher levels, these adjustments will offset the loss of damage from other changes.
  • Blade Trap: Now deals 76% of base Attack Damage at gem level 1 (previously 55%), up to 96% at gem level 20 (previously 67.5%). Now has 76% Effectiveness of Added Damage at gem level 1 (previously 55%), and 96% at gem level 20 (previously 67%).
  • Explosive Trap: Now deals 437 to 655 Physical Damage at gem level 20 (previously 309 to 464). Now has 100% Effectiveness of Added Damage at all gem levels (previously 60%).
  • Fire Trap: Now deals 10 to 15 Fire Damage at gem level 1 (previously 11 to 17), up to 915 to 1373 at gem level 20 (previously 644 to 966). Now deals 30.9 Base Fire Damage per Second at gem level 1 (previously 35.7), up to 4170.7 at gem level 20 (previously 2934.9). Now has 3 to 5 added Fire Damage against Burning Enemies at gem level 1 (previously 4 to 5), up to 286 to 429 at gem level 20 (previously 201 to 302). Now has 260% Effectiveness of Added Damage at all gem levels (previously 200%).
  • Ice Trap: Now deals 88 to 132 Cold Damage at gem level 1 (previously 88 to 133), up to 1275 to 1912 at gem level 20 (previously 898 to 1347). Now has 290% Effectiveness of Added Damage at all gem levels (previously 200%).
  • Lightning Trap: Now deals 15 to 46 Lightning Damage at gem level 1 (previously 18 to 54), up to 659 to 1978 at gem level 20 (previously 466 to 1399). Now has 240% Effectiveness of Added Damage at all gem levels (previously 170%).
  • Shockwave Totem: Now deals 33 to 65 Physical Damage at gem level 1 (unchanged), up to 412 to 765 at gem level 20 (previously 362 to 672).
  • Holy Flame Totem: Now deals 2 to 5 Physical Damage at gem level 1 (previously 3 to 5), up to 153 to 230 at gem level 20 (previously 134 to 202).

Unleash changes:
  • Unleash Support: Supported Skills now deal 50% less Damage when Reoccurring at gem level 1 (previously 30%), and 41% less at gem level 20 (previously 21%).

Cast speed modifier changes:
  • It is now possible to generate increased Cast Speed modifiers on Runic Daggers.
  • Increased Cast Speed modifiers on one-handed Weapons now roll 5-8% at the lowest tier (previously 5-7%), up to 29-32% at the highest tier (previously 23-25%).
  • Increased Cast Speed modifiers on two-handed Weapons now roll 8-13% at the lowest tier (previously 8-11%), up to 44-49% at the highest tier (previously 35-38%).
  • There are now three tiers of the increased Cast Speed modifier that can roll on Rings. The lowest tier provides values of 5-8%, and the highest provides values of 13-16%. Previously only a 5-7% version could roll.
  • There are now four tiers of the increased Cast Speed modifier that can roll on Amulets (previously three). The lowest tier provides values of 5-8% (previously 5-7%), and the highest provides values of 17-20% (previously 11-13%).
  • Crafting bench versions of the above modifiers have been updated accordingly.
  • The Veiled Modifier on one-handed Weapons that grants increased Cast Speed and a chance to gain Arcane Surge when you Kill an Enemy now provides 18-22% increased Cast Speed (previously 15-18%). Crafting bench versions have been adjusted accordingly.
  • The Veiled Modifier on two-handed Weapons that grants increased Cast Speed and a chance to gain Arcane Surge when you Kill an Enemy now provides 26-31% increased Cast Speed (previously 21-25%). Crafting bench versions have been adjusted accordingly.
  • Deafening Essence of Misery now provides 29-32% increased Cast Speed on one-handed Weapons (previously 26-28%), and 44-49% on two-handed Weapons (previously 39-42%). Screaming and Shrieking Essences have been updated accordingly.

Threshold Jewels:
  • Unique Threshold Jewels are no longer offered as a quest reward for completing "Death to Purity" in Act 5. Instead, you are now offered a choice of a Rare Crimson, Rare Cobalt, or Rare Viridian Jewel.
  • The following Unique Jewels can no longer be obtained: First Snow, Frozen Trail, Growing Agony, Overwhelming Odds, Rapid Expansion, Steel Spirit, Weight of the Empire, and Winter Burial.
  • The Hazardous Research Unique Jewel no longer has "With at least 40 Intelligence in Radius, Spark fires 2 additional Projectiles" or "15-20% reduced Spark Duration". Existing items can be updated with a Divine Orb. The Jewel's purpose is now only to enable firing Spark projectiles in a circle if you want this behaviour.
  • The Ring of Blades Unique Jewel no longer has "With at least 40 Dexterity in Radius, Ethereal Knives fires 5 additional Projectiles". Existing items can be made less pointy with a Divine Orb. The Jewel's purpose is now only to enable firing Ethereal Knives in a circle if you want this behaviour.
  • The Spreading Rot Unique Jewel is now limited to 1 (previously 2), this change affects existing items. It no longer has "With at least 40 Intelligence in Radius, Blight has 50% increased Hinder Duration". Instead, it now has "With at least 40 Intelligence in Radius, Blight has 30% reduced Cast Speed". Existing items can be updated to the new stat with a Divine Orb.
  • Freezing Pulse: Now deals 8 to 12 Cold Damage at gem level 1 (unchanged), up to 1458 to 2188 at gem level 20 (previously 888 to 1332). Now has 330% Effectiveness of Added Damage at all gem levels (previously 200%).
  • Frostbolt: Now deals 9 to 13 Cold Damage at gem level 1 (unchanged), up to 1594 to 2392 at gem level 20 (previously 972 to 1458). Now has 360% Effectiveness of Added Damage at all gem levels (previously 220%).
  • Spark: Now deals 1 to 28 Lightning Damage at gem level 1 (previously 2 to 29), up to 104 to 1983 at gem level 20 (previously 70 to 1326). Now fires 4 additional Projectiles at gem level 1 (unchanged), up to 7 at gem level 20 (previously 6). Now has 190% Effectiveness of Added Damage at all gem levels (previously 125%).
  • Ground Slam: Now has +10 to radius at gem level 20 (previously +6).
  • Heavy Strike: Now has 20% chance to deal Double Damage at gem level 1 (unchanged), up to 39% at gem level 20 (previously 20%).
  • Cleave: Now has +8 to radius at gem level 20 (previously +6). Now has 125% Effectiveness of Added Damage at gem level 1 (unchanged), up to 221% at gem level 20 (previously 213%).
  • Glacial Hammer: Now has "100% of Physical Damage Converted to Cold Damage" at all gem levels (previously 60%).
  • Viper Strike: Now deals 90% of base Attack Damage at gem level 1 (unchanged), up to 140.2% at gem level 20 (previously 135%). Now has 90% Effectiveness of Added Damage at gem level 1 (unchanged), up to 140% at gem level 20 (previously 135%).
  • Ethereal Knives: Now deals 7 to 10 Physical Damage at gem level 1 (unchanged), up to 949 to 1423 at gem level 20 (previously 633 to 949). Now fires 9 additional Projectiles at gem level 1 (unchanged), up to 12 at gem level 20 (previously 9). Now has 220% Effectiveness of Added Damage at all gem levels (previously 120%).
  • Blight: Base Secondary Duration is now 1.00 seconds (previously 0.80 seconds).

Alternate quality gem changes:
  • Quality on the Anomalous Frostbolt Skill gem no longer provides 0-100% reduced Damage, or 0-20% chance to inflict Cold Exposure on Hit. Instead, it now provides "Gain 0-40% increased Projectile Speed per second".
  • Quality on the Divergent Ground Slam Skill gem no longer provides 0-60% increased Area of Effect. It now provides 0-40% increased Angle (previously 0-40% reduced).

Orb of Storms:
  • Orb of Storms has been redesigned as a single target tool for lightning casters. The focus of the skill has been placed on its mechanic of hitting enemies when you cast a lightning skill in its area. Orb of Storms now deals 3 to 8 Lightning Damage at gem level 1 (previously 2 to 7), up to 304 to 913 at gem level 20 (previously 185 to 555). Now strikes every 3.50 seconds at gem level 1 (previously 1.50 seconds), and every 2.55 seconds at gem level 20 (previously 1.02 seconds). Beams now split towards 1 additional target at gem level 1 (previously 2), up to 3 additional targets at gem level 20 (previously 4). Now has 110% Effectiveness of Added Damage at all gem levels (previously 65%). Base Duration is now 7.00 seconds (previously 6.00 seconds)
  • Orb of Storms no longer requires splitting from the caster when they cast a Lightning spell in its area. Instead it will zap an enemy in range every time you cast a Lightning spell from within the Orb of Storm's area, making positioning much more flexible.

Ignite compensation changes:
  • Armageddon Brand: Now deals 69 to 104 Fire Damage at gem level 1 (previously 46 to 69), up to 924 to 1386 at gem level 20 (previously 613 to 920). Now activates every 1.5 seconds while Attached (previously 1 second). Now has 200% Effectiveness of Added Damage at all gem levels (previously 135%).
  • Burning Arrow: Now deals 200% of base Attack Damage at gem level 1 (previously 150%), up to 300% at gem level 20 (previously 214%). Also now has 200% Effectiveness of Added Damage at gem level 1 (previously 150%), up to 300% at gem level 20 (previously 214%). Now has an Attack Speed of 70% of base (previously 90%). Now has a Mana cost of 7 at gem level 1 (previously 5), up to 12 at gem level 20 (previously 8). Now uses the same Bow animation as Puncture.
  • Vaal Burning Arrow: Now deals 280% of base Attack Damage at gem level 1 (previously 200%), up to 400% at gem level 20 (previously 284%). Also now has 280% Effectiveness of Added Damage at gem level 1 (previously 200%), up to 400% at gem level 20 (previously 284%). Now has an Attack Speed of 70% of base (previously 90%). Now uses the same Bow animation as Puncture.
  • Explosive Arrow: Now has "Explosion deals 5% more Damage with Hits and Ailments per Explosive Arrow on Target" (previously just Hits).
  • Explosive Concoction: Now deals 20% Added Damage of all types at all gem levels. Now has "+60% to Ignite Damage over Time Multiplier with Ignite if Charges were consumed from a Ruby Flask" at gem level 1 (previously +40%), up to +98% at gem level 20 (previously +78%).
  • Fire Burst (granted by the "Cast Level 20 Fire Burst on Hit" Essence Modifier): Now has a cooldown of 1.5 seconds (previously 1 second). Now deals 1131 to 1696 Fire Damage at gem level 20 (previously 752 to 1127). Now has 250% Effectiveness of Added Damage (previously 270%).
  • Vaal Flameblast: Now deals 110% more Damage with Ailments for each stage (previously 70%).
  • Penance Brand: Explosions now deal 90% more Damage with Ailments per Energy after the first (previously 60%).
  • Death Wish (granted by the Maw of Mischief Unique Helmet): Now has 444 to 666 Fire Damage (previously 316 to 474). Explosion now deals base Fire Damage equal to 19% of the Minion's maximum Life (previously 13%).

Hit-based Bow Attacks

Problem:
Hit-based bow attacks require an unreasonable amount of investment to reach competitive levels of damage. Builds that want to achieve this must utilise critical strikes and many skills can't sufficiently invest in this mechanic without sacrificing defensive options.

Solutions:
Give bows the same local added elemental damage modifiers as two handed melee weapons do, which are much stronger than the bow-specific modifiers used previously.

Improve the damage of bows in general, with some base types getting up to 50% more base damage than before.

Improve the Mastery options on Bow Passive clusters.

Make a number of improvements to quivers so that bows can receive much more damage from rare quivers:
  • We have reworked the quiver progression with new quiver types that provide a diverse set of useful implicits.
  • We have greatly improve Added Physical Damage modifiers on quivers.
  • We have replaced "Elemental Damage with Attack Skills" modifiers on quivers with "Increased Damage with Bow Skills" to allow quivers to roll another way to improve skills dealing Physical or Chaos damage.
  • We have taken the +1 Arrow prefix off influenced quiver modifiers and added it to the core modifier pool of quivers as a suffix.
  • We have added an extra tier to the Attack Speed and Accuracy modifiers on quivers.

Specifics:
Spoiler
Instead of their own line of modifiers, bows now use the two-handed weapon versions of local Added Fire, Cold, Lightning and Chaos Damage prefix modifiers.

Quivers can no longer roll "Increased Elemental Damage with Attack Skills" modifiers. Instead, they can now roll "Increased Damage with Bow Skills".

An example of the new highest tier modifier on quivers is: 43-50% increased damage with bow skills.

Essences of Woe no longer roll "Increased Elemental Damage with Attack Skills on Quivers". Instead, they now roll "Increased Damage with Bow Skills". Deafening Essence of Woe now provides values of 43-50%.

Quivers can now roll "Bow Attacks fire an additional Arrow" as a Suffix. The Shaper- and Hunter-influenced prefix versions of this modifier can no longer be rolled.

Quivers no longer share the same modifier progression for "Added Physical Damage to Attacks" as those on Amulets. They now have their own line of modifiers, with increased values. For example, one of the new highest tier modifiers on Quivers is, "Adds 17-23 to 34-39 Physical Damage to Attacks."

Quivers can now roll an additional tier of accuracy: "+481-600 to Accuracy Rating"

Quivers and dexterity shields can now roll an additional tier of Attack Speed: "14-16% increased Attack Speed"

Essence of Zeal has been updated accordingly. Deafening Essence of Zeal now provides "13-15% Increased Attack Speed on Quivers", up from 11-12%.

Quivers can now roll a "Malicious" prefix modifier: "Adds 27-41 to 55-69 Chaos Damage to Attacks"

We have replaced the Bow Mastery stats that gave "Movement Speed while Phasing" and "Phasing on Kill". We've also replaced the mastery that gave "Increased Damage while you are wielding a Bow and have a Totem".

  • New mastery: "Increases and Reductions to Arrow Speed also apply to Damage with Bows"
  • New mastery: "+100 to Accuracy Rating per Green Socket on your Bow"
  • Existing mastery: "100% increased Mirage Archer Duration" (previously 50%)
  • Existing mastery : "Blink Arrow and Mirror Arrow have 100% increased Cooldown Recovery Rate" (previously 60%)

New Quivers
Previous versions of quiver base types no longer drop. This is the new set of quiver base types, including their drop level and level requirement.

  • Level 4: Serrated Arrow Quiver (1-4 Added Physical Damage with Bow Attacks)
  • Level 9: Fire Arrow Quiver (3-5 Added Fire Damage with Bow Attacks)
  • Level 14: Sharktooth Arrow Quiver (6-8 Life gained for each Enemy Hit by your Attacks)
  • Level 20: Feathered Arrow Quiver (20-30% increased Arrow Speed)
  • Level 25: Penetrating Arrow Quiver (Arrows Pierce an additional Target)
  • Level 31: Blunt Arrow Quiver ((7-9) to (13-16) Added Physical Damage with Bow Attacks)
  • Level 36: Two-Point Arrow Quiver (20-30% increased Global Accuracy Rating)
  • Level 40: Spike-Point Arrow Quiver (20-30% increased Critical Strike Chance with Bows)
  • Level 45: Blazing Arrow Quiver ((12-15) to (24-27) Added Fire Damage with Bow Attacks)
  • Level 49: Broadhead Arrow Quiver (8-10% increased Attack Speed)
  • Level 55: Vile Arrow Quiver (Gain 10-15% of Physical Damage as Extra Chaos Damage)
  • Level 61: Heavy Arrow Quiver ((12-16) to (24-27) Added Physical Damage with Bow Attacks)
  • Level 66: Primal Arrow Quiver (20-30% increased Elemental Damage with Attack Skills)

Unique quivers will be reassigned to a base type that is most appropriate for them and their level.

Sources of Added Damage

Problem:
Added Cold, Lightning and Chaos Damage Support Gems provide significant unconditional added damage that outclasses many damage options available to some builds, most notably bow builds. By comparison, many other sources of added damage are relatively weak.

Solution:
Lower the strength of unconditional "Added Damage" Support Gems, and raise the strength of "Local Added Damage" and "Added Damage to Spells" on weapons.

Specifics:
Spoiler
Added Cold/Lightning/Chaos gem changes:
  • Added Chaos Damage Support: Supported Skills now have 18 to 26 added Chaos Damage at gem level 1 (previously 17 to 26), up to 154 to 231 at gem level 20 (previously 170 to 255).
  • Awakened Added Chaos Damage Support: Supported Skills now have 176 to 251 added Chaos Damage at gem level 1 (previously 190 to 284), up to 189 284 at gem level 5 (previously 234 to 352).
  • Added Cold Damage Support: Supported Skills now have 4 to 6 added Cold Damage at gem level 1 (unchanged), up to 152 to 228 at gem level 20 (previously 169 to 254).
  • Awakened Added Cold Damage Support: Supported Skills now have 165 to 248 added Cold Damage at gem level 1 (previously 187 to 280), up to 188 to 282 at gem level 5 (previously 227 to 341).
  • Added Lightning Damage Support: Supported Skills now have 1 to 8 added Lightning Damage at gem level 1 (unchanged), up to 19 to 358 at gem level 20 (previously 21 to 402).
  • Awakened Added Lightning Damage Support: Supported Skills now have 21 to 391 added Lightning Damage at gem level 1 (previously 23 to 445), up to 24 to 449 at gem level 5 (previously 29 to 543).

Local added damage weapon mod changes:
  • Local added Fire, Cold, Lightning, and Physical Damage Prefix modifiers on Weapons have been increased by roughly 8% at the highest tier and increased by more at lower tiers. The difference between tiers has been lowered, so that there's less of a jump between tiers as you progress towards the highest.
  • For local added Fire Damage, the tier 1 modifier now provides values of 165-225 to 335-390 on two-handed Weapons (previously 153-208 to 310-361), and 89-121 to 180-210 on one-handed Weapons (previously 82-112 to 167-194).
  • For local added Cold Damage, the tier 1 modifier now provides values of 149-204 to 300-348 on two-handed Weapons (previously 140-187 to 278-322), and 81-111 to 163-189 on one-handed Weapons (previously 77-101 to 152-174).
  • For local added Lightning Damage, the tier 1 modifier now provides values of 28-38 to 549-638 on two-handed Weapons (previously 17-44 to 516-583), and 15-21 to 296-344 on one-handed Weapons (previously 9-24 to 278-315).
  • For local added Physical Damage, the tier 1 modifier now provides values of 34-47 to 72-84 on two-handed Weapons (previously 32-43 to 66-78), and 22-29 to 45-52 on one-handed Weapons (previously 20-27 to 41-49).
  • Tier 2 local added Fire, Cold and Lightning Damage has been increased by roughly 26%, with tier 3 being increased by roughly 40%.
  • Tier 2 local added Physical Damage has been increased by roughly 8%, with tier 3 being increased by roughly 10%.
  • Local tier 1 added Chaos Damage Prefix modifiers on Weapons have also had their values increased:
  • The local tier 1 added Chaos Damage modifier now provides values of 98-149 to 183-280 on two-handed weapons (previously 81-125 to 171-215), and 56-87 to 105-160 on one-handed weapons (previously 47-72 to 98-123).

Spell added damage weapon mods:
  • Added Fire, Cold, and Lightning Damage to Spells Prefix modifiers on Weapons have been increased by roughly 35% at the highest tier, with lower tiers not seeing as much of an increase. The lowest tier modifiers saw no increase.
  • Tier 1 added Fire Damage to Spells now provides values of 66-88 to 132-155 on two-handed Weapons (previously 49-65 to 98-115), and 49-66 to 98-115 on one-handed Weapons (previously 36-49 to 73-85).
  • Tier 1 added Cold Damage to Spells now provides values of 61-81 to 120-140 on two-handed Weapons (previously 45-60 to 89-104), and 41-54 to 81-93 on one-handed Weapons (previously 30-40 to 60-69).
  • Tier 1 added Lightning Damage to Spells now provides values of 7-20 to 255-270 on two-handed Weapons (previously 5-15 to 189-200), and 4-14 to 170-179 on one-handed Weapons (previously 3-10 to 126-133).

Skill interactions with Hydrosphere

Problem:
Certain skills that have a chaining or shockwave effect can multiply their damage against single targets by also hitting Hydrosphere. These skills should not be balanced around using an off-class or off-theme skill like this. Maintaining the ability to use this interaction would prevent us from improving certain bow skills and hit damage spells without their maximum damage output being too high.

Solution:
Change Hydrosphere to have a one second cooldown before it can be hit again. This maintains the ailment mechanic on Hydrosphere to still allow for some special skill interactions but is no longer such a significant single target damage multiplier for so many skills.

Triggering Marks

Problem:
When applied through Mark-on-hit skills or unique items that trigger them, Marks are far more efficient for clearing and easier to sustain on boss fights. Builds that don't have access to these high-end items are disadvantaged in comparison.

Solution:
Make Marks permanent so they only require a single cast for boss encounters. Add a new support gem that lets attacks trigger marks on hitting Rare and Unique targets.

Specifics:
Spoiler
  • Mark curse skills are now permanent.
  • Mark curse skills no longer have the "Duration" tag.
  • Added a new Dexterity Support gem - Mark on Hit: Trigger Supported Mark Skill when you Hit a Rare or Unique Enemy with an Attack. This support adds a cooldown and a small curse effect penalty to the triggered Mark skill, but does not need to be linked to the triggering attack.
  • The Deadeye Focal Point Ascendancy Passive Skill no longer has "Marks you inflict are not removed from Dying Enemies". Instead, it now has "Your Mark transfers to another Enemy when Marked Enemy dies".
  • The Influence modifiers that Trigger a Mark when you Hit a Rare or Unique Enemy have been removed from the modifier pool, so they can no longer be obtained.

Fortification and Damage Reduction

Problem:
Fortification gain being scaled by the damage dealt by a fortifying hit means that hitting monsters with very high amounts of damage reduction (such as in the Azurite Mine, the Simulacrum or against monsters that have just been spawned by certain league mechanics) can grant little to no fortification, even for builds with very high damage.

Solution:
Fortification generation now ignores the target's damage reduction.

Skill Balance

Problem:
Detonate Dead builds can gain significantly more damage by diluting the pool of Desecratable monsters with high-life Spectres. Because of how Desecrate selected monsters, the fewer monsters occurring in the area, the more damage Detonate Dead dealt.

Solution:
Change Desecrate to have a fixed chance to spawn a Spectre corpse. This means Detonate Dead's damage should be more consistent based on which area in the game you are in. This also means there is no incentive to bring multiple different high-life spectre varieties, although you still benefit from bringing one high-life spectre into areas.

Specifics:
Spoiler
Desecrate and Corpse Walk now have a static 15% chance to spawn a Spectre Corpse, rather than a 2x relative weighting compared to all other possible corpse types.

Problem:
Seismic Trap has very high damage scaling as its damage scales with increases to Area of Effect. Increasing the area of Seismic Trap impacts greatly increases the chance of multiple large bursts hitting a target, as area increases don't affect the area where the impacts can occur. Though this mechanic is interesting, it provides far too much damage for the investment cost and the damage of the skill would have to be lowered to by so much to offset this that the skill would be very weak without the overlapping mechanic.

Solution:
Make modifiers to Area of Effect apply to the area Seismic Trap's bursts can target at a ratio. This will slightly improve the area coverage of the skill while lowering the damage growth from increases to Area of Effect without removing their damage benefit entirely.

Problem:
Toxic Rain has very strong damage over time and a low build cost compared to other bow builds. It also benefits from some of the quiver and Mastery changes made to improve hit-based bow skills.

Solution:
Reduce the high-level damage of Toxic Rain in order to partially negate the improvements to quivers and bring it more in line with other skills.

Specifics:
Spoiler
Toxic Rain now deals 7.9 base Chaos Damage per second at gem level 1 (unchanged), up to 238 at gem level 20 (previously 285.1).

Unique Item Balance

Problem:
March of the Legion is a very low-cost method to gain four extra auras on some builds due to the change where Mana is not being required in order to cast an aura. It also took full advantage of the Supreme Ego keystone in a way that goes against the intent of the mechanic and gained a significant amount of power in the process.

Solution:
Rework the Blessing mechanic of March of the Legion to limit the number of Blessings you can have to one. Change the skill to cost mana instead of temporarily reserving mana. The process of making this change also highlighted a number of problems with other mechanics which has led to a ripple effect of other changes being required.

Release Blessing as a Support gem, to make the mechanic available to builds that are not using the unique item. This is intended to be useful for high-mana-use characters who wish to leave their mana unreserved and for characters using the Blood Magic keystone.

Improve the aura level granted by March of the Legion so the item excels at using a Blessing aura.

Remove Mortal Conviction and the life passives from behind the Blood Magic keystone and make a Mortal Conviction-style support gem that makes an aura free, and prevents you reserving mana. It will be mutually exclusive with Blessing skills, so you won't be able to use both simultaneously. This support gem provides slightly less aura effect to the skill than the Blessing Support but has no cost or upkeep involved.

Change Blood Magic to also grant 10% more life to compensate for the removal of the efficient life passives behind the keystone.

Change Supreme Ego to not limit you to one aura and instead give more aura effect based on how much mana an aura reserves.

The full values for all of these changes will be available in the patch notes.

Problem:
The Shade Form skill (granted by the Shroud of the Lightless and Replica Eternity Shroud unique items) could, with heavy investment, have its duration extended to be longer than its cooldown, granting permanent immunity to physical damage.

Solution:
Change Shade Form's cooldown to pause while the skill is active. Reduce the cooldown from 45 seconds to 40 seconds.

Problem:
The damage reduction granted by the Strength of Blood keystone (from the Lethal Pride unique jewel) incorrectly scaled with modifiers to life recovery rate, allowing it to reach 100% and for characters to be immune to damage.

Solution:
Strength of Blood's damage reduction no longer scales with modifiers to life recovery rate.

Problem:
The Dancing Dervish unique item has no accessible way to sustain its mechanic on Boss fights, mostly due to Rampage stacks being difficult to activate in these fights and the summoned minion's behaviour feeling sluggish while clearing.

Solution:
Change The Dancing Dervish to cause you to gain rampage on melee hits and improve its minion behaviour.

Specifics:
Spoiler
The Dancing Dervish's "Rampage" modifier has been replaced with "Melee Hits count as Rampage Kills", allowing players to easily build up a new rampage streak without having to kill monsters. This stat will not affect you while rampaging as Dancing Dervish disables itself on rampage but the existing behaviour where the minion generates rampage kills on unique hits is still present.

The minions summoned by Dancing Dervish now use the new, channelled version of Cyclone. Their movement speed and AI have also been adjusted to feel more proactive while clearing.

Problem:
Perfidy's Dread Banner Fortification duration mod was causing issues with the new Fortification system that could not be reconciled.

Solution:
Replace Perfidy's Dread Banner mod.

Specifics:
Spoiler
Perfidy no longer has "Dread Banner has 100-200% increased Fortification duration". Instead, it now has "Dread Banner grants an additional +2-4 to maximum Fortification when placing the Banner". This change affects existing items.

Problem:
Voidfletcher outclasses rare quivers for many builds.

Solution:
Review the damage of Voidfletcher arrows. This balance is still being reviewed in comparison with all other changes to Rare Quivers, so specifics will be included in the patch notes when confirmed.

Find out the full details of our Siege of the Atlas expansion in our live reveal later this week on twitch.tv/pathofexile
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Grinding Gear Games
Lets goooo!
BatChest
bad at the game
POG
bom
Last edited by Valkruf#7795 on May 20, 2022, 7:17:14 AM
borpaSpin
Я няшная девочка худенькая, бледная, не очень высокая, девственная, нецелованная, с тонкими ручками, небольшими ступнями, синяками под глазами, растрёпанными волосами, не выхожу из дому и говорю на разные темы.
Готова помурчать в дискорде, пишите ниже контактные данные, будем вместе проходить карты.
hey there sellout, you know who you are ;)
Last edited by a_k_a#4466 on Jan 24, 2022, 3:54:55 PM
X marks the Archmage build.

I really like the teasers before the official announcement. Spaces out a lot of theorycrafting into more enjoyable chunks.
Keep it up!

Have a good day!
Last edited by Nestirey#3628 on Jan 24, 2022, 4:43:40 PM
PLEASE DONT NERF SKELLIES PLEASE!
Trust your mind and strengthen your abilities!
Damn
Still waiting for MTX preview

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