Content Update 3.21.0 -- Path of Exile: Crucible

Question for RAQ:
When and how exactly "invert enemy resistances" works?

For example:
Monster has 20% elemental resistance
I have:
-50 res from 2 curses
-20 penetration gem
-15 elemental exposure
Total: -85 resistance

What would be with "inverted enemy resistances"?
var 1: -105 resistance
var 2: +65 resistant (negative total value inverted to positive)
var 3: other complex math assuming 2 kind of reduced resistance - before hit (curse) and on hit (penetration)
Gain adrenaline when you change stance needs to be removed before league launch. I promise you that this is a horrible mastery to have. The sound effects constantly and having it on left click as a must for most builds will be so lame. Do not let this go live on launch.
Moon
Niiiiice
"
Bendortiker wrote:
I brought this up before but I am still in disbelief. They said they took the 6 best choices from their lists for the masteries. Now here is the deal. I am an elementalist cold caster:

In the cold AND elemental masteries, there is not A SINGLE MASTERY that i want to take - like not a single one where I say: it is not great but for one point it is a generally good node. There simply isnt ANY generic node a staple elemental cold caster would want to take for even one point. THAT IS CRAZY, it just cant be the 6 best, it is again false politician talk and it is sad GGG started this was of communicating :(


With 40 challenges to yuur name I doubt you are new to the game, so should have a firm understanding of GGG to English translation, but in case you missed it:

We shook up the masteries and picked the best ones = we took away the good ones

a bit like...

We got rid of some filler crafts from Harvest = we took away the good ones

We reworked the Pathfinder ascendancy = we took away the good ones

We reworked the Saboteur ascendancy = we took away the good ones
Last edited by Ruddski on Apr 3, 2023, 4:08:30 PM
it's unbelievable how you guys nerfed sabo for traps and mines when it wasnt even the best trap/mine class. trap builds have to take chain reaction for pyromaniac, but chain reaction isnt good for every trap build. mine builds have to take demolitions specialist for pyromaniac, but again, demolitions specialist is just dogshit. no one took it anyway. why would you ruin sabo like this? I don't get it. you HAVE to take pyromaniac for trap/mine sabo builds, but if I'm wasting 2 ascendancy points to allocate it, then I can just play trickster or something and take pyromaniac with forbiddens. what's the point of sabo?

there's simply no reason to play saboteur for something like lightning trap with these new nodes. what's with the ascendancy limitation obsession? you don't have to kill the existing archetypes to implement new ones.

pf received the same treatment too. why would you remove conversion and aoe? also happened to trickster and gladiator in the past. I love mostly everything about poe, but you guys never fail to amaze me with your awful ascendancy changes

elementalist was already stronger than sabo for traps, now it's not even close. seismic trap sabo will still be good, and it looks like you've only thought about seismic trap sabo when you made these changes

so please, at least connect explosives expert to pyromaniac. make it like deadeye's tree
Last edited by auspexa on Apr 3, 2023, 4:54:57 PM
Edit: Ignore this post, I was wrong.
Last edited by Joker on Apr 3, 2023, 8:09:38 PM
"
auspexa wrote:
it's unbelievable how you guys nerfed sabo for traps and mines when it wasnt even the best trap/mine class. trap builds have to take chain reaction for pyromaniac, but chain reaction isnt good for every trap build. mine builds have to take demolitions specialist for pyromaniac, but again, demolitions specialist is just dogshit. no one took it anyway. why would you ruin sabo like this? I don't get it. you HAVE to take pyromaniac for trap/mine sabo builds, but if I'm wasting 2 ascendancy points to allocate it, then I can just play trickster or something and take pyromaniac with forbiddens. what's the point of sabo?

there's simply no reason to play saboteur for something like lightning trap with these new nodes. what's with the ascendancy limitation obsession? you don't have to kill the existing archetypes to implement new ones.

pf received the same treatment too. why would you remove conversion and aoe? also happened to trickster and gladiator in the past. I love mostly everything about poe, but you guys never fail to amaze me with your awful ascendancy changes

elementalist was already stronger than sabo for traps, now it's not even close. seismic trap sabo will still be good, and it looks like you've only thought about seismic trap sabo when you made these changes

so please, at least connect explosives expert to pyromaniac. make it like deadeye's tree


After checking out the new pob.. sabo isn't as bad as I thought. It's still not great though because its a big nerf to any non-aoe based mines or traps. Also, Demolition expert is actually one of the strongest nodes for burst damage. 20 mines tossed =100 percent chance to do double damage with high impact mine support essentially making it a 60% more multi on full stacks for mines. I like the idea of trigger based ascendancies though, however; where is the synergy? traps and mines don't trigger anything, so for coc builds for example.. you get 2 notables but removed some useful damage mods for focused trappers and miners. So the argument about expanding build diversity by adding these "trigger" nodes is entirely flawed. Miners and trappers are now pushed to use aoe only based skills. Coc gets 2 notables while every other ascendancy will have more options and more damage in general. ????
Last edited by Tomorrowtech on Apr 3, 2023, 6:03:09 PM
"
Tomorrowtech wrote:
"
auspexa wrote:
it's unbelievable how you guys nerfed sabo for traps and mines when it wasnt even the best trap/mine class. trap builds have to take chain reaction for pyromaniac, but chain reaction isnt good for every trap build. mine builds have to take demolitions specialist for pyromaniac, but again, demolitions specialist is just dogshit. no one took it anyway. why would you ruin sabo like this? I don't get it. you HAVE to take pyromaniac for trap/mine sabo builds, but if I'm wasting 2 ascendancy points to allocate it, then I can just play trickster or something and take pyromaniac with forbiddens. what's the point of sabo?

there's simply no reason to play saboteur for something like lightning trap with these new nodes. what's with the ascendancy limitation obsession? you don't have to kill the existing archetypes to implement new ones.

pf received the same treatment too. why would you remove conversion and aoe? also happened to trickster and gladiator in the past. I love mostly everything about poe, but you guys never fail to amaze me with your awful ascendancy changes

elementalist was already stronger than sabo for traps, now it's not even close. seismic trap sabo will still be good, and it looks like you've only thought about seismic trap sabo when you made these changes

so please, at least connect explosives expert to pyromaniac. make it like deadeye's tree


After checking out the new pob.. sabo isn't as bad as I thought. It's still not great though because its a big nerf to any non-aoe based mines or traps. Also, Demolition expert is actually one of the strongest nodes for burst damage. 20 mines tossed =100 percent chance to do double damage with high impact mine support essenially making it a 66% more multi on full stacks. I like the idea of trigger based ascendancies though, however; where is the synergy? traps and mines don't trigger anything, so for coc builds for example.. you get 2 notables but removed some useful damage mods for focused trappers and miners. So the argument about expanding build diversity by adding these "trigger" nodes is entirely flawed. Miners and trappers are now pushed to use aoe only based skills. Coc gets 2 notables while every other ascendancy will have more options and more damage in general. ????


it's completely useless for tremor rod. all mine players will be hexblast this league
Last edited by auspexa on Apr 3, 2023, 5:54:13 PM
"
Simplified projectile returning. Previously some effects that caused projectiles to return specified they only did so at the end of their flight, others only from a final target, and a few from either case. Now all effects that cause projectiles to return do so in any case that they can.

Hold on WHAT
Most Returning effects were only Final-Target-Returning, making them useless against single targets (and dubiously useful at all tbh). Will this make Return on piercing projectiles basically double their single-target damage? What will Vengeant Cascade be under this new rule (since they prooobably didn't just forget about it and leave it in the game as a straight up double damage anoint)?
Thanks for every guy in the community!
Adrenaline died before the launch of 3.21.
CONGRATULATIONS!!!!!


And I don't have to waste 10% mana reservation for blood and sand now.

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