POE Legion Patch Notes List
Jul 12, 2019 Source: POECURRENCY
On June 7, 2019, the latest update of POE Legion officially launched on PC, Xbox One and PlayStation 4, and it has been over a month now. During the adventure, POE has continuously updated some patch notes to help the exiles experience the game better, today poecurrency.com made a list of the patch notes for all of you.
3.7.0b patch notes were released on June 7 with not much bugs fixed including:A common client crash with Fairgraves
A client crash when Legion monsters engage in combat
A common crash involving melee combat
When pressing Shift while holding skill button didn’t attack in place immediately
Where too many Shrines could appear in some areas
A client and instance crash whit Double Strike supported by Ancestral Call.
3.7.0c patch notes were also released on June 7 to fix a bug where some added chaos stats were not adding Maximum Damage, a bug where hideout templates were failing to import, as well as a client crash with Hailrake.
3.7.0d patch notes were still released on June 6 along with bugs fixed including:
A bug where Scourge Arrow could fail to fire an arrow
A bug where Channelling skills bound to left click made the character unable to move
A bug where Leap Slam and Flame Dash could do repeated action from one use
Desync that could occur when cancelling an action while out of mana
A client crash with Quick Dodge
Several additional client crashes.
3.7.0e patch notes launched on June 9, with a common client crash with Legion encounters fixed, as well as an instance crash when opening Shaper Guardian maps while occupied by Elder Guardians, a bug with Scourge Arrow preventing re-use while pods were active, a bug which resulted in the Ancient Sculptor in the Bazaar Map dealing too much damage and another instance crash.
3.7.0f patch notes of June 10 fixed a bug where you could get stuck using a channelling skill, a bug with highlighting objects after using some skills, and Temporarily disabled the Stygian Vise Abyss reward.
3.7.1b patch notes(June 13) has fixed a client crash introduced last patch that could occur on character login or changing area, and reverted a crash fix that introduced a bug where some auras and buffs would not persist after changing are.
3.7.1c patch notes(June 14) fixed a bug where releasing a skill while holding left click would interact with objects, causing problems such as opening a chest when a player was trying to stop using a skill, and an instance crash.
3.7.1d patch notes(June 17) fixed an instance and client crash with Aul, the Crystal King.
3.7.2b patch notes launched on June 24 to add support for an upcoming promotion, Rich Presence support for Steam users, as well as fixed various client crashes that occured when Counter-attacks were triggered, and three instance crashes.
3.7.3b patch notes were released on July 3 with a large amount of bugs fixed, click here to obtain them.
3.7.3c patch notes on July 8 updated the client with an update to the programming language we use, fixed an instance crash that could occur when using Shield Charge and an instance crash that could occur when using Offering skills.
3.7.3d patch notes have come on July 11 with Legion improvements, skill improvements, miscellaneous improvements and crash fixes.
Here are all patch notes about POE Legion we can know by now, and we will continue to keep up to the latest news about POE.
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Ralakesh's Impatience Boots Are Probably Up For Adjustment In The Upcoming Path Of Exile 3.24 Necropolis League!
In Path of Exile 3.24, there's an issue with Ralakesh's Impatience boots. Today, I'll discuss why these boots are formidable, why they might be overly potent, and potential solutions.
Overview
Path of Exile 3.23 saw a complete overhaul of Ralakesh's Impatience Riveted Boots. Initially, they provided power, endurance, and frenzy charges when stationary, but moving negated these benefits, leading to intriguing interactions.
GGG deemed them too powerful and enhanced them further. Now, these boots grant maximum charges even when empty. They've become a staple for builds reliant on charges, offering unparalleled versatility with added speed and resistance.
What Makes Ralakesh's Impatience Boots Strong?
So, what makes these boots formidable?
By counting as having the maximum number of charges, you eliminate the need to ramp up charges during fights. In boss encounters, you automatically possess your frenzy charges, ensuring your initial attack is delivered at maximum speed. Additionally, your endurance charges are consistently active, providing reliable physical damage reduction and resistance.
With ten endurance charges, you can count on having a 40 all-resistance boost. Previously, endurance charge resistance held little significance, but now, having all charges consistently active offers substantial benefits. Maven belts, like Arn's Anguish, Olesya's Delight, and Graven's Secret, introduce intriguing interactions. For instance, Arn's Anguish grants a maximum endurance charge but replaces endurance charges with brutal charges, tripling your damage output.
Moreover, these boots provide power and frenzy charges continuously. Unfortunately, their generic potency allows them to fit into almost any build reliant on charges. They're also quite common, with prices ranging from 10 to 20 Chaos by the league's end.
In an effort to mitigate some of their powerful interactions, the developers may have inadvertently made them excessively versatile. Such POE Items tend to promote cookie-cutter builds in the endgame, which could be detrimental to the game's diversity.
How Do We Fix Them?
So, what's the solution?
I've heard 2 common suggestions, but I find them rather uninteresting. The first is simply making them tier zero. However, I believe we already have a sufficient number of powerful chase items in the game, and making these boots incredibly rare won't address the issue.
Another proposed solution is to nerf them by reducing maximum charges, but I also find this unappealing. My suggestion for these boots is to provide one type of charge and remove the other two lines.
Consider something akin to Doryani's Machinarium boots, where there are multiple versions available. In this scenario, there would be a power charge version, a frenzy charge version, and an endurance charge version. They could be renamed to Ralakesh's Endurance, Ralakesh's Frenzy, and Ralakesh's Power.
This approach would retain the boots' interesting aspect of granting charges that players wouldn't otherwise have access to, while preventing the generic power of having all charges simultaneously.
For example, if the Maven boots prevent you from generating frenzy charges for the Olesya's Delight belt, you could opt for the version with only frenzy charges. This allows for specific interactions without the overwhelming power of having both endurance and frenzy charges.
Additionally, it enables interactions like Inner Conviction to function, along with many other intriguing charge-related interactions. I believe introducing niche power is much more engaging in Path of Exile, encouraging prolonged gameplay and fostering creativity in building new characters.
GGG, if you intend to nerf this item in POE 3.24, please do so in a manner that maintains interest. Simply gutting them and relegating them to obscurity isn't the solution.
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An In-Depth Analysis Of The Potential Impact Of Flask Changes In POE 3.24 Necropolis
In the latest Path of Exile 3.24 Necropolis trailer, it is not difficult to find new changes in Ruby, Topaz, and Sapphire Flask. This change will remove Less Damage Taken modifier from these flasks and replace it with Maximum Resistances. In this guide, we’ll explore the potential impact of these flask changes.
Trailer Breakdown
The highlight of this trailer is that Veiled Chaos Orbs and Aisling Betrayal rewards will disappear and be replaced by a new Veiled Orb that will drop exclusively from Catarina. This new Veiled Orb will remove a random modifier and add a Veiled modifier.
Amulet to Talisman Betrayal rewards are being transferred to Bestiary craft. And based on the footage, we can see that now this is a random assignment. You can no longer specify Talisman tier.
Betrayal Armor, weapon and flask quality rewards will be removed and replacement flasks will now be corrupted.
Also, using a Vaal Orb on a flask reduces quality by -10% to +10%. Since the trailer specifies Vaal Orb, we don’t know if other Corrupted methods will work.
Ruby, Topaz, Sapphire Flask are changing from providing 50% Resistance and 20% Less Damage Taken to 40% Resistance and increasing Maximum Resistances by 5%. This is what we want to mainly discuss in this guide.
Elemental Flask Changes
In some cases, this change in Elemental Flask is small, but this will have a potential impact on the flask effect, which could be a difference of 20% or more in resistance.
And many Pathfinder builds or Mageblood builds use Elemental Flask to cap their resistance. So the change from Less Damage Taken to Maximum Resistances also means you need more overall resistance to cap resistance.
Basic Example
So let’s run some sample sets to help see this change in action. We will assume that the resistance is capped.
Start with the most basic application. After a character with 75% resistance takes 1,000 points of elemental damage, the old Elemental Flask resistance will reduce the damage by 750 points, and the remaining 250 points of damage will be reduced by 20%, so the character will take 200 points of damage.
And the new Elemental Flask’s resistance will be increased to 80%, and the resistance will mitigate 800 points of damage. So, in this example, the character takes 200 points of damage. Then the damage suffered by the character using the old and new flask will be the same.
50% Flask Effect Example
Then, let’s add the flask effect that increases by 50%. With the old Elemental Flask, Resistance will mitigate 750 damage, the remaining 250 damage will be reduced by 30%, and the character will take 175 damage.
When using the new Elemental Flask, resistance increases to 82%, then 820 damage is mitigated, and the character takes 180 damage. This means that when using the new Elemental Flask, the character will take approximately 3% more damage than the old flask.
This is because the breakpoints for potion effects are now very few compared to the old Elemental Flask. Each 5% increase in potion effect reduces the damage you take by an additional 1%, and now, for each additional point of Maximum Resistances, you need to increase the flask effect by 20%.
60% Flask Effect Example
With 60% added flask effect, a character with 75% resistance will take the same damage. The old Elemental Flask resistance will first mitigate 750 points of damage, and 32% resistance will reduce the remaining 250 points of damage, so the character will take 170 points of damage.
The new Elemental Flask resistance will be increased to 83%, so the resistance will mitigate 830 points of damage and the character will take 170 points of damage.
Saffell’s Frame Example
Let’s look at some more in-depth settings, starting with a character equipped with Saffell’s Frame and adding the 60% flask effect.
The old Elemental Flask resistance will mitigate 790 points of damage, leaving the remaining 210 points of damage reduced by 32%, so the character will take 143 points of damage. The new Elemental Flask resistance will be increased to 87%, and its resistance will reduce damage by 870 points. Therefore, in this example, the character would take 130 points of damage.
The new Elemental Flask setup deals approximately 9% less damage than the old Elemental Flask setup. This is because the amount of effective mitigation provided by Maximum Resistances becomes larger and larger as it approaches the 90% cap compared to Less Damage Taken, thus taking Saffell’s Frame example to its extreme.
120% Flask Effect Example
Assuming a character’s flask effect is increased by 120%, the old Elemental Flask resistance will reduce the damage by 790 points, and 44% resistance will reduce the remaining 210 points of damage, and the character will take 118 points of damage.
The new Elemental Flask resistance will be increased to 90%, with the resistance mitigating 900 damage and the character taking 100 damage. In this example, the character using the new Flask setup takes approximately 15% less damage compared to the old Flask setup.
The Impact Of New Changes On High-End Setups
However, the biggest impact this change will have is on very high-end Pathfinder or Mageblood setups. These setups use things like Melding of the Flesh to achieve 90% elemental resistance, or Transcendence with Loreweave.
In both cases, the new Elemental Flask now no longer provides additional mitigation. Going from providing Less Damage Taken modifier to not providing any additional benefits to build that already have 90% Maximum Element Resistances or locking Maximum Resistances via Loreweave.
Elemental Penetration Example
Elemental Penetration can also break the new Elemental Flask. Let’s use a Shaper’s Orb as an example.
It deals 13,000 points of cold damage to a character with 75% Cold Resistance and 80% Flask Effect, with 25% Cold Penetration. The old Sapphire Flask resistance will mitigate 6,500 points of damage, with the remaining 6,500 points reduced by 36%, leaving the character taking 4,160 points of damage.
The new Sapphire Flask resistance will be increased to 84%, the resistance will mitigate 7,670 points of damage, and the character will take 5,330 points of damage. So, in this example, the new Sapphire Flask setup does approximately 28% more damage than the old Flask setup.
Potential Uses Of The New Changes
But the new Ruby Flask does bring some interesting potential to Chieftain’s Valako. There is now some potential to combine Traitor Keystone Timeless with Melding of the Flesh and Flask effects to enhance another ascendancy of Elemental Flask, making room for other gear options.
Outro
Overall, the changes to Flask are a huge nerf to defense against high-end setups like Pathfinder and Mageblood. These settings have completely lost the huge Less Damage Taken modifier, which would have affected the meta for entry-level Valdo’s Maps and Uber boss farming builds.
But in some more niche setups, these changes may be a small gain. These changes also provide some potential for Melding of the Flesh on Chieftain and other Ascendancy.
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Removal And Migration Of Affliction Mechanism In Path Of Exile 3.24 Necropolis! - New Core Content & QOL Changes
Greetings Exiles! There’s less than a week until the developer releases the full patch notes for Path of Exile 3.24 Necropolis on March 21st. Recently, the developer released another post with information about the current Affliction League and what will happen after the league ends.
So in light of this post, we wanted to discuss what parts of Affliction League might be coming to the core of POE 3.24 as well as some of the quality of life changes to the game, so you can be ready for the arrival of the new league. If you want to get a head start in the new league, don’t forget to prepare enough POE Currency. Let’s get started now!
Tinctures & Charms
As always, all your progress and Affliction characters will be migrated to parent leagues as usual when Affliction leagues end at 2pm on March 26th. And all Tinctures and Charms will be deleted, so you won’t be able to use them in the standard way after Affliction ends.
We previously discussed the possibility of Tinctures coming into the core game as standalone items, as it would have something more interesting than Charms. But even if they were to remain, they would require a significant rebalancing of modifiers to make them work on most things in the game, not just attacks now.
Itemized Corpses & Existing Specters
What we get here, then, is that existing Itemized corpses will not be deleted, and any corpses that appear as Specters will remain functional. For example, if you made Unique Popcorn Specters Build using Dark Marionette, you will continue using that build. But without Charms, it would probably be a lot weaker.
Wildwood Ascendancies
Also, when Affliction leaves the game, your Wildwood Ascendancies disappear with it. I think this is pretty obvious from the fact that Tinctures and Charms were removed.
Unlike Trials of the Ancestors, in POE 3.22, characters entering Standard leagues can retain all existing tattoos that have been applied to the passive skill tree. This will not happen with Wildwood Ascendancies, they will disappear on March 26th, so all items in the rucksack will disappear.
This is an extra inventory compartment available on Primalist Ascendancy that will only remove space for characters who have access to it. These roles are moved into parent leagues, similar to the standard way league content stashes work at the end of a league migration.
Affliction Uniques
Finally, we have the only part of Affliction Uniques info here: excluding the items that were taken, all six other Affliction Unique items will be added to the core drop pool after the league ends.
Among them, three were found specifically from enemies of Wildwood, namely Nametaker, Flawed Refuge, and Trickster’s Smile. The other three items are exclusive drops from King in the Mists Boss Fight, namely Pragmatism, Untouched Soul and Burden of Shadows. I have to say these are some interesting additions to the core game.
Changes In Quality Of Life
Besides, developers have proposed 4 quality-of-life changes in various game systems so far.
- Pantheon Power: All Pantheon Power upgrades are now account-wide unlocks, and there will be a way to turn upgrades on or off for specific characters.
- Quick Move: Another big trading-focused update is the ability to move all copies of a stackable currency from the inventory to the trading window via Ctrl + Shift + click. No more clicking 600 chaos 20 times at a time, transfer them all with just one click!
- Reapply Currencies: Ctrl + left click on the other hand allows you to reapply socket and quality currencies. The developers also confirmed that there is a console equivalent, so there is no need to repeat the click, just hold the key until it is used up or click the 6-link.
- Breach Hands: In Necropolis League, players can earn the iconic Breach reward by opening Breach Hands.
That’s everything we know so far about Path of Exile 3.24 Necropolis expansion and developer Affliction League plans. Please be ready, let’s enter the new league and start the adventure!
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The Lacerate Of Hemorrhage Gladiator Is An Excellent Pick For Path Of Exile 3.24!
Hi, builders! Welcome to this new POE guide. This time, I'll be showcasing an unkillable build for the upcoming Path of Exile 3.24, with superior attack speed, extended bleed duration, and significant damage variation. Let's dive into it!
Build Overview
It's time to explore the Lacerate of Hemorrhage Gladiator. Gladiator is the class that is often overlooked. It’s not that great when compared to more popular ascendancies. It is a good bleed-based build. Arena Challenger and Outmatch and Outlast passives are to improve the character’s overall damage, survivability, and mobility.
Blood in the Eyes mimes your enemies, increases your damage, and chance of causing bleed, which exceeds 100%, while Gratuitous Violence grants more damage and causes bleeding enemies to explode on kill, which is much needed in this short-range melee attack build. Allocate Crimson Dance, and then you will apply 8 bleed instances on an enemy instead of one.
Even with bleed damage cut in half and no extra damage during movement, it’s still beneficial, especially with Ryslatha’s Coil belt. Volatility support gem and high attack speed. Crimson Dance allows for 8 bleed instances, but it will automatically filter out the best bleeds. It doesn’t take into account the order in which they were applied.
About Lacerate Of Hemorrhage
Lacerate Of Hemorrhage is the key skill of this build. It’s possibly the strongest bleed-oriented skill with its immense bonuses to bleed damage. It’s not a complex skill. For more attack speed, use blood rage and ancestral protector. Attack speed is quite important. The defenses are very basic. It’s mostly maximum life with armor and block chance.
We’ve also added some evasion and spell suppression chance that can be found mostly on gear pieces. It only lacks quick live recovery as you can’t leech from bleed, but we’ve patched it up with life flask. The explosions are great, but it’s still a melee build, so the clear speed is not particularly great.
Single-target damage depends heavily on your weapon. It is good enough even on a budget. You only need to invest a small amount of POE Currency on this build. It employs mostly rare items, but we will include cheap Uniques that can be used as well.
Unique Items
Jack, the Axe is a decent pick for the weapon slot. It grants increased life leech, bleed chance, and much more bleed damage. The Surrender is one of the best shields for this build because of the instant life recovery that we desperately need. It grants very high defensive utility and the Reckoning skill for some extra DPS. It’s very expensive.
Lioneye’s Remorse is a budget-friendly option. It grants a very high bonus to maximum life, but no Elemental resistances and no offensive utility. You can easily replace it with a rare shield with something like spell suppression chance.
Keep in mind that this build is very straightforward, and all the items can be replaced with cheap rares. Ryslatha’s Coil Belt is possibly the closest we have to a mandatory Unique item. The Bringer of Rain is a cheap option for the primary DPS setup. It’s good for a budget version, quickly becoming replaceable as you start dealing with the endgame content.
Ryslatha’s Coil is the best belt for any bleed build with a Crimson Dance by a long shot. It extends the upper limit of your physical damage hits. If you’re using Herald of Purity, you can consider equipping Circle of Guilt. It can increase the Herald buff effect and your damage.
Hemophilia is a very good and inexpensive option for the glove slot, but it grants extra AOE by making slain enemies explode similar to gratuitous violence passive.
Rare Items
Most of the items should be rare. If you want to reach a 100% spell suppression chance, besides life and resistances, these should also contain evasion and armor. You won’t need any accuracy or crit mods. Attributes should not be an issue as well. For more damage, seek physical damage, damage over time, and multiplier.
Helmet: The helmet should provide a lot of maximum life and cause enemies to take increased physical damage. If it’s an evasion base, it should grant you some spell suppression. For Eldritch mods, look for vulnerability curse effect and increased duration of ailments on enemies.
Body Armor: A good body armor should grant you a lot of maximum life, spell suppression, armor, resistances, and life regeneration. For Eldritch mods, you can get maximum resistances, chance to Fortify on Hit, and block chance or armor. You can also use unique body armors such as Belly of the Beast, Carcass Jack, or Daresso’s Defiance.
Boots: Just aim for movement speed with high defensive stats on a preferably strength base for extra armor. For Eldritch mods, get one to make bleed deal damage faster and action speed.
Amulet: Using a rare amulet with attributes is a good choice. Add to that some stats from the list. You can replace it with generic Uul-Netol’s Vow or Ashes of the Stars if you can afford them.
Gloves: Preferably spiked gloves for extra melee damage or gloves with evasion for suppression. Other than that, you shall aim for high defensive stats and attack speed. For Eldritch mods, get physical damage overtime multiplier and suppression chance.
Jewels: Jewels should provide extra maximum life and bonus damage over time for bleeding. Damaging ailments deal damage faster, maybe the best one if your attack speed is high enough. Fuel the Fight will take care of your mono sustain issue while feed the fury will aid your life recovery. Any notable suffix is good, but Smite the Weak stands out as the best.
Choose between flask-oriented or physical DoT Medium Cluster Jewels. Replica Witchfire Brew should stay on most of the time if you have one. So, seeking generic flask effect duration mods is recommended in such cases.
Ring: You can craft the prefix that reduces the Mana cost of skills.
Weapon: Rare Axe can be potentially the best in the slot, with its high base physical DPS. However, it will also be the most expensive option. You can seek many bleeding related mods and ones to increase your physical damage over time.
Flasks
By cursing nearby enemies, the Replica Witchfire Brew saves you a gem socket and a button to press. The extra evasion and smoke cloud will be a good addition if you have some extra evasion on your gear pieces and Jade flask. Use Jade, Granite, Quartz, Silver and Life flask if you can. Their suffixes should increase your armor evasion attack and movement speed.
Skill Gems
Lacerate of Hemorrhage is your primary DPS skill. It’s a swift melee AOE attack. Opting for the Hemorrhage variant means accepting reduced damage and AOE while gaining increased attack speed and enhanced bleeding damage. Link it with melee physical damage, multistrike, brutality, volatility, and a chance to bleed support gems.
Ancestral Protector summons a totem, granting you more attack speed. Deploy it whilst fighting bosses. Link it with life tap and Maim support gems.
Vulnerability is the recommended curse for this build. It can also be gained from the Replica Witchfire Brew or Corrupted gloves. Implicit Leap Slam is the recommended movement skill used in this build. You can instead use shield charge, which is faster but won’t allow you to jump over cliffs and other obstacles. Link it with Life Tap and faster attacks support gems.
Pride is the default aura for melee physical builds. The enemies nearby take more physical damage. Determination adds an increase in armor to take less physical hit damage. Herald of Purity grants you more physical damage and creates minions that can be used to divert the enemy’s attention from you. Link these 3 with enlightened to reserve less Mana.
With War Banner on enemies near you, take increased physical damage. Blood Rage grants increased attack speed, Frenzy charge generation, and life leech. Enduring cry quickly regenerates some of your life. It has no cast time with Call to Arms, so set it up as your movement key. Link these 3 with Enhance support to increase their quality.
Molten Shell forms a protective barrier that absorbs a portion of incoming damage for some time or until it can take no more. Link it with Cast when Damage Taken to cast it automatically and increase the duration to make it last longer. If you still have enough or if you’re using a specific owl’s Uprising, you may fit Malevolence into this build. We’ve included malevolence as an optional pick, as it’s very hard to fit it.
Bandits & Pantheon
Kill all the bandits in Act 2 and be rewarded with 2 passive skill points. For a major God pick, Brine King, if you don’t get stunned that often and your immune to freeze. You can pick any other God. It’s up to your individual preference or the type of content you’re running the most. For the minor God, select Abberath, which reduces ignite duration for you or the Soul of Shakari if your chaos resistance is low. The other minor gods are fine too.
Skill Tree
The passive skill tree provides maximum life, physical damage, physical damage over time, bleed damage, axe damage, block chance, armor, and reservation efficiency. Your keystones are Crimson Dance, Call to Arms, and Resolute Technique.
For masteries, get 50 extra life and 30% of skill cost is shifted to life as Life Mastery increased bleed duration and DoT multiplier per endurance charge as Bleeding Mastery faster bleeding for an Axe Mastery reservation efficiency as Mana Mastery chance to block attacks per chance to block on a shield is Shield Mastery and more physical attack damage is Physical Mastery.
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Final Predictions Before Path Of Exile 3.24 Necropolis Reveal! - Possible Buffs And Nerfs
Fellow Exiles, Path of Exile 3.24 Necropolis is finally confirmed to launch on March 29th, and ahead of the official release, the developers will reveal the full content of Necropolis expansion on March 21st.
In this guide, we’ll discuss some buffs and nerfs we might see in POE 3.24 and give our thoughts on them. It is worth noting that if you want to get a better gaming experience in the new league, buying some POE Currency is definitely a wise move.
Possible Nerfs
So let’s get straight to the point, starting with Nerf.
Penance Brand Of Dissipation
Number one on Nerf list is Penance Brand of Dissipation, which is also the most over-tuned and broken skill in the game in a long time.
This ability, like many new Transfigured Gems, may not have been thoroughly tested before being added to the game, and it was completely over-tuned and doing way too much damage.
I don’t think this one will just get a normal nerf. It might get a triple nerf: base damage nerf, speed nerf, and then more damage multipliers might get nerfs as well.
To be honest, I wouldn’t even be surprised if this ability does 70%-80% less damage in the next patch, as this ability will most likely be completely destroyed.
Monster Detonate Dead
The second prediction for Nerfs is Detonate Dead. But I don’t think the player’s Detonate Dead will be nerfed. Instead, I think the monster Detonate Dead will be nerfed in Necropolis League. Because we’ve seen some very unfortunate player deaths in Affliction League.
Let’s be honest, the monster Detonate Dead has been a problem for a long time. In a previous interview, the developer actually raised an issue surrounding unidentified player deaths.
I mean, eventually you see two bodies on the ground and they look like two different bodies, but you don’t know the life of those bodies on the ground and you can’t tell which one is going to do more damage. He had to trigger Detonate Dead, which is usually very dangerous.
Fortunately, designers say they’re already on a mission to change that.
They deal a small amount of damage before Detonate Dead triggers. Now, both look the same, but you get different telegraphs on each corpse, and one of them can do 100 times more damage than the other.
In fact, the telegraphs vary depending on the amount of life in the body. When the body has more life, the red flashes last longer. This way, death will be more obvious and easier to understand, and you’ll be able to dodge it when it counts.
So based on this information, I think the monster Detonate Dead will be nerfed, whether it is nerfed in POE 3.24 or not, we will have to wait and see.
Defiance Of Destiny & Ralakesh’s Impatience
Third on the nerf list are Defiance of Destiny and Ralakesh’s Impatience. These two unique items are powerful and are used heavily in Affliction League.
But I don’t think they will be mechanically nerfed. Probably we won’t see any adjustments to the numbers on these items, but they will actually all be moved from level one rarity to level zero unique rarity. This means they will become less common and much more expensive in Trade League.
Possible Buffs
Now, let’s move on to buff predictions.
Ascendancy Reworks
Starting with Ascendancy reworks, Gladiator will definitely be reworked in this patch. We can even see Assassin, Raider or Berserker getting a rework as these are the classes that need a rework the most.
But I have to say, I’m a little unsure about this. Because the developers have done several Ascendancy reworks in Crucible and Trial of the Ancestors league.
And they actually had a lot of Ascendancy reworks going on in the background. They were going to release all these changes, but since they weren’t too happy about it, they pulled it back because they didn’t want to have a negative reaction to ruthless mode.
And the developers haven’t reworked Ascendancy in Affliction League, which makes me think they might hold off on these for a while. But I hope we see some Ascendancy reworks in this patch, because Gladiator needs desperate help.
Blood Magic
The second prediction for the buff is Blood Magic. Although to an extent we do get a buff to Blood Magic in Affliction League since we have Warlock Ascendancy with Sanguimancy branch, this just adds some utility to Blood Magic.
So I’d like to see new buffs to Blood Magic in POE 3.24, as some features from Sanguimancy branch making their way into the core game.
Maybe something like a Crimson Power node could be behind Blood Magic, or different aspects of it could be behind Blood Magic. This is just to flesh out the build archetype a little more, as it’s still a little weak right now.
Since Blood Magic needs to compete with those builds that retain Auras. But Aura is in such a powerful position that it struggles to do that, so it needs more utility and more uniqueness. And adding these types of things to the core game would go a long way toward achieving that goal.
Bleeding
The third gain prediction is Bleeding, which I think will be buffed in POE 3.24.
In fact, it has been in a terrible situation for some time now, especially since melee bleed’s immense advantages have become a threat to other classes. Of course, this could change a lot if Gladiator gets a rework and gets a lot of interesting new tools for working with bleed.
But I think the overall bleed needs some tweaking. I think it might need some tweaks to the calculations, maybe even to the way it works, and it also needs a little more utility. Bleed desperately needs more interaction on Ascendancy’s passive tree. So I hope we can implement some of these features on POE 3.24.
What do you think might be weakened and enhanced in POE 3.24? Maybe I’m totally wrong, or maybe you agree with me on some of these points. Either way, I hope this brings you a little fun. See you in the game!
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What Content From Affliction League Can We Expect In POE 3.24 Or Later Expansions? - My Personal Speculation
At present, the developers have confirmed some details and launch date of Path of Exile 3.24 Necropolis league, so the countdown to Affliction league has begun.
In this guide, we’re going to talk about all the content that Affliction league has to offer us in POE 3.23, and exactly how much of it can become a core game in POE 3.24 or higher.
Ascendancy
Let’s start with Wildwood Ascendancies. I think the potential for Ascendancies to make it into the game is huge, but they would just be added on top of your existing Ascendancy, which would definitely not make it into the core game.
But I think some Ascendancies can get into the core game in other ways. For example, Warlock Ascendancy has a Sanguimancy branch, just like Blood Magic. Sanguimancy notable has basically the same effect as Blood Magic Keystone, and it also increases Life Reservation Efficiency of Skills by 50%.
Then we have Crimson Power node, which branches out to a node that removes your energy shield, reducing your health gain per level, but allowing equipped armor items to provide the maximum energy shield for maximum life. This means that we can improve our life by spending POE Currency to buy high-quality armor items.
Then another node coming off Sanguimancy branch is Cannibalised Faith, which adds 75% of the life cost of physical damage to your spells.
I think these are very interesting additions to the core passive tree, both for Blood Magic Keystone itself and for the branches behind Keystone.
I personally would love to see an increase in Life Reservation Efficiency of Skills directly after entering Keystone. It would be an interesting addition to the game, and Blood Magic really needs a buff.
Then Warlock Ascendancy also has three abilities that you can choose from. Among them is Pacify Curse, which curses a bunch of targets in an area and then does nothing for a while. Then, after a certain duration, these targets will not deal with any damage.
Penance Mark skill can do this as well. This is a mark curse skill that causes hostile phantasms to be summoned when hitting a marked target.
There’s also Affliction skill, which causes minions to take increased physical damage over time and causes them to explode above our certain threshold.
My guess is that these abilities may make it into the game as new skill gems, which is definitely a possibility. I think the same is true for Oath of the Magi and Barkskin skills, which also come into the game as skill gems. But as for the rest of Ascendancies, I don’t think they’ll actually make it into the game.
Charms And Tinctures
As for Charms and Tinctures, I think these would be meaningless if Ascendancies disappeared. Charms can’t really be used without Ascendancies. So I don’t think they’ll make it into the core game.
But I think Tinctures have the potential as standalone items. I think they offer a really interesting trade-off, so maybe they’ll make their way into the core game.
I’d love to see some of these mechanics make their way into Necropolis league in some form. They don’t all need to make it into the game, but maybe it would be fun to keep some of them.
Corpses
There are also corpses from Breaker of Oaths. I think these are all interesting because they make great additions to the game, even if they need some balancing before going in.
Beyond that, we could actually see corpses making their way into the game in future league content. For example, we could think of something like Dark Marionette as an enemy in a future league, and then once you kill one, you can grab that Specter.
Item Drops
Of course, we also have unique items in the game, three of which drop specifically from Wildwood mechanic and four that drop in King in the Mists Boss Fight.
I think the three items that drop from Wildwood will probably go straight into the game’s core drops, and then they’ll show up in a strong meta build for many leagues to come.
As for one of the four dropped from King in the Mists, is That Which Was Taken Jewels. This is a powerful gem if it has the right mods.
A lot of people actually want to keep King in the Mists Boss Fight in the game. It’s a cool fight and they can offer access to it via a unique map drop.
I’ve even seen some people speculating that it could be added to Ritual since Ritual mechanics are tied there. I think this would be an excellent addition to ritual. Maybe you can find it on Atlas tree to have more chances of progressing in King in the Mists Boss Fight.
Viridian Wildwood
Finally, there’s Viridian Wildwood mechanic itself. You enter Wildwood and you collect Wisps that empower enemies on the map and interact with NPCs. Maybe you’ll even find nameless monsters here and get a unique mechanic.
But I think probably not, because if NPCs weren’t there to offer their Ascendancies and provide things like Charms and Tinctures, there would be a lot less interaction there.
I think Wisps need a major rebalance if they’re going to make it into the core game. Currently, they just offer too much loot in their current form and it’s a bit too much of a failure. So if it comes directly into the game, it won’t be a great addition to the core game, but maybe with rebalancing it could make its way into the game. We’ll have to wait and see that game.
Anyway, what do you think will be called out of Affliction League and into the core game of POE 3.24 or later expansions? If you have other thoughts on this, don’t forget to share it. Hope you have a nice day.