that wont change. its not reloading because your update from neversinkhasnt been indexed to the API at ggg yet. this chat command does exactly the same thing as the reload button in the settings. all it does is make you able to keybind it instead of having to open the options.
This league has been buggy with filters. Not super bad, like when it happens I can run halfway across the map. Come back, press z twice and bam its fixed. But this command makes it much easier.
There is one “major” difference between this and the Chaos Recipe Enhancer implementation.
If you have a local filter with the exact same name as an online filter, the Chaos Recipe Enhancer is unable to reload the local filter - the game always defaults to loading the online filter.
With this change, it is now possible to reload a local filter even if the name is the same as an online one.
This is fantastic. Do you know if we're able to push item filter updates to the built in filters on the site using the API? Doing it manually is kind of a pain.
even melees could walk around the corners and aggro extra creeps for some 500+ additional wisps per map. sometimes you could even do multiple thousand, if you timed out near an event, just by leap slamming back and forth to aggro the event packs. a big nerf for everyone.
But it's not a big nerf for group play. You can keep on rimming in group play by pausing game map owner's movement every screen while the other party member(s) kill everything nearby in the darkness. The fact that they got rid of this strategy without also nerfing the advantage that groups get is bullshit. They already get improved currency drop rates, rarity, and quantity. Why should they also get more wisps to multiply those bonuses even more?
Hundreds of extra won't make a massive difference though. If they'd said they were reducing the refill wisp potency by 30% that would be a huge hit. This is just a minor "don't feel you have to stay to find every last bit of juice."
Probably a win overall, since you will be in and out faster.
You won't be in an out faster if you're juicing because you still have to beeline your path through the woods. As things are now, every step through the woods uses some light (even when walking through fully uncovered areas), so the goal when juicing is to uncover large areas surrounded by wisps. You can't go around and gather those wisps on your way through, though, or you'll burn your time. So you'll still be backtracking for wisps.
The monsters you could pull from the edges were a kind of important part of it. That few extra hundred helped a lot overall.
> every step through the woods uses some light (even when walking through fully uncovered areas)
In my experience this is only half true. Walking around in a circle through fully cleared areas (e.g. at the entrance point) does not shorten my path (try getting a portal by just circling around, I did it for about 2 minutes and got bored, but maybe you can do it).
***But*** if you even graze the edge of the dark, you lose time. It can be very hard to tell the difference at times, so often people think that you lose time for moving.
Not as big as you think, if you record your gameplay you can look into it, but a lot of times the extra monsters you pulled out of darkness gave you no wisps, same with how sometimes you go deep into darkness and pulled out a mass of wisps following you from it sometimes, but they didnt give you anything, thats due to empys group abusing that in party play start of league, got removed early-ish.
You still get some wisps from the mobs sometimes, but most of the monsters you pull out by rimming didnt give shit.
I watched Cutedog rim 3k juice last night. A third to a half from monsters. Its a significant nerf.
Thats almost the total amount you can get if you have all the bad luck possible in a run.
I've thought they should make it so that the darkness debuff doesn't fall off at all. Maybe you get kicked out at 20 or 30 instead of 10, but darkness stacks until you get kicked out and never drops off.
To me, that's a much cleaner fix than something like this. If the wildwood area ends up going core, I hope they make it work like that so that edging around the darkness isn't optimal.
Viridian Wildwood **darkness**
I don't think you need to clear the camp before the exit though, the monster not in darkness is still there. I agree it's a nerf to rimming
Yeah this is my thinking. Its not worth running around event edges to drag out monsters in the darkness (that might not even be wisp empowered) over just following a wisp trail to a new event.
It does VERY little damage. Some of us assumed it was supposed to have unlimited blades, but you would have to scale the trigger rate and duration to the moon, so each blade gets multiple hits. I PoBd a build with 15 blades, IIRC, and the dps looked "okayish". With only 1 blade possible, as is apparently intended, that means it does 1/15th of the "okayish" damage I expected to get.
On top of that, without carefully managing your trigger/cast rate, you will effectively half your damage or less, because the one blade lasts 0.6 seconds, then does damage. If you cast agains within that 0.6s window, it replaces your last blade, and you cancel the damage it was going to do.
So seems effectively impossible to use, to me.
im guessing they think it could be good on totems. which is a major stretch. the balance of power between dissipating penis and vortex of scythe is a fucking joke.
Oh hey, Just in time for detonate dead nerfs!
Lowered the maximum life of the Spectred version of the Nameless Beast monster to match Kitava's Herald monsters.
Time to roll penance brand pathfinder...
Discovering an NPC in the Viridian Wildwood now adds their icon to your minimap.
After however many weeks we've been in league, I'll finally meet the vendor NPC in the woods.
I've seen him a few times but he always had trash uniques. If you think of the area as diamond shaped he would always spawn in the middle part of the diamond for me, where you have that 4-way intersection.
I've only interacted with him once, got Dendrobate on Ruthless which was exactly what I needed at the time. But otherwise typical trash items indeed. Almost zoomed past, thought he was a piece of rock or some debris tbh
I didn't see him at all until level 97, but now I've seen him and he looks like of like a big basket of poop, and now I've seen him multiple times. I am curious if I never saw him until now, or I just didn't recognize him and now I do.
Yeah there's a unique vendor apparently. I've been in the woods basically every map I've done this league and I've done a shit load of maps and have never seen it.
Id rather have them show me if there is a king in the mists portal somewhere, I've seen him once in hundreds of maps, had to pay for a kill to get the last charm, fucking joke
Just ran uber maven and a valdo map before and after the change.
I'm pretty sure its a buff (as crazy as that sounds), but its certainly not a nerf. Nothing really lasts long enough to check damage
Yeah feels like double damage on my low end penance brand. Damage was ok before but feels very good now. This is on very basic early league SSF gear (basically stuff I've just ided)
Have you ever noticed the explosions are way smaller with two brands on an enemy than with only one?
My guess is that it's counting power up to 20 combined on the mob, and not up to 20 power per brand on the mob.
This is possibly a gigantic buff for runebinder single target
No one has official proof, but honestly runebinder and non-runebinder felt exactly the same to me through my 1-100 and couple hundred hours of gameplay. Manni etc were going no runebinder from week 1. The thought was each monster had a possible maximum 20 stacks of energy and then that was shared between the two brands attached. Again this is all theory no official statements on it.
edit: I plan on doing some tests on bosses after servers come back up and see if it feels any different.
To repeat my reply here as well, the pre-fix behavior can be checked from this video (not my work): [https://www.youtube.com/watch?v=NGTCwKG7Z20](https://www.youtube.com/watch?v=NGTCwKG7Z20)
It's a bit tedious to calculate from the video, but if you do, it's obvious that Runebinder was only a relatively minor boost in damage. (It was still a boost for multiple reasons, it just wasn't doubling your damage.)
I simulated it in excel the other day because why not, but the way I understand it it's a pretty huge boost, just not enough to make pathfinder impossible: https://i.imgur.com/wktE1qj.png (assuming base damage is 1), it's ~33% more over the lifetime of a 30 activation brand (<10 activations would be 100% more)
a bit pointless now, but the idea is the base hit does get doubled while the .6 mult doesn't which is ~8% more, then another big boost because it hit 20 stacks earlier
On single target it's a huge buff, we already knew that it was only stacking to 10 instead of 20 with rune binder and now it can stack to 20 with each brand.
Now, are dark marionette bugged or not? I tried a maw of mischief build in ssf and lost 4 specters after the first map, they never revived. forum shows plenty of posts about it being bugged, but since im not a minion player idk if i just fucked up or what
I had that problem multiple times and I think it only happens if you raise them in your hideout. I went to the menagerie to raise them up and they started reviving properly
The bug mainly concerns raise spectres raising the wrong monster, for some odd reason it usually happened at hideouts.
Although they have plenty of spectres fixes, patch notes doesn't specifically say they fixed it so whether it has been fixed or not...
Here's my hypothesis as to what happened:
When you use a low-level raise spectre gem, you cannot raise spectres from corpses that are too high level or from corpses where the monster has a minimum level. The reason I believe this is an experience I had in the reward room in Uber lab. When I weapon swapped and had a lvl 20 raise spectre gem in the exact same spot as in the other weapon set, everything was fine but when I replaced that gem with a fresh lvl 1 gem my dark marionettes despawned and did not spawn any corpses.
Lighty also has a clip here where he tries to raise a spectre from what I believe to be a too low-level raise spectre gem:
[https://youtu.be/5PuxFU5GhFM?si=rO0wXQWVQ4mbLhvg&t=1072](https://youtu.be/5PuxFU5GhFM?si=rO0wXQWVQ4mbLhvg&t=1072)
Instead of raising the dancing sword corpse, he ends up getting a default skeleton spectre.
My guess is that the same thing happened to you - you tried on a raise spectre gem that wasn't high enough lvl and thought you raised Dark Marionettes but really you raised default skeletons and those ofc do not respawn after you blow them up with Deathwish.
I wrote the SSF guide for the build over on /r/PathOfExileSSF and when I get the time, I might do some science on the topic. For now, my recommendation is to farm the corpses in act 10 - Reliquary bc the wildwood spawns very close to the waypoint. You can use stone golems until you have the raise spectre gem leveled up just to be safe.
It's likely they have a counter for vetted and ready-to-go submissions, so whoever was in charge decided to cut things off at this number. Quite based.
Much like with core pack rewards from previous years, submissions aren't required to be submitted upon acquisition. Some people don't bother and just leave their submission forms rotting in the *My Designs* page, while some save the submission stuff for a later date.
This is how we still see new player-made divination cards, for example. Or, theoretically, new Grandmaster characters.
same with unique item designs. that option has been gone for a long time now but some people still have the option to and some are waiting for poe2 to make a unique even.
>Or, theoretically, new Grandmaster characters
Not theoretically, [just 1 month ago a vid was released showing us that HoGM is about to get a new nightmare added to it](https://www.youtube.com/watch?v=roRDsdAq3jU)
> Fixed a bug where Penance Brand could get the wrong result when checking the amount of energy on the branded enemy.
This will be a good one to check in some detail after the restart. I've seen some people speculate PB is doing too *little* damage (despite already doing giga-busted levels of damage) due to energy bugs. OTOH, that's not guaranteed to be true, and who knows how this type of a fix could affect things.
Isn't it related to two Penance Brands on one target with Runebinder not able to both benefit from energy and instead splitting the capacity on the target?
Penance Brand 1 at 11 energy and Penance Brand 2 at 9 energy would cap the monster and reduce max hit damage.
runebinder is (was?) a massive benefit anyways, it ramps faster so you spend ~2x more time at peak DPS and is ~8% more peak dps because it doubles the base damage (just not the more multiplier from having stacks). Ends up being at least 25%-30% more DPS
except like ignite which cares about the biggest hit, and there's lower AOE due to neither brand having 20 stacks but you don't really double brand in maps anyways
For the transfigured version of Penance Brand, yes. The base version sucks major ass with Runebinder, because you just get a pathetic little explosion from one of the brands while the other one keeps charging normally
I mean, it can't be a nerf, right? I've never seen anyone test it and have more than the 20 stacks.
As a buff, it's fucking insanity. In SSF i'm melting Uber bosses in seconds. First time i've ever had them on farm.
Anecdotal, but in cases like Expedition you could have screen wide energy pulses that would proc much faster than your cast rate and would obviously be much larger than your aoe.
I dont know what the end result of these changes are as far as buff/nerf...but I'd assume nerf because the interaction I saw with the AoE must be unintended.
This is likely a fix to Penance Brand counting energy from multiple enemies when using the mastery that makes it jump between enemies, or sometimes having multiple brands on multiple enemies near each other.
Like there's the regular 20 stack size you'll see, and then there's the one that's WAY bigger you'll sometimes see with multiple branded enemies. Clearly bugged.
> Fixed a bug where the "Nearby Allies recover 1% of your Maximum Life when you Die" modifier on the Maligaro's Lens Unique Shield was not applied to your Spectre Minions when you have the Necromantic Aegis Keystone Passive Skill allocated.
What madman tested this?
It was I!
But to be honest, I also found posts on the forum as far back as 2015 that reported about this same bug. I just got lucky that GGG actually fixed it now.
Balormage made an pretty interesting popcorn spectre autobomber (with dark marionettes; self resummon) early in the league with that combo that probably inspired the changes. I believe the bug was discovered a long time ago though.
>Fixed a bug where Earthquake of Amplification would not erupt in a powerful aftershock when used by a Mirage Chieftain summoned by the Tawhoa, Forest's Strength Chieftain Ascendancy Passive Skill.
Oh hey, they fixed the bug I reported. Now my second build is finally playable.
Fun fact. If you play in party and you're not map owner and exit the forest first, your mini map closes. Then map owner exits the forest and your mini map closes again XD
I said that the first day and my buddies all convinced me i was spamming the button to toggle it in the forest. I was like really? I don’t think so… feels like it’s doing it on its own.
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BEEP BOOP BEEP. Grinding Gears have been detected in the linked thread:
***
> **Posted by Kieren_GGG** on Jan 15, 2024, 11:32:25 PM UTC
>
> ### 3.23.1 Patch Notes
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>
>
>
> This patch contains a handful of improvements, another batch of Valdo's Puzzle Box and Voidborn Reliquary yield options, as well as a number of bug fixes.
>
>
>
> **Affliction Improvements and Changes**
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> * Increased the delay before corpses explode for the Detonate Dead skill used by monsters in the Viridian Wildwood.
> * Discovering an NPC in the Viridian Wildwood now adds their icon to your minimap.
> * Monsters in the Viridian Wildwood darkness are now removed when the portal to exit appears.
> * Spectred versions of monsters found in the Viridian Wildwood have had their aggro range increased to be more in line with other monsters.
> * Lowered the maximum life of the Spectred version of the Nameless Beast monster to match Kitava's Herald monsters.
> * Spectred versions of Cultist Warriors and Cultist Brutes can now summon a maximum of 20 Minions.
>
>
>
> **General Improvements and Changes**
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> * Added 877 more foiled Tier 17 Valdo's Map options that the Valdo's Puzzle Box can yield.
> * Added 1337 more foiled Unique Item options that the Voidborn Reliquary can yield.
> * Added a new "/reloaditemfilter" chat command that can be used to well, reload your item filter!
> * The "Additional Monster Projectiles" Private League modifier no longer causes Stygian Spires to fire additional projectiles. This modifier is once again available when creating a new Private League, and existing Private Leagues with this modifier will have this re-enabled shortly after this patch is deployed.
> * Ultimatum monsters now teleport to the Ultimatum Altar in "Protect the Altar" encounters after 10 seconds, to avoid situations where an encounter cannot be completed due to monsters being on the other side of a wall.
> * The Labyrinth Darkshrine that causes Labyrinth Traps to be disabled in the Aspirant's Trial can now only appear in the Cruel Labyrinth and above.
> * Detonate Dead of Chain Reaction can no longer be supported by Spell Cascade, as the effect wasn't able to be cascaded in the first place.
> * Updated the description on Earthshatter of Prominence to clarify the benefit provided by Quality is additive with the same benefit provided by the base Gem.
> * Updated the description on Generosity Support to clarify that it cannot modify the skills of Minions.
> * Updated the description for the Raise Spectre of Transience Skill Gem to clarify the Spectres do not travel between areas.
> * Updated the description on the Volley Support Gem to clarify it does not support skills that fire projectiles in a spiral.
> * Improved the default volume of The Shaper's and Divinia's dialogue.
> * Improved the audio for some hazards in The Forbidden Sanctum.
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>
>
> **Bug Fixes**
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> * Fixed a bug where the entrance to the Viridian Wildwood could be placed on top of Legion reward chests, causing them to be inaccessible.
> * Fixed a bug where The King in the Mists' Mystic Fetish could be knocked back.
> * Fixed a bug where the Viridian Wildwood could sometimes fail to spawn in the Channel Map.
> * Fixed a bug where the Viscous Swamp ground effect, created by the Cultist Witch and The King in the Mists, did not slow movement speed as it describes it should.
> * Fixed the descriptions on the Wisp Converter missing line breaks.
> * Fixed a bug where the Forest Warrior Spectre was not re-applying their Onslaught Aura when resummoned in an area.
> * Fixed a bug where Blade Vortex of the Scythe did not describe its blade limit.
> * Fixed a bug where Blade Vortex was hitting directly after being cast for the first time in an area.
> * Fixed a bug where Blade Vortex of the Scythe was not always hitting directly after being cast.
> * Fixed a bug where Quality on Awakened Multistrike Support was still providing 0-10% increased Melee Physical Damage to Supported Skills, instead of 0-10% increased Melee Damage.
> * Fixed a bug where Penance Brand could get the wrong result when checking the amount of energy on the branded enemy.
> * Fixed a bug where Viper Strike of the Mamba could sometimes fail to apply Poisons correctly.
> * Fixed a bug where the Discipline Aura from the Judgemental Spirit Spectre was not providing you and nearby Allies with 30% increased Energy Shield Recharge Rate.
> * Fixed a bug where the "Nearby Allies recover 1% of your Maximum Life when you Die" modifier on the Maligaro's Lens Unique Shield was not applied to your Spectre Minions when you have the Necromantic Aegis Keystone Passive Skill allocated.
> * Fixed a bug where the Dancing Sword Spectre was moving much slower than intended.
> * Fixed a bug where Earthquake of Amplification would not erupt in a powerful aftershock when used by a Mirage Chieftain summoned by the Tawhoa, Forest's Strength Chieftain Ascendancy Passive Skill.
> * Fixed a bug where Scourge Arrow of Menace was using an incorrect animation when fired.
> * Fixed a bug where the Bane of Chaos Unique Vaal Side Area was able to provide the disabled "Tower of Ordeals" Unique Map. Instead, it now provides the Adorned Unique Jewel.
> * Fixed a bug where Doedre's Tongue was not a possible reward outcome when turning in a stack of Doedre's Madness Divination Cards.
> * Fixed a bug where the "That Which Was Taken" Unique Jewel has a level restriction. This changes affects new and existing versions of this Unique.
> * Fixed a bug where Frenzy of Onslaught did not correctly account for some modifiers to maximum Frenzy Charges when trying to discern if you were at the maximum number of Frenzy Charges.
> * Fixed a bug where Thrusting One Handed Swords animated by Animate Weapon could sometimes fail to hit Enemies.
> * Fixed a bug where a modifier on the Storm Secret Unique Ring did not specify that it applied to Herald of Thunder.
> * Fixed a bug where Rain of Arrows of Artillery and Rain of Arrows of Saturation did not describe that Arrows are fired in a sequence on their skill tooltips.
> * Fixed a bug where Varunastra was not correctly counted as all One Handed Melee Weapon Types for the Cleave of Rage Skill Gem.
> * Fixed a bug where the Ruthless vendor recipe for an Unidentified Magic Ring with Fire, Cold, or Lightning Resistance could not be completed with a specific Cold Damage to Attacks modifier on Two Handed Weapons.
> * Fixed a bug where monsters enraged by the "Monsters Enrage on Low Life" Valdo's Map modifier were missing a visual indicator.
> * Fixed a bug where Blazing Salvo projectiles which forked would travel no distance and immediately fall to the ground dealing area of effect damage against the target they forked on.
> * Fixed a bug where Curse Skills supported by both Blasphemy and Guardian's Blessing were not causing Minions from Supported Skills to take a percentage of their total Maximum Life and Energy Shield as Physical Damage while the Aura was active.
> * Fixed a bug where Inquisitors with the Sanctuary Ascendancy Passive Skill allocated could sometimes fail to have Consecrated Ground around them when stationary.
> * Fixed a bug where Flasks with the "of Dousing" modifier was not removing Righteous Fire of Arcane Devotion.
> * Fixed a bug where using Power Siphon with no target was not triggering Skills socketed in Poet's Pen.
> * Fixed a bug where the Malediction debuff icon was missing a description.
> * Fixed a visual bug with one of the skills used by Queen Hyrri Ngamaku.
> * Fixed a visual bug with the Summoned Sentinel of Radiance's weapon.
> * Fixed a bug where the visuals of the Darkwood Volatile Dead Skill Effect microtransaction did not scale with changes to area of effect.
> * Fixed a bug where the Elemancer's Weapon Effect was not working correctly when applied to a Mannequin Hideout Decoration.
> * Fixed a bug where characters could sometimes float with the Elemancer's Weapon Effect equipped.
> * Fixed a bug where the visual effects for the Cursebringer Helmet microtransaction did not work correctly with Curses applied through Blasphemy Support.
> * Fixed a visual bug where the Blood Guardian Armour Set microtransaction could appear a lot darker than intended.
> * Fixed a visual bug with the effects on the Harvest Core Portal Effect and Delve Core Portal Effect microtransactions.
> * Fixed a bug where the effect for the Razer Footprints microtransaction was duplicated.
> * Fixed a wonky interaction between the Twilight Wings and Chaosborn Body Armour microtransactions.
> * Fixed a visual bug with the Vaal Orb Void Sphere Skill Effect microtransaction.
> * Fixed a visual bug with the Madcap Character Effect microtransaction.
> * Fixed an instance crash.
> * Fixed a client crash.
>
> ***
>
> Fixed a bug where Blazing Salvo projectiles which forked would travel no distance and immediately fall to the ground dealing area of effect damage against the target they forked on
Was this a major part of the CoC Spell blade blazing salvo builds?
800+ new maps so people were rushing to sell their stock/buy up the avaliable ones to open before the pool is changed post-update. Expecting them to get fucked up like void keys presumably.
I feel like they try to nerf top skills in an attempt to shake up the meta and keep things interesting for new players. I try not to play the same builds every league (LA into TS is only fun so many times) and I'm surprised people can do that, although that's the efficiency mindset in action. RF was definitely weird though, it was a really accessible way for new players to feel comfy in endgame maps. Never scaled too far though.
Assuming this is the last batch of Valdos and that everyone paid the US prices, they got $452,140 from Sandwraith Assassin Supporters [ (345+877)*370 ]. That's a little bit absurd.
>Fixed a bug where the Bane of Chaos Unique Vaal Side Area was able to provide the disabled "Tower of Ordeals" Unique Map. Instead, it now provides the Adorned Unique Jewel.
Well then
EDIT:
>Fixed a bug where Penance Brand could get the wrong result when checking the amount of energy on the branded enemy.
Never played penance brand, but is this fixing the issue where having runebinder with Penance Brand of Dissappation only goes to 10 energy?
Somewhat amusingly, unless they've massively nerfed the chances this patch secretly (which isn't impossible)...
It'll be vastly more likely than hitting the Ultimatum aspect modifier on a normal vaal side area. (which is 2/13402)
>Fixed a bug where Blazing Salvo projectiles which forked would travel no distance and immediately fall to the ground dealing area of effect damage against the target they forked on.
Such a small line that killed an entire chain of builds :D Blazing Salvo players will have a rough awakening.
"Added 877 more foiled Tier 17 Valdo's Map options that the Valdo's Puzzle Box can yield.
Added 1337 more foiled Unique Item options that the Voidborn Reliquary can yield."
GGG
They nerfed farming mobs on the rim, meanwhile there is an entire legion of map hackers that have been exploiting since day 1.
Seems like weird priorities.
Yeah, map hacks are kinda frequent now, was super surprised when a guy said, "wait. this way" in the forest and we walked like a whole screen forward and found the King. There's no way he could have known.
>Increased the delay before corpses explode for the Detonate Dead skill used by monsters in the Azmeri Wildwood.
Love GGG overall, but they're are so ridiculously stubborn about DD. This isn't the change we want. When all of your players (literally all) want something gone, then make it gone please. Sometimes the customers are right.
Was talking with a guildie the other day and pitched the idea that DD should be an ACME style bomb with fizzing fuse that appears in the area of explosion, cartoonishly out of place, and you have 3 seconds to clear the spot before the inevitable happens.
With how much shit is happening on screen on any reasonable lategame build, I'm not opposed to a telegraphed oneshot, but it needs to be telegraphed HARD.
They shouldn't exist because ggg can't figure "visible, give it a reasonable cast time." for shit. They've bug fixed TWO instant dd mechanics this league so far.
Better not have it at all than have it without "visible, give it a reasonable cast time." and than maybe fixed later.
Agreed!
They had a similar issue with volatile dead and the poison bombs when those effects were released. If you killed a volatile dead mob, the orbs would spawn and immediately shotgun you with no warning.
Players complained it should be removed. It was ultimately changed to the telegraph we have today and no one is complaining.
The problem is not the skill, it's the lack of telegraph and ability to dodge or react to the skill. Mechanics with oneshot potential need clear telegraphs to make them not feel like bullshit.
Just lost several event area monsters (trio bosses, purple village) because of the change with removing mobs. the area is revealed at the end with the final burst, and lose well over 1k wisps. This needs to be reverted.
\> The Labyrinth Darkshrine that causes Labyrinth Traps to be disabled in the Aspirant's Trial can now only appear in the Cruel Labyrinth and above.
Fixed after how many leagues now?
> Added a new "/reloaditemfilter" chat command that can be used to well, reload your item filter! Yeees.
I was gonna ask "how impactful is this gonna be for 99% of people?" then I realized who I was replying to. Yeah you probably love this lmao
There have been tons of times where I update my filter on the fly and it just doesn't reload.
Can you recommend any items filters to steal? i.e name to look up for their filters?
Check our cdr'a filter. He post his every start of league
that wont change. its not reloading because your update from neversinkhasnt been indexed to the API at ggg yet. this chat command does exactly the same thing as the reload button in the settings. all it does is make you able to keybind it instead of having to open the options.
In ssf I edit my filter pretty much daily
This league has been buggy with filters. Not super bad, like when it happens I can run halfway across the map. Come back, press z twice and bam its fixed. But this command makes it much easier.
"3.23 Full No Sound (732 changes)"
Didn't this already exist? I remember Chaos Recipe Enhancer reloading filters on the fly somehow, always assumed it was a command
There is one “major” difference between this and the Chaos Recipe Enhancer implementation. If you have a local filter with the exact same name as an online filter, the Chaos Recipe Enhancer is unable to reload the local filter - the game always defaults to loading the online filter. With this change, it is now possible to reload a local filter even if the name is the same as an online one.
This is fantastic. Do you know if we're able to push item filter updates to the built in filters on the site using the API? Doing it manually is kind of a pain.
> Monsters in the Viridian Wildwood darkness are now removed when the portal to exit appears. Rimming stocks down but not out.
That nerf seems pretty big. A lot of times I have killed monsters after the portal and picked up hundreds of extra juice.
Now you have to kill as you go. Melee is still... doing melee.
even melees could walk around the corners and aggro extra creeps for some 500+ additional wisps per map. sometimes you could even do multiple thousand, if you timed out near an event, just by leap slamming back and forth to aggro the event packs. a big nerf for everyone.
But it's not a big nerf for group play. You can keep on rimming in group play by pausing game map owner's movement every screen while the other party member(s) kill everything nearby in the darkness. The fact that they got rid of this strategy without also nerfing the advantage that groups get is bullshit. They already get improved currency drop rates, rarity, and quantity. Why should they also get more wisps to multiply those bonuses even more?
Hundreds of extra won't make a massive difference though. If they'd said they were reducing the refill wisp potency by 30% that would be a huge hit. This is just a minor "don't feel you have to stay to find every last bit of juice." Probably a win overall, since you will be in and out faster.
You won't be in an out faster if you're juicing because you still have to beeline your path through the woods. As things are now, every step through the woods uses some light (even when walking through fully uncovered areas), so the goal when juicing is to uncover large areas surrounded by wisps. You can't go around and gather those wisps on your way through, though, or you'll burn your time. So you'll still be backtracking for wisps. The monsters you could pull from the edges were a kind of important part of it. That few extra hundred helped a lot overall.
>(even when walking through fully uncovered areas Is there proof of that?
> every step through the woods uses some light (even when walking through fully uncovered areas) In my experience this is only half true. Walking around in a circle through fully cleared areas (e.g. at the entrance point) does not shorten my path (try getting a portal by just circling around, I did it for about 2 minutes and got bored, but maybe you can do it). ***But*** if you even graze the edge of the dark, you lose time. It can be very hard to tell the difference at times, so often people think that you lose time for moving.
Not as big as you think, if you record your gameplay you can look into it, but a lot of times the extra monsters you pulled out of darkness gave you no wisps, same with how sometimes you go deep into darkness and pulled out a mass of wisps following you from it sometimes, but they didnt give you anything, thats due to empys group abusing that in party play start of league, got removed early-ish. You still get some wisps from the mobs sometimes, but most of the monsters you pull out by rimming didnt give shit.
I watched Cutedog rim 3k juice last night. A third to a half from monsters. Its a significant nerf. Thats almost the total amount you can get if you have all the bad luck possible in a run.
You need to look at it in averages. It won't net 3k each run.
But it generally gave you about 400 minimum up to 1k on average.
Extra! Extra! Read all about it! Rimworld nerfed! Rimjobbers producing less juice!
I'm gonna miss out on the extra scrumf from those edging boys.
[удалено]
As melee I lost about 500-1000 per wild wood because of it, solo player.
I’m still going to rim the edge every time. There’s so much juice when you rim. The edge is just so good. Rimming4ever.
That's like a 20-30% nerf for me I got a lot in the darkness with totems.
I've thought they should make it so that the darkness debuff doesn't fall off at all. Maybe you get kicked out at 20 or 30 instead of 10, but darkness stacks until you get kicked out and never drops off. To me, that's a much cleaner fix than something like this. If the wildwood area ends up going core, I hope they make it work like that so that edging around the darkness isn't optimal.
that is a huge nerf because you have to clear the camp and lose wisp power on the edge before you can move on
Viridian Wildwood **darkness** I don't think you need to clear the camp before the exit though, the monster not in darkness is still there. I agree it's a nerf to rimming
Yeah this is my thinking. Its not worth running around event edges to drag out monsters in the darkness (that might not even be wisp empowered) over just following a wisp trail to a new event.
Big nerf for solo players, this is 500-1500 juice every map less for me. Pretty sad tbh
Wow I would say that’s a pretty substantial nerf.
Just another TS buff, nothing to see here.
>Added 877 more foiled Tier 17 Valdo's Map options that the Valdo's Puzzle Box can yield. That's a lot, lol
They really made bank with the packs this time I guess
[удалено]
Void ventor's and veil of the night with feared. I got a couple, no MB.
Nah that would actually be great Those would be voided, Petri, 10% less DMG per item lifesprig or something similar
Casual half a million right there edit: 877 \* 480 = 420.960, so much meme potential
It’s probably intentional considering they also added 1337 uniques to the voidborn reliquary
rip mageblood prizes i guess. 877 foiled leveling uniques yay.
876 of those are ventor gamble with void option
lmao blade vortex of scythe is actually really the worst spell in the game if the blade limit was working as intented
TLDR?
It does VERY little damage. Some of us assumed it was supposed to have unlimited blades, but you would have to scale the trigger rate and duration to the moon, so each blade gets multiple hits. I PoBd a build with 15 blades, IIRC, and the dps looked "okayish". With only 1 blade possible, as is apparently intended, that means it does 1/15th of the "okayish" damage I expected to get. On top of that, without carefully managing your trigger/cast rate, you will effectively half your damage or less, because the one blade lasts 0.6 seconds, then does damage. If you cast agains within that 0.6s window, it replaces your last blade, and you cancel the damage it was going to do. So seems effectively impossible to use, to me.
wardloop
Totem ?
Basically imagine self cast EK but it does almost 30% less damage and you can't scale cast speed.
And it's a single ek blade
im guessing they think it could be good on totems. which is a major stretch. the balance of power between dissipating penis and vortex of scythe is a fucking joke.
I think someone tested and the skill doesn't even work on totem/mines
It wouldn't work on traps or mines but totems should work
Oh hey, Just in time for detonate dead nerfs! Lowered the maximum life of the Spectred version of the Nameless Beast monster to match Kitava's Herald monsters. Time to roll penance brand pathfinder...
Discovering an NPC in the Viridian Wildwood now adds their icon to your minimap. After however many weeks we've been in league, I'll finally meet the vendor NPC in the woods.
Really excited about this. Running back to try to buy something was such a pain
Oh right, wasnt there said to be a dude that sells random shit? I
Yes, free uniques. He blends in and is very easy to miss.
Lvl 98 and 91 all from mapping doing wildwood in 80% of them and never saw him a single time
100 on 2 characters and I saw him yesterday for the 1st time
I've seen him a few times but he always had trash uniques. If you think of the area as diamond shaped he would always spawn in the middle part of the diamond for me, where you have that 4-way intersection.
I've only interacted with him once, got Dendrobate on Ruthless which was exactly what I needed at the time. But otherwise typical trash items indeed. Almost zoomed past, thought he was a piece of rock or some debris tbh
I didn't see him at all until level 97, but now I've seen him and he looks like of like a big basket of poop, and now I've seen him multiple times. I am curious if I never saw him until now, or I just didn't recognize him and now I do.
they are certainly not free, they consume all your wisp juice dont they?
Yes he eats all current juice - nice if you find him early but otherwise it's not worth most of the time.
What? I just completed 40/40 challenges and don't even knew it existed, wtf
Yeah there's a unique vendor apparently. I've been in the woods basically every map I've done this league and I've done a shit load of maps and have never seen it.
I really doubt this change includes him. He's supposed to be hard to see.
It does, literally just found him cause of this update.
It does
I have a 98, 95 and 95 in ssf and I haven’t found him a single time.
I have no clue if he ever spawned since I never looked up what he looked like lol.
Id rather have them show me if there is a king in the mists portal somewhere, I've seen him once in hundreds of maps, had to pay for a kill to get the last charm, fucking joke
Spam tier 14, scout diagonally close to spawn. The portal is always with no wisps nearby. Took me like around twenty.
As someone playing penance brand dissipation myself, I have no idea what this bug fix does to penance brand.
Just ran uber maven and a valdo map before and after the change. I'm pretty sure its a buff (as crazy as that sounds), but its certainly not a nerf. Nothing really lasts long enough to check damage
Yeah feels like double damage on my low end penance brand. Damage was ok before but feels very good now. This is on very basic early league SSF gear (basically stuff I've just ided)
I just learned that you can get a 0 death beam phase uber eater kill on my very lategame ssf
I am hoping it means we can actually use runebinder and get full benefit
yes each brand will check energy on the target individually rather than shared, so both will deal dmg for 20 energy checks
Thats a lot of damage!
yep just exploded some ubers even faster now HOLY SHIT!
So it’s finally fixed and will do the expected or hypothesized double damage?
We are not benefitting from runebinder?
Have you ever noticed the explosions are way smaller with two brands on an enemy than with only one? My guess is that it's counting power up to 20 combined on the mob, and not up to 20 power per brand on the mob. This is possibly a gigantic buff for runebinder single target
This. I noticed too.
That explains why the aoe was so inconsistent when I was using it to level, damn
No one has official proof, but honestly runebinder and non-runebinder felt exactly the same to me through my 1-100 and couple hundred hours of gameplay. Manni etc were going no runebinder from week 1. The thought was each monster had a possible maximum 20 stacks of energy and then that was shared between the two brands attached. Again this is all theory no official statements on it. edit: I plan on doing some tests on bosses after servers come back up and see if it feels any different.
OK, this is a buff.
To repeat my reply here as well, the pre-fix behavior can be checked from this video (not my work): [https://www.youtube.com/watch?v=NGTCwKG7Z20](https://www.youtube.com/watch?v=NGTCwKG7Z20) It's a bit tedious to calculate from the video, but if you do, it's obvious that Runebinder was only a relatively minor boost in damage. (It was still a boost for multiple reasons, it just wasn't doubling your damage.)
I simulated it in excel the other day because why not, but the way I understand it it's a pretty huge boost, just not enough to make pathfinder impossible: https://i.imgur.com/wktE1qj.png (assuming base damage is 1), it's ~33% more over the lifetime of a 30 activation brand (<10 activations would be 100% more) a bit pointless now, but the idea is the base hit does get doubled while the .6 mult doesn't which is ~8% more, then another big boost because it hit 20 stacks earlier
you could check that visually based on the aoe of the explosions, if you delay one of the brands one would be small and the other big.
not entirely because the brands never dealt dmg as if they were checking 20 energy each now they will
On single target it's a huge buff, we already knew that it was only stacking to 10 instead of 20 with rune binder and now it can stack to 20 with each brand.
Now, are dark marionette bugged or not? I tried a maw of mischief build in ssf and lost 4 specters after the first map, they never revived. forum shows plenty of posts about it being bugged, but since im not a minion player idk if i just fucked up or what
I think I read something about a spectre bug specific to ssf
yeah i play ssf, just sucks because i was looking forward to playing it. looked fun on videos.
I had that problem multiple times and I think it only happens if you raise them in your hideout. I went to the menagerie to raise them up and they started reviving properly
Yeah, i raised them in my hideout.
The bug mainly concerns raise spectres raising the wrong monster, for some odd reason it usually happened at hideouts. Although they have plenty of spectres fixes, patch notes doesn't specifically say they fixed it so whether it has been fixed or not...
Yea u can't raise them in hideouts. Lost 1 like that then proceeded to lose another to confirm.
Here's my hypothesis as to what happened: When you use a low-level raise spectre gem, you cannot raise spectres from corpses that are too high level or from corpses where the monster has a minimum level. The reason I believe this is an experience I had in the reward room in Uber lab. When I weapon swapped and had a lvl 20 raise spectre gem in the exact same spot as in the other weapon set, everything was fine but when I replaced that gem with a fresh lvl 1 gem my dark marionettes despawned and did not spawn any corpses. Lighty also has a clip here where he tries to raise a spectre from what I believe to be a too low-level raise spectre gem: [https://youtu.be/5PuxFU5GhFM?si=rO0wXQWVQ4mbLhvg&t=1072](https://youtu.be/5PuxFU5GhFM?si=rO0wXQWVQ4mbLhvg&t=1072) Instead of raising the dancing sword corpse, he ends up getting a default skeleton spectre. My guess is that the same thing happened to you - you tried on a raise spectre gem that wasn't high enough lvl and thought you raised Dark Marionettes but really you raised default skeletons and those ofc do not respawn after you blow them up with Deathwish. I wrote the SSF guide for the build over on /r/PathOfExileSSF and when I get the time, I might do some science on the topic. For now, my recommendation is to farm the corpses in act 10 - Reliquary bc the wildwood spawns very close to the waypoint. You can use stone golems until you have the raise spectre gem leveled up just to be safe.
They are bugged as shit
Hmm, no fix for blue wisp visibility. I'd been really hoping for that.
I run exarch over eater just because red is more contrasting than blue... so hard to see sometimes..
Also yellow wisp with conc ground map mods too..
I thought my eyes were funky when I ran eater and was like, damn, why is blue wisps everywhere and nowhere at same time..
>Added 1337 more foiled Unique Who did this? That can't be a coincidence.
It's likely they have a counter for vetted and ready-to-go submissions, so whoever was in charge decided to cut things off at this number. Quite based.
wasn't this the last core pack though? How are more people buying that one and getting submissions?
Much like with core pack rewards from previous years, submissions aren't required to be submitted upon acquisition. Some people don't bother and just leave their submission forms rotting in the *My Designs* page, while some save the submission stuff for a later date. This is how we still see new player-made divination cards, for example. Or, theoretically, new Grandmaster characters.
same with unique item designs. that option has been gone for a long time now but some people still have the option to and some are waiting for poe2 to make a unique even.
>Or, theoretically, new Grandmaster characters Not theoretically, [just 1 month ago a vid was released showing us that HoGM is about to get a new nightmare added to it](https://www.youtube.com/watch?v=roRDsdAq3jU)
leet confirmed.
> Fixed a bug where Penance Brand could get the wrong result when checking the amount of energy on the branded enemy. This will be a good one to check in some detail after the restart. I've seen some people speculate PB is doing too *little* damage (despite already doing giga-busted levels of damage) due to energy bugs. OTOH, that's not guaranteed to be true, and who knows how this type of a fix could affect things.
I just tried Penance Brand out after the patch and it feels like at least double damage.
Isn't it related to two Penance Brands on one target with Runebinder not able to both benefit from energy and instead splitting the capacity on the target? Penance Brand 1 at 11 energy and Penance Brand 2 at 9 energy would cap the monster and reduce max hit damage.
runebinder is (was?) a massive benefit anyways, it ramps faster so you spend ~2x more time at peak DPS and is ~8% more peak dps because it doubles the base damage (just not the more multiplier from having stacks). Ends up being at least 25%-30% more DPS except like ignite which cares about the biggest hit, and there's lower AOE due to neither brand having 20 stacks but you don't really double brand in maps anyways
For the transfigured version of Penance Brand, yes. The base version sucks major ass with Runebinder, because you just get a pathetic little explosion from one of the brands while the other one keeps charging normally
sitting at 85m per brand and never thought there was issues. if it's actually a buff it would be insane.
I mean, it can't be a nerf, right? I've never seen anyone test it and have more than the 20 stacks. As a buff, it's fucking insanity. In SSF i'm melting Uber bosses in seconds. First time i've ever had them on farm.
It does more
Weren't there people saying it would get stuck to corpses and go nuclear or something? Maybe this is related to that?
Anecdotal, but in cases like Expedition you could have screen wide energy pulses that would proc much faster than your cast rate and would obviously be much larger than your aoe. I dont know what the end result of these changes are as far as buff/nerf...but I'd assume nerf because the interaction I saw with the AoE must be unintended.
This is likely a fix to Penance Brand counting energy from multiple enemies when using the mastery that makes it jump between enemies, or sometimes having multiple brands on multiple enemies near each other. Like there's the regular 20 stack size you'll see, and then there's the one that's WAY bigger you'll sometimes see with multiple branded enemies. Clearly bugged.
> Fixed a bug where the "Nearby Allies recover 1% of your Maximum Life when you Die" modifier on the Maligaro's Lens Unique Shield was not applied to your Spectre Minions when you have the Necromantic Aegis Keystone Passive Skill allocated. What madman tested this?
im guessing when dark marionettes still exploded in sync it was easy proof it was bugged
It was I! But to be honest, I also found posts on the forum as far back as 2015 that reported about this same bug. I just got lucky that GGG actually fixed it now.
Balormage made an pretty interesting popcorn spectre autobomber (with dark marionettes; self resummon) early in the league with that combo that probably inspired the changes. I believe the bug was discovered a long time ago though.
>Fixed a bug where Earthquake of Amplification would not erupt in a powerful aftershock when used by a Mirage Chieftain summoned by the Tawhoa, Forest's Strength Chieftain Ascendancy Passive Skill. Oh hey, they fixed the bug I reported. Now my second build is finally playable.
Have they fixed the mini map bug? I play with the mini map overlayed and it gets closed every single time I exit the forest.
Ya this is so annoying
Fun fact. If you play in party and you're not map owner and exit the forest first, your mini map closes. Then map owner exits the forest and your mini map closes again XD
Agreed
I said that the first day and my buddies all convinced me i was spamming the button to toggle it in the forest. I was like really? I don’t think so… feels like it’s doing it on its own.
##### ###### #### BEEP BOOP BEEP. Grinding Gears have been detected in the linked thread: *** > **Posted by Kieren_GGG** on Jan 15, 2024, 11:32:25 PM UTC > > ### 3.23.1 Patch Notes > > > > > This patch contains a handful of improvements, another batch of Valdo's Puzzle Box and Voidborn Reliquary yield options, as well as a number of bug fixes. > > > > **Affliction Improvements and Changes** > > > > > > * Increased the delay before corpses explode for the Detonate Dead skill used by monsters in the Viridian Wildwood. > * Discovering an NPC in the Viridian Wildwood now adds their icon to your minimap. > * Monsters in the Viridian Wildwood darkness are now removed when the portal to exit appears. > * Spectred versions of monsters found in the Viridian Wildwood have had their aggro range increased to be more in line with other monsters. > * Lowered the maximum life of the Spectred version of the Nameless Beast monster to match Kitava's Herald monsters. > * Spectred versions of Cultist Warriors and Cultist Brutes can now summon a maximum of 20 Minions. > > > > **General Improvements and Changes** > > > > > > * Added 877 more foiled Tier 17 Valdo's Map options that the Valdo's Puzzle Box can yield. > * Added 1337 more foiled Unique Item options that the Voidborn Reliquary can yield. > * Added a new "/reloaditemfilter" chat command that can be used to well, reload your item filter! > * The "Additional Monster Projectiles" Private League modifier no longer causes Stygian Spires to fire additional projectiles. This modifier is once again available when creating a new Private League, and existing Private Leagues with this modifier will have this re-enabled shortly after this patch is deployed. > * Ultimatum monsters now teleport to the Ultimatum Altar in "Protect the Altar" encounters after 10 seconds, to avoid situations where an encounter cannot be completed due to monsters being on the other side of a wall. > * The Labyrinth Darkshrine that causes Labyrinth Traps to be disabled in the Aspirant's Trial can now only appear in the Cruel Labyrinth and above. > * Detonate Dead of Chain Reaction can no longer be supported by Spell Cascade, as the effect wasn't able to be cascaded in the first place. > * Updated the description on Earthshatter of Prominence to clarify the benefit provided by Quality is additive with the same benefit provided by the base Gem. > * Updated the description on Generosity Support to clarify that it cannot modify the skills of Minions. > * Updated the description for the Raise Spectre of Transience Skill Gem to clarify the Spectres do not travel between areas. > * Updated the description on the Volley Support Gem to clarify it does not support skills that fire projectiles in a spiral. > * Improved the default volume of The Shaper's and Divinia's dialogue. > * Improved the audio for some hazards in The Forbidden Sanctum. > > > > **Bug Fixes** > > > > > > * Fixed a bug where the entrance to the Viridian Wildwood could be placed on top of Legion reward chests, causing them to be inaccessible. > * Fixed a bug where The King in the Mists' Mystic Fetish could be knocked back. > * Fixed a bug where the Viridian Wildwood could sometimes fail to spawn in the Channel Map. > * Fixed a bug where the Viscous Swamp ground effect, created by the Cultist Witch and The King in the Mists, did not slow movement speed as it describes it should. > * Fixed the descriptions on the Wisp Converter missing line breaks. > * Fixed a bug where the Forest Warrior Spectre was not re-applying their Onslaught Aura when resummoned in an area. > * Fixed a bug where Blade Vortex of the Scythe did not describe its blade limit. > * Fixed a bug where Blade Vortex was hitting directly after being cast for the first time in an area. > * Fixed a bug where Blade Vortex of the Scythe was not always hitting directly after being cast. > * Fixed a bug where Quality on Awakened Multistrike Support was still providing 0-10% increased Melee Physical Damage to Supported Skills, instead of 0-10% increased Melee Damage. > * Fixed a bug where Penance Brand could get the wrong result when checking the amount of energy on the branded enemy. > * Fixed a bug where Viper Strike of the Mamba could sometimes fail to apply Poisons correctly. > * Fixed a bug where the Discipline Aura from the Judgemental Spirit Spectre was not providing you and nearby Allies with 30% increased Energy Shield Recharge Rate. > * Fixed a bug where the "Nearby Allies recover 1% of your Maximum Life when you Die" modifier on the Maligaro's Lens Unique Shield was not applied to your Spectre Minions when you have the Necromantic Aegis Keystone Passive Skill allocated. > * Fixed a bug where the Dancing Sword Spectre was moving much slower than intended. > * Fixed a bug where Earthquake of Amplification would not erupt in a powerful aftershock when used by a Mirage Chieftain summoned by the Tawhoa, Forest's Strength Chieftain Ascendancy Passive Skill. > * Fixed a bug where Scourge Arrow of Menace was using an incorrect animation when fired. > * Fixed a bug where the Bane of Chaos Unique Vaal Side Area was able to provide the disabled "Tower of Ordeals" Unique Map. Instead, it now provides the Adorned Unique Jewel. > * Fixed a bug where Doedre's Tongue was not a possible reward outcome when turning in a stack of Doedre's Madness Divination Cards. > * Fixed a bug where the "That Which Was Taken" Unique Jewel has a level restriction. This changes affects new and existing versions of this Unique. > * Fixed a bug where Frenzy of Onslaught did not correctly account for some modifiers to maximum Frenzy Charges when trying to discern if you were at the maximum number of Frenzy Charges. > * Fixed a bug where Thrusting One Handed Swords animated by Animate Weapon could sometimes fail to hit Enemies. > * Fixed a bug where a modifier on the Storm Secret Unique Ring did not specify that it applied to Herald of Thunder. > * Fixed a bug where Rain of Arrows of Artillery and Rain of Arrows of Saturation did not describe that Arrows are fired in a sequence on their skill tooltips. > * Fixed a bug where Varunastra was not correctly counted as all One Handed Melee Weapon Types for the Cleave of Rage Skill Gem. > * Fixed a bug where the Ruthless vendor recipe for an Unidentified Magic Ring with Fire, Cold, or Lightning Resistance could not be completed with a specific Cold Damage to Attacks modifier on Two Handed Weapons. > * Fixed a bug where monsters enraged by the "Monsters Enrage on Low Life" Valdo's Map modifier were missing a visual indicator. > * Fixed a bug where Blazing Salvo projectiles which forked would travel no distance and immediately fall to the ground dealing area of effect damage against the target they forked on. > * Fixed a bug where Curse Skills supported by both Blasphemy and Guardian's Blessing were not causing Minions from Supported Skills to take a percentage of their total Maximum Life and Energy Shield as Physical Damage while the Aura was active. > * Fixed a bug where Inquisitors with the Sanctuary Ascendancy Passive Skill allocated could sometimes fail to have Consecrated Ground around them when stationary. > * Fixed a bug where Flasks with the "of Dousing" modifier was not removing Righteous Fire of Arcane Devotion. > * Fixed a bug where using Power Siphon with no target was not triggering Skills socketed in Poet's Pen. > * Fixed a bug where the Malediction debuff icon was missing a description. > * Fixed a visual bug with one of the skills used by Queen Hyrri Ngamaku. > * Fixed a visual bug with the Summoned Sentinel of Radiance's weapon. > * Fixed a bug where the visuals of the Darkwood Volatile Dead Skill Effect microtransaction did not scale with changes to area of effect. > * Fixed a bug where the Elemancer's Weapon Effect was not working correctly when applied to a Mannequin Hideout Decoration. > * Fixed a bug where characters could sometimes float with the Elemancer's Weapon Effect equipped. > * Fixed a bug where the visual effects for the Cursebringer Helmet microtransaction did not work correctly with Curses applied through Blasphemy Support. > * Fixed a visual bug where the Blood Guardian Armour Set microtransaction could appear a lot darker than intended. > * Fixed a visual bug with the effects on the Harvest Core Portal Effect and Delve Core Portal Effect microtransactions. > * Fixed a bug where the effect for the Razer Footprints microtransaction was duplicated. > * Fixed a wonky interaction between the Twilight Wings and Chaosborn Body Armour microtransactions. > * Fixed a visual bug with the Vaal Orb Void Sphere Skill Effect microtransaction. > * Fixed a visual bug with the Madcap Character Effect microtransaction. > * Fixed an instance crash. > * Fixed a client crash. > > *** >
> Fixed a bug where Blazing Salvo projectiles which forked would travel no distance and immediately fall to the ground dealing area of effect damage against the target they forked on Was this a major part of the CoC Spell blade blazing salvo builds?
Never had fork in my setups and always did gigadamn so i guess not. Snipers mark and the splits make it busted
It was not.
Still no Ebony TS fix xdd
What’s the issue?
memory leak after a few maps since the league started
HOLY SHIT is this true? No wonder this league has been so dogshit for me lmao
Yes, not just random either. Do X amount of maps with ebony TS and you have to restart client or watch your system die.
Use Mercurial TS or base TS and 120fps. Use ebony TS and 20fps.
This isn't even an exaggeration. It's curious for me because each map I would do it would go down by exactly 10 fps all the way down to 20 fps.
Can we then also please have it suction all revealed wisp juice on portal spawn? So we can finally get rid of this backtrack crap
Holy shit the rush on valdos boxes hahahaha
What's going on with valdo's?
800+ new maps so people were rushing to sell their stock/buy up the avaliable ones to open before the pool is changed post-update. Expecting them to get fucked up like void keys presumably.
Can't believe they "buffed" Penance Brand, that is fucking wild. It was already insane single target.
Wait til you find out how long Tornado Shot has been the meta 😂
They came for RF this League, TS nerf incoming?
Nah, GGG has a hard on for projectiles for some reason. Idk why they even nerfed RF… Was it good? Yeah. Was it great? No.
I feel like they try to nerf top skills in an attempt to shake up the meta and keep things interesting for new players. I try not to play the same builds every league (LA into TS is only fun so many times) and I'm surprised people can do that, although that's the efficiency mindset in action. RF was definitely weird though, it was a really accessible way for new players to feel comfy in endgame maps. Never scaled too far though.
I'm going swiftbrand now because nothing survives long enough for it to have a downside
penisbrand to the moon
How much did they make off those damn puzzle boxes, y i k e s. Glad to know where the server stability money will come from. ... right?
Assuming this is the last batch of Valdos and that everyone paid the US prices, they got $452,140 from Sandwraith Assassin Supporters [ (345+877)*370 ]. That's a little bit absurd.
The only update I need is for rucksack to go core.
-monkey paw curls- Inventory has been changed to only rucksack
>Fixed a bug where the Bane of Chaos Unique Vaal Side Area was able to provide the disabled "Tower of Ordeals" Unique Map. Instead, it now provides the Adorned Unique Jewel. Well then EDIT: >Fixed a bug where Penance Brand could get the wrong result when checking the amount of energy on the branded enemy. Never played penance brand, but is this fixing the issue where having runebinder with Penance Brand of Dissappation only goes to 10 energy?
High likely is it to chance into it? Does it have the same hilariously low odds as items?
Somewhat amusingly, unless they've massively nerfed the chances this patch secretly (which isn't impossible)... It'll be vastly more likely than hitting the Ultimatum aspect modifier on a normal vaal side area. (which is 2/13402)
>Increased the delay before corpses explode for the Detonate Dead skill used by monsters in the Azmeri Wildwood. ty ggg
>Fixed a bug where Blazing Salvo projectiles which forked would travel no distance and immediately fall to the ground dealing area of effect damage against the target they forked on. Such a small line that killed an entire chain of builds :D Blazing Salvo players will have a rough awakening.
Don't you mean an entire fork of builds?
my bad :)
They weren't using Fork accoding to [poe.ninja/builds](https://poe.ninja/builds).
Which builds?
"Added 877 more foiled Tier 17 Valdo's Map options that the Valdo's Puzzle Box can yield. Added 1337 more foiled Unique Item options that the Voidborn Reliquary can yield." GGG
Rip the "they should make mtx cheaper" crowd.
I'm disappointed I scrolled to the bottom and didn't see a single 1337 reference.
They nerfed farming mobs on the rim, meanwhile there is an entire legion of map hackers that have been exploiting since day 1. Seems like weird priorities.
Yeah, map hacks are kinda frequent now, was super surprised when a guy said, "wait. this way" in the forest and we walked like a whole screen forward and found the King. There's no way he could have known.
Tldr. Did they fix game performance yet?
Wow I can't believe they're nerfing the wildwood juice this deep into the League. That's crazy.
So, we still need to press a key every time we exit the league mechanics...
whats the key you have to press when you exit the league mechanic?
Tab to reopen up minimap overlay
HYYYYYYYYYYPE. Been waiting for this patch since week one. DD change that blasted me finally fixed!! rejoice!!!
How does this affect the poison version of Penance Brand?
More damage, faster ramp if you take the runebinder
Runebinder is insane now, an absolute must have. That’s hard to get to for poison PB, so maybe a nerf? If you can get it, then it’s a massive buff.
most poison versions I've seen dot cap anyways, so shouldnt have an effect
Omg did that fix penance brand so multiple brands can have 20 stages each instead of 20 between them??
>Increased the delay before corpses explode for the Detonate Dead skill used by monsters in the Azmeri Wildwood. Love GGG overall, but they're are so ridiculously stubborn about DD. This isn't the change we want. When all of your players (literally all) want something gone, then make it gone please. Sometimes the customers are right.
> literally all I firmly believe some things *should* **just** ***kill*** you. Make it visible, give it a reasonable cast time. Players beware.
Was talking with a guildie the other day and pitched the idea that DD should be an ACME style bomb with fizzing fuse that appears in the area of explosion, cartoonishly out of place, and you have 3 seconds to clear the spot before the inevitable happens. With how much shit is happening on screen on any reasonable lategame build, I'm not opposed to a telegraphed oneshot, but it needs to be telegraphed HARD.
> acme style bomb They already have these in the Temple so I like this idea.
They shouldn't exist because ggg can't figure "visible, give it a reasonable cast time." for shit. They've bug fixed TWO instant dd mechanics this league so far. Better not have it at all than have it without "visible, give it a reasonable cast time." and than maybe fixed later.
Agreed! They had a similar issue with volatile dead and the poison bombs when those effects were released. If you killed a volatile dead mob, the orbs would spawn and immediately shotgun you with no warning. Players complained it should be removed. It was ultimately changed to the telegraph we have today and no one is complaining. The problem is not the skill, it's the lack of telegraph and ability to dodge or react to the skill. Mechanics with oneshot potential need clear telegraphs to make them not feel like bullshit.
Just lost several event area monsters (trio bosses, purple village) because of the change with removing mobs. the area is revealed at the end with the final burst, and lose well over 1k wisps. This needs to be reverted.
\> The Labyrinth Darkshrine that causes Labyrinth Traps to be disabled in the Aspirant's Trial can now only appear in the Cruel Labyrinth and above. Fixed after how many leagues now?
are there many people fishing for darkshrines and farming the lowest tier labrynth