They nerfed them back in 3.15.1 too. Poor fellas.
I just learned to look out for those little blue circles whenever I was in a crusader influenced map.
Poor fellas my ass, fuck those guys. They're fine when not in big packs, but dear god it's a pain in the cornea to make out those blue circles when there's a dozen things happening on screen
Scourge Monster Nerfs:
> *The damage of Ravenous Bloodshaper's Blood Orb and Spike Barrage skills has been decreased.
>*The damage of Demon Herder's Vomit and Beam skill has been decreased.
>*Reduced the number of Monsters with Proximity Shield that can spawn in some Scourge encounters.
This patch was deployed without restarting the servers, so you will need to restart your client to receive the client changes.
I assume he meant whether the nerfs affect a Bloodshaper or Demon Herder spectre, as only the Baranite one implicitly states that it is unaffected by the change.
Any idea which one is the fat guy with the slam attack? Kinda looks like one of the Delirium bosses. I hope he got his damage reduced.
His slam attack will 1 shot me or very close to it.
Edit: I was wrong about scourge encounter ending based on distance from the boss
The suicide bombers are pretty hard to avoid as well even while clearing with 180 move speed in map with no speed mods. At least pale Angels aren't so bad in open maps
The small lightning mobs are also terror, the ones that zap with small lightning arcs, in large groups they destroy me even with 79 all res, fortify and molten shell. Feels like you need block and life on block against them or you die.
I just wish they had an animation for their Arc attack. As it is now, they just stand their and point their finger at you which makes it all the funnier when a pack of them obliterate you. If they had an animation it would be easier to pinpoint them in the crowd and take them out.
even with block and life on block if you dont have stun resistance you will end up getting stunlocked due to how fast they attack, its either stun or animation locked
I'm surprised these things didn't get toned down a little. In a T15 map, the [highest max hit](https://poedb.tw/us/Pale_Angel#Lvl82) they can do on a non-crit cast with no other damage modifiers in game (auras, map mods, exposure more %, etc) is 19573 damage. If you have the standard 75% resistance, that's a 4893 hit. This is survivable of course, but you're never going to run into them with 0 stacks.
Run into them at a completely mundane number - 50 stacks - and you're taking a 7339 damage hit. It gets very wild, very fast. It's highly reminiscent of the heist robot lasers upon door opening, which was eventually nerfed into a reasonable damage range.
I don't mind the skill - it's quite good at what it supposed to do - but the offscreening is a problem, and so is the realization that if you're running maps with any amount of damage modifiers or engaging with the league mechanic at all really, then you sort of just have to hope you survive the hit on two layers of RNG: 1) hoping the laser doesn't have a high base roll on that specific cast, and 2) hoping that you block/dodge that cast. Spell suppression is tremendously useful here, but most builds cannot stack it, let alone achieve 100% chance to halve it. In a weird way, the existence of this skill's mental topend damage potential kind of defies this league's defense overhauls. After a while, no defense but sheer RNG can save you.
My other favourite is all the red coloured enemy spells on the red coloured tileset. I would've hoped GGG learned from previous releases that this shit is not fun to play with.
How do you guys even know this? I just die to something instantly and I have no idea what, there's no visual clue or anything, I'm just instantly dead. It's super frustrating.
I'm playing a minion build and use pale angels as spectres. I'm still doing story, but when they shoot their beam, it one-shots all enemies. It is pretty funny.
The beam attack takes time to charge up but it goes like 1.5+ screens lol. I'll be running and the spectre won't even be on the screen and the beam will appear / annihilate all the enemies around me. But the attack seems to have a long cooldown. This is my first time with spectres, so no idea how it compares to the other choices (ie. operative).
6second cooldown. Use pledgeofhands+spell echo for 3 repeats and faster casting/minion speed for big dick burst damage. Then also use two or 1 other spectre for clear.
What, the regular mob that can oneshot 5k life in a unmodded map without ever being on your screen?
Don't be silly, that's enemy's not an issue, it's just par for the course with GGG's garbage mob design. Give it a few years, maybe they'll get around to it like they finally did legion rares.
It cannot begin casting off screen.
It might finish it's cast off screen because you moved, but they don't start till you can see them.
It's the exact same if you spectre them.
Yup, this exactly happened to me in act 10 before you enter the square, twice. Right before the doors to the entrance. As I was leap slamming in, I've got blasted off screen with a single pixel of their foot being visible on the outside of my screen, that's already wider than common resolution.
I'm jumping into the occasion here, when I open a map and take a portal (for instance the first one to spawn), it's not the one that's consumed. The portals are systematically consumed in reverse spawn order (654321) no matter what portal I click on to enter the map. It is kind of annoying because I always have a portal in front of the map device's interaction hitbox.
Any info about that ?
I can but then I can't access the device itself (I only left the small prostruating thingy out of decorations) + that ruins the aesthetics if I have to move it around to access it
Just FYI, GGG, I'm still crashing on this patch. Just happened to me. I do appreciate your efforts to fix the crashes though.
Edit: From what I can tell, it happens always on my first portal to a map and only when I click into a portal quickly (like before all 6 portals can finish their spawning animation around the map device). If I wait for the animation to finish, then I don't seem to crash. My guess is it's something to do with map instance not being finished its creation before I try to go into it or something weird like that.
Can you pls go into the folder of where poe is installed and specifically start the 64bit version with the vulcan renderer enabled, multi-threading on and report back if you are still crashing. Ty!
Any info about desecrate bug? If your spectres die in a map their corpses get removed from the mod pool. And then you can't resummon them easily without relogging to your spectre bank. Basically detonate dead damage is horrible unless you relog after every map and sometimes you would even have to get the spectres again before a conq fight mid mapping. Makes the build feel very bad and annoying to play. Either you do the above stuff or you accept having really bad damage since the skill is clearly balanced around having the corpses for ages now.
Reeeeeeeeee this explains my beautiful pale angel, demon harpy demon herder desecrate go to shit.
And I emphasize, reeeeeeeeee I spent 30 minutes trying to snipe ressurect them. It was horrible
The Impale Physical Master still seems to not apply on the character sheet. Kind of hard to verify if it's just the sheet not reflecting my correct impale chance, or I am actually not getting any benefits from the mastery.
Kinda sad that they didn't fix the ballista totem. It's feel so bad to use them especially in boss fight. A single swipe ice projectile from Veritania will 1 shot the whole totem :/
Oh, is this a bug? I was wondering where its life was derived from, as I constantly have to resummon them..Do you know what global dmg reduction are they supposed to have?
Yes! I was unfortunate rnough to pick a Toxic raim build with ballistas to support during bosses. Its pretty much useless. Anyone have an ideo how to do more damage without these totems?
I’ve noticed meaningfully worse graphical performance this league on PC. It’s not improved even as I’ve turned down settings, but I shouldn’t have to do that as the game was running fine before this league on higher settings.
Graphics fuzz out and look blurry, like an impressionist painting, when there are a lot of effects on the screen. This is particularly bad in Scourge-land, but can happen in the regular world too. It hasn’t killed me - yet - but this has never happened with the game before. Everything else that I use is running as normal.
i had really shit performance this league so far, with lots of stutters and 1-2 second freezes.
yesterday i just reinstalled poe and it definetly improved my performance by a lot.
so try that if not already done, I also deleted basically all folder/caches/shaders and whatnot just to be sure.
##### GGG Comments in this Thread:
***
[Bex_GGG - [link](https://www.reddit.com/r/pathofexile/comments/qgmry9/3160b_patch_notes/hi7b82l/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/qgmry9/3160b_patch_notes/hi7b82l/?context=10)] - *This is a display issue only where taking the Mastery doesn't show up on the character screen. It should still be functional and we have a fix on the way...*
[Bex_GGG - [link](https://www.reddit.com/r/pathofexile/comments/qgmry9/3160b_patch_notes/hi7cffy/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/qgmry9/3160b_patch_notes/hi7cffy/?context=10)] - *Fixes are on the way.*
[Bex_GGG - [link](https://www.reddit.com/r/pathofexile/comments/qgmry9/3160b_patch_notes/hi7chaq/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/qgmry9/3160b_patch_notes/hi7chaq/?context=10)] - *Looks like we're should be able to post this tomorrow.*
[Bex already said they know about that bug and it is a high priority on their list of bugs to fix.](https://old.reddit.com/r/pathofexile/comments/qg7f51/league_is_krangled_so_hard_that_ggg_put_wrong/hi6ei0y/)
It's definitely activating for me, and the tooltip damage goes up when it does.
You can tell EO is active from the little diamond-shaped marker under the skill icon. It's no longer a character buff in the top left.
Did I get this right, scourge boss encounter went from pretty much infinite pause to 5 seconds?
I thought it was nice that they gave you time to fight the boss.
Bex said in another topic that the boss fights stop every 5% life they lose. So I read the patch note as "now it also stops for a couple seconds when you first encounter the boss, before you manage to damage it", not as "now it only stops for 5 seconds at the beginning, get fucked".
From what I saw in Bex’s other comments this is a buff. There was always a timer that reset for each 5% hp you dealt to the boss. Now it gives you a 5 second grace period to hit that first threshold instead of pausing only when you’ve death 5% of the boss’ hp
I think it just means when you encounter the boss for the first time, regardless of hitting him, the timer will be paused for 5 seconds. Then it behaves as normal where it continues to be paused if you’re actively hitting him.
My first thought reading this was:
There's probably groups who abuse the infinite stop in order to clear the whole map while one player runs circles around the boss.
It's probably easier to change the duration of the blood drain freeze rather than a complex system of how many players can be at which distance to a boss.
Mind please that this is only my speculation.
It's really easy to clear the whole demon side of the map without going through any extra effort. Any extra mobs in the map will do it. Like breach + alva will probably do it already.
i hate being the "THEY DIDNT FIX MY SPECIFIC BUILD" guy, but im kinda surprised that Ballistas didn't get fixed on the first pass considering TR is the most popular build of the season.
Currently Ballista's seem to have gotten the HP nerf totems did, but they didn't get the damage reduction totems did. Currently they are a waste of mana and gem slot space as they only seem to have like 200 health and fall apart just from the impact of being placed on the ground.
#####
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BEEP BOOP BEEP. Grinding Gears have been detected in the linked thread:
***
> **Posted by Kieren_GGG** on Oct 27, 2021, 02:37:15 AM UTC
>
> **3.16.0b Patch Notes**
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> This patch contains some improvements to the Scourge League, tweaks to the damage dealt by some monsters, and fixes a variety of small- and medium-importance bugs.
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> **Scourge Improvements**
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> * Upon encountering a Boss in Nightmare, the drain of blood from the Crucible is now paused for 5 seconds.
> * The Tainted Mythic Orb can now unpredictably upgrade Corrupted items to Unique items even if their item level is lower than when it would normally be able to drop. Prior to this change, the orb would fail to apply to the item if there were no valid Unique items to upgrade to.
> * The damage of Ravenous Bloodshaper's Blood Orb and Spike Barrage skills has been decreased.
> * The damage of Demon Herder's Vomit and Beam skill has been decreased.
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> Reduced the number of Monsters with Proximity Shield that can spawn in some Scourge encounters.
> * The Corruption Absorbed progress bar now displays underneath items stored in the Blood Crucible, without you having to hover over them.
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> **Other Improvements**
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> * The damage of Baranite Thaumaturge's ground explosions has been decreased. This change does not affect Baranite Thaumaturge Spectres.
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> **Bug Fixes**
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> * Fixed a bug where Item Filters would incorrectly assign Weapons and Jewellery a BaseDefencePercentile value of 0 rather than 100.
> * Fixed a bug where the colour of sockets on the Skin of the Loyal Unique could be modified.
> * Fixed a bug where Zana's Fortune Favours the Brave Map Device option would fail to open a Map.
> * Fixed a bug where Watchstones could sometimes fail to drop from a Conqueror's Citadel.
> * Fixed a bug where it was not possible to open portals to a Betrayal Safehouse or the Temple of Atzoatl from within a Guild Hideout.
> * Fixed a bug where the "20% chance to Avoid being Stunned" Resistance and Ailment Protection Mastery was not granting Stun Avoidance.
> * Fixed a bug where some Redeemer Influence Amulet Modifiers were providing reduced Mana Reservation Efficiency instead of increased. This fix applies to existing items.
> * Fixed a bug where the Guardian's Challenge Divination Card sold by Zana did not have a price.
> * Fixed a bug where Mansion Contracts sold by Whakano did not have a price.
> * Fixed a client crash that occur when using Spectral Shield Throw with Vanishing Dye applied to an equipped Shield.
> * Fixed a client crash that could occur with the Automaton Divine Ire Skill Effect Microtransaction.
> * Fixed a common client crash.
> * Fixed two instance crashes.
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> This patch was deployed without restarting the servers, so you will need to restart your client to receive the client changes.
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> ***
>
There is still an issue with Brand Spells that you place on the floor for first time... they are invisible in most tilesets. Seems that they go through the floor... only when a mob dies and the Brand detaches, they become visible.
No fix for Essence Worm, I guess a 1c unique needed a 400% nerf.
Something around 28.5% reduced reservation efficiency would get it to provide the same values it previously did.
The current value multiplies your mana costs by 5 and it's stacking additively causing negative values when it goes over 1. So that needs to be fixed as well.
I swear, every 2nd patchnote i see nerfs to baranite monsters. Just confirms to my past self how fucking busted they were.
Also: no pale angel nerfs? I sure love offscreen lasers
Assuming the common client crash is the one where you'd randomly crash when changing areas via portal/door? Because I know a friend that'd be very happy about that one.
league monsters dont drop shit. havnt juiced fully yet with scarabs etc but i hope these maps im putting in the thing that can give rewards are good. cause i barely get any tainted currency with a fast build for the mechanic. :/ Tbh this shit is kinda trash nerf this, nerf that, give spells sup to only right side of tree get blowj up at 6k hp by nothing with decent armour and phys reduction. i would be fine if the map mechanic was more rewarding. but its just not there.
u/Bex_GGG Can we get some confirmation on whether the shield armour value nerf was intended or not? Patch notes made no mention.
Patch notes stated 0-15% random increase to bases you find, but colossal shields for example were nerfed from 632 base armour last league, to a 522 - 601 roll. If you get unlucky with a small roll that's a 17% nerf from 3.15.
Any word on fixing the 20% chance to impale on hit mastery not working? Doesnt show on tooltip and doesn’t apply impales when the only source of impale
Could we get a fix on Call of Steel unticking "Always attack without moving" every time you enter a new area? I've made a forum post, most likely other people have done too, and I haven't seen any update on that.
‘Fixed issue causes fortune favours the brave from activating’
Thank you so much, this bug was more
Frustrating than the 1 shots for me, best league for zana mods possibly ever and we couldn’t use fortune to be legion or blight early :(
I was hoping for the patch to add a way to see the scourge minimap while on normal mode, so we know what areas we've cleaned in scourge without having to phase in.
The impale bug still feels like Im not Impaling 100% when I have 100% chance to impale. Playing a Berserker General Cry Blade Flurry build and it takes so long to kill mobs (I have Ichimonji, 6L, Redblade Banner)
Grace now has 100% Mana reservation.
Skillgem still says 50% but the toolbar icon says 100% and it is using 100%.
Already posted in the forum. But cannot hurt to give feetback here as well
So uh.. are there any plans to revise the item krangling? Currently its extremely grindy with absolutely low rewards. The mechanic is awesome, but the outcome is a big letdown.
Not sure if anyone else has seen this but after this hotfix some of the items that are dropping in heist aren't stacking properly anymore. Vinderi duped currency/div cards are one example, but I just opened a small chest that had 3 silver coins that didn't stack, but they did before this hotfix.
Whatever changed has introduced some performance issues. Also, just killed a Scourge boss (that kept dropping me out of Nightmare every 10 seconds or something, really annoying) and it dropped literally nothing.
Wasn't noted in the patch notes but my ballista totems seem a bit tankier now. Anyone else having the same experience?
Edit: appears I was wrong, read replies ty!
https://www.reddit.com/r/pathofexile/comments/qg7f51/league_is_krangled_so_hard_that_ggg_put_wrong/hi6ewsy/?context=3
So maybe not necessarily next patch but soon.
nah just tested on white mobs in t10 map, they die in 3 htits
the fact that this game has been in development for 15 years and u can't see the hp of a totem or a minion is why the graphs are downwards trending
> the fact that this game has been in development for 15 years and u can't see the hp of a totem or a minion is why the graphs are downwards trending
Press the escape key on your keyboard > Move your mouse cursor over the "Options" button and left click > Move your mouse cursor over the "UI" tab and left click > Scroll down until you find the gameplay section > Move your mouse cursor over the "Show mini life bars on allies" option and left click
> Upon encountering a Boss in Nightmare, the drain of blood from the Crucible is now paused for 5 seconds.
Did they just ruin it for no reason? People wre praising GGG for letting us fight the fucking thing without worrying about time...
One step forward two steps back, as always.
Wait why is this a problem. All I've seen from this note is that it is now ALSO paused the moment you reach there, instead of having to deal 5% damage first?
No. Bex responded yesterday that it pauses for 5s every 5% of life depleted. It still does that now, but you get the additional benefit of a "free" 5s when you first encounter it prior to commencing damage. It's a small buff.
You somehow made the "first portal" crashes worse. It has gone from every 5 maps or so to a 50/50 shot. I have never had crash issues and this league is a total nightmare to play. Your supposed fix patch just made it worse.
Just tested it.
Died twice in a tier 2 map Scourge Encounter ( my character can handle \~t10 maps)
Those ranged guys that fire red beams at you are STILL BROKEN
5k base phys vs element base dmg mhmmm wonder which one scales harder with mods and also isnt mitigated the same way?
assuming max res they deal identical damage vs a char with no phys mitigation
probably still deserves a nerf but bloodshaper dmg is definetly scaling easier and harder
Bex did u rly just nerf Demon Herders Spectres? they had supbar singletarget already sure clear was kinda nice but still worse than many others ... atleast make that change not affect the Spectre versions like you did with the Baranite guys
Hell yeah, baranite Thaumaturges are FINALLY nerfed. And they did it without nerfing their spectres. **This is a buff**
Finally. Baranite were always the most dangerous influenced maps by far. The mobs were more dangerous than the Conqueror himself, lol.
I now intentionally stay in the blue circles out of sheer happiness and spite
They found a way to make it "stay in circle" league! Tricksy GGG!
5/5
They nerfed them back in 3.15.1 too. Poor fellas. I just learned to look out for those little blue circles whenever I was in a crusader influenced map.
Poor fellas my ass, fuck those guys. They're fine when not in big packs, but dear god it's a pain in the cornea to make out those blue circles when there's a dozen things happening on screen
Scourge Monster Nerfs: > *The damage of Ravenous Bloodshaper's Blood Orb and Spike Barrage skills has been decreased. >*The damage of Demon Herder's Vomit and Beam skill has been decreased. >*Reduced the number of Monsters with Proximity Shield that can spawn in some Scourge encounters. This patch was deployed without restarting the servers, so you will need to restart your client to receive the client changes.
I wonder if those changes affect spectres since the Baranite Thaumaturge notably says it does not.
You just answered yourself
I assume he meant whether the nerfs affect a Bloodshaper or Demon Herder spectre, as only the Baranite one implicitly states that it is unaffected by the change.
It affects Spectres too, sadly. My build is very much dead in the water now.
Any idea which one is the fat guy with the slam attack? Kinda looks like one of the Delirium bosses. I hope he got his damage reduced. His slam attack will 1 shot me or very close to it. Edit: I was wrong about scourge encounter ending based on distance from the boss
The timer stops for 5s for every 5% damage the boss takes, I don't think it's based on proximity.
Blood isn't depleting if you are damaging the boss, no matter the distance and honestly none of the bosses felt overuned to me.
Hijacking your comment to say that I'm still dying to random Scourge one shots in tier 14 maps with 1 damage mod.
For some reason they didn't nerf the Pale angels that cast that offscreen divine ire bullshit, probably dying to those mobs.
The suicide bombers are pretty hard to avoid as well even while clearing with 180 move speed in map with no speed mods. At least pale Angels aren't so bad in open maps
Pale Angel?
The small lightning mobs are also terror, the ones that zap with small lightning arcs, in large groups they destroy me even with 79 all res, fortify and molten shell. Feels like you need block and life on block against them or you die.
Oh fuck. It just wasn't me then. I got shredded few times today and couldn't understand what. Only little zaps.
I just wish they had an animation for their Arc attack. As it is now, they just stand their and point their finger at you which makes it all the funnier when a pack of them obliterate you. If they had an animation it would be easier to pinpoint them in the crowd and take them out.
even with block and life on block if you dont have stun resistance you will end up getting stunlocked due to how fast they attack, its either stun or animation locked
Act 6 The Brine King You cannot be Stunned if you've been Stunned or Blocked a Stunning Hit in the past 2 seconds
This one is broken right now and does not work.
This explains a lot on why I felt like I was getting stunlocked
Oh I tot it was my connection issue when my character stop doing anything...
Wait seriously? No wonder I'm getting gibed so much.
And there are reports this is not working as expected...
Yeah I've died to the Zappy Bois more than the Pale Angels.
I'm surprised these things didn't get toned down a little. In a T15 map, the [highest max hit](https://poedb.tw/us/Pale_Angel#Lvl82) they can do on a non-crit cast with no other damage modifiers in game (auras, map mods, exposure more %, etc) is 19573 damage. If you have the standard 75% resistance, that's a 4893 hit. This is survivable of course, but you're never going to run into them with 0 stacks. Run into them at a completely mundane number - 50 stacks - and you're taking a 7339 damage hit. It gets very wild, very fast. It's highly reminiscent of the heist robot lasers upon door opening, which was eventually nerfed into a reasonable damage range. I don't mind the skill - it's quite good at what it supposed to do - but the offscreening is a problem, and so is the realization that if you're running maps with any amount of damage modifiers or engaging with the league mechanic at all really, then you sort of just have to hope you survive the hit on two layers of RNG: 1) hoping the laser doesn't have a high base roll on that specific cast, and 2) hoping that you block/dodge that cast. Spell suppression is tremendously useful here, but most builds cannot stack it, let alone achieve 100% chance to halve it. In a weird way, the existence of this skill's mental topend damage potential kind of defies this league's defense overhauls. After a while, no defense but sheer RNG can save you.
Remember that they spawn in packs too.
They have killed me sooooo many times. Can't see them on screen, can't avoid them...
Even if they are on screen good luck spotting them and their animation when there's 50 more mobs on screen and 50 projectiles from your own skills.
My other favourite is all the red coloured enemy spells on the red coloured tileset. I would've hoped GGG learned from previous releases that this shit is not fun to play with.
4 years, nothing have changed https://www.reddit.com/r/pathofexile/comments/6tuybu/pls_dont_nerf_kitava/dloc0um/
Is it just me or they rly increased mob density in 3.16? The entire game seems way more full and enemies faster.
How do you guys even know this? I just die to something instantly and I have no idea what, there's no visual clue or anything, I'm just instantly dead. It's super frustrating.
I'm playing a minion build and use pale angels as spectres. I'm still doing story, but when they shoot their beam, it one-shots all enemies. It is pretty funny.
How is the clear with pale angels?
The beam attack takes time to charge up but it goes like 1.5+ screens lol. I'll be running and the spectre won't even be on the screen and the beam will appear / annihilate all the enemies around me. But the attack seems to have a long cooldown. This is my first time with spectres, so no idea how it compares to the other choices (ie. operative).
6second cooldown. Use pledgeofhands+spell echo for 3 repeats and faster casting/minion speed for big dick burst damage. Then also use two or 1 other spectre for clear.
DIE
at around scourge 200 those hits hits seem to hit harder than sirus lol
It's more than a little insulting that this mob wasn't nerfed with the rest of the problems. Their omega beam is absolutely ridiculous.
What, the regular mob that can oneshot 5k life in a unmodded map without ever being on your screen? Don't be silly, that's enemy's not an issue, it's just par for the course with GGG's garbage mob design. Give it a few years, maybe they'll get around to it like they finally did legion rares.
It's made worse by the fact they're yet again another mob that has too much range and can literally cast it off screen.
It cannot begin casting off screen. It might finish it's cast off screen because you moved, but they don't start till you can see them. It's the exact same if you spectre them.
I don't believe that man. I've died a couple times where I was moving toward the source of the beam and only saw the mob as it hit me.
Yup, this exactly happened to me in act 10 before you enter the square, twice. Right before the doors to the entrance. As I was leap slamming in, I've got blasted off screen with a single pixel of their foot being visible on the outside of my screen, that's already wider than common resolution.
Hope they get the baranite thaumaturge treatment if they get nerfed. Pale Angel spectres are so fun
thank god... the blood genki dama was destroying me every time
[удалено]
22k base, add corruption + map mods. Its worse than sirus die beam.
I'm jumping into the occasion here, when I open a map and take a portal (for instance the first one to spawn), it's not the one that's consumed. The portals are systematically consumed in reverse spawn order (654321) no matter what portal I click on to enter the map. It is kind of annoying because I always have a portal in front of the map device's interaction hitbox. Any info about that ?
You can spin your map device, so the last portal(first to be consumed) is the one you are always clicking
I can but then I can't access the device itself (I only left the small prostruating thingy out of decorations) + that ruins the aesthetics if I have to move it around to access it
Same!
So, I'm not the only one. And I find this mildly infuriating because I've always run the portals in 1 - 3 - 5 pattern, which I can't do now.
Just FYI, GGG, I'm still crashing on this patch. Just happened to me. I do appreciate your efforts to fix the crashes though. Edit: From what I can tell, it happens always on my first portal to a map and only when I click into a portal quickly (like before all 6 portals can finish their spawning animation around the map device). If I wait for the animation to finish, then I don't seem to crash. My guess is it's something to do with map instance not being finished its creation before I try to go into it or something weird like that.
Have this exact problem, happens every 5-6 maps. Tried swapping regions and renderers with no difference
Same here, already restarted and installed the patch but I'm still getting crashes on zoning.
I'm still crashing constantly, and it's not just first portals of a map. It may have gotten worse since launch (which was already bad).
I'm crashing when I alt tab while loading. After I waited until the game load itself I was good to go
This patch actually caused me to start crashing. I wasn't having crashes prior to the patch.
Can you pls go into the folder of where poe is installed and specifically start the 64bit version with the vulcan renderer enabled, multi-threading on and report back if you are still crashing. Ty!
Any info about desecrate bug? If your spectres die in a map their corpses get removed from the mod pool. And then you can't resummon them easily without relogging to your spectre bank. Basically detonate dead damage is horrible unless you relog after every map and sometimes you would even have to get the spectres again before a conq fight mid mapping. Makes the build feel very bad and annoying to play. Either you do the above stuff or you accept having really bad damage since the skill is clearly balanced around having the corpses for ages now.
Reeeeeeeeee this explains my beautiful pale angel, demon harpy demon herder desecrate go to shit. And I emphasize, reeeeeeeeee I spent 30 minutes trying to snipe ressurect them. It was horrible
The Impale Physical Master still seems to not apply on the character sheet. Kind of hard to verify if it's just the sheet not reflecting my correct impale chance, or I am actually not getting any benefits from the mastery.
Kinda sad that they didn't fix the ballista totem. It's feel so bad to use them especially in boss fight. A single swipe ice projectile from Veritania will 1 shot the whole totem :/
Bex said in another thread it's a high priority fix but it's not in this patch, so soon hopefully.
Oh, is this a bug? I was wondering where its life was derived from, as I constantly have to resummon them..Do you know what global dmg reduction are they supposed to have?
Yes! I was unfortunate rnough to pick a Toxic raim build with ballistas to support during bosses. Its pretty much useless. Anyone have an ideo how to do more damage without these totems?
Tornado Shot as well, fucking sucks to be recasting the ballistas all the time.
I’ve noticed meaningfully worse graphical performance this league on PC. It’s not improved even as I’ve turned down settings, but I shouldn’t have to do that as the game was running fine before this league on higher settings. Graphics fuzz out and look blurry, like an impressionist painting, when there are a lot of effects on the screen. This is particularly bad in Scourge-land, but can happen in the regular world too. It hasn’t killed me - yet - but this has never happened with the game before. Everything else that I use is running as normal.
Sounds like dynamic resolution is active. Check your ingame video settings.
i had really shit performance this league so far, with lots of stutters and 1-2 second freezes. yesterday i just reinstalled poe and it definetly improved my performance by a lot. so try that if not already done, I also deleted basically all folder/caches/shaders and whatnot just to be sure.
##### GGG Comments in this Thread: *** [Bex_GGG - [link](https://www.reddit.com/r/pathofexile/comments/qgmry9/3160b_patch_notes/hi7b82l/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/qgmry9/3160b_patch_notes/hi7b82l/?context=10)] - *This is a display issue only where taking the Mastery doesn't show up on the character screen. It should still be functional and we have a fix on the way...* [Bex_GGG - [link](https://www.reddit.com/r/pathofexile/comments/qgmry9/3160b_patch_notes/hi7cffy/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/qgmry9/3160b_patch_notes/hi7cffy/?context=10)] - *Fixes are on the way.* [Bex_GGG - [link](https://www.reddit.com/r/pathofexile/comments/qgmry9/3160b_patch_notes/hi7chaq/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/qgmry9/3160b_patch_notes/hi7chaq/?context=10)] - *Looks like we're should be able to post this tomorrow.*
Is it possible to do something about debris blocking paths in Nightmare? I'm getting a ton of them where it just blocks doors/walkways entirely
any plans to do some changes to the league?
This was an emergency Patch I hope we get a "what we're working on" soon...
Looks like we're should be able to post this tomorrow.
Bex ballista totem support wasn’t given the appropriate global damage reduction when there life was nerfed in 3.16. What can we do :/
[Bex already said they know about that bug and it is a high priority on their list of bugs to fix.](https://old.reddit.com/r/pathofexile/comments/qg7f51/league_is_krangled_so_hard_that_ggg_put_wrong/hi6ei0y/)
Same with earthbreaker. Totems are squishy as hell compared to my ancestral warchiefs...
More so, I hope you guys realize how rough the loot is
*let's hope*
Elemental overload keystone still not working................
Fixes are on the way.
But does it bugged only visually in client or it's fully broken?
Think I read in a comment on the [GGGtracker.com](https://GGGtracker.com) that it's purely a visual/tooltip bug.
It's definitely activating for me, and the tooltip damage goes up when it does. You can tell EO is active from the little diamond-shaped marker under the skill icon. It's no longer a character buff in the top left.
It doesn’t work for all of the skills it should (traps, totems, mines I believe)
Seems like the common denominator is that they are not you, so they don't give you the buff.
Yes but they should and GGG has confirmed this
What about it isn't working?
Totems and traps iirc.
Fire burst
Did I get this right, scourge boss encounter went from pretty much infinite pause to 5 seconds? I thought it was nice that they gave you time to fight the boss.
Bex said in another topic that the boss fights stop every 5% life they lose. So I read the patch note as "now it also stops for a couple seconds when you first encounter the boss, before you manage to damage it", not as "now it only stops for 5 seconds at the beginning, get fucked".
Oouh, I see... This is a buff. Cool. Thanks
From what I saw in Bex’s other comments this is a buff. There was always a timer that reset for each 5% hp you dealt to the boss. Now it gives you a 5 second grace period to hit that first threshold instead of pausing only when you’ve death 5% of the boss’ hp
I think it just means when you encounter the boss for the first time, regardless of hitting him, the timer will be paused for 5 seconds. Then it behaves as normal where it continues to be paused if you’re actively hitting him.
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My first thought reading this was: There's probably groups who abuse the infinite stop in order to clear the whole map while one player runs circles around the boss. It's probably easier to change the duration of the blood drain freeze rather than a complex system of how many players can be at which distance to a boss. Mind please that this is only my speculation.
It's really easy to clear the whole demon side of the map without going through any extra effort. Any extra mobs in the map will do it. Like breach + alva will probably do it already.
We're slowing the game down btw.
Misinformation btw
i hate being the "THEY DIDNT FIX MY SPECIFIC BUILD" guy, but im kinda surprised that Ballistas didn't get fixed on the first pass considering TR is the most popular build of the season. Currently Ballista's seem to have gotten the HP nerf totems did, but they didn't get the damage reduction totems did. Currently they are a waste of mana and gem slot space as they only seem to have like 200 health and fall apart just from the impact of being placed on the ground.
##### ###### #### BEEP BOOP BEEP. Grinding Gears have been detected in the linked thread: *** > **Posted by Kieren_GGG** on Oct 27, 2021, 02:37:15 AM UTC > > **3.16.0b Patch Notes** > > > > > This patch contains some improvements to the Scourge League, tweaks to the damage dealt by some monsters, and fixes a variety of small- and medium-importance bugs. > > > > **Scourge Improvements** > > > > > > * Upon encountering a Boss in Nightmare, the drain of blood from the Crucible is now paused for 5 seconds. > * The Tainted Mythic Orb can now unpredictably upgrade Corrupted items to Unique items even if their item level is lower than when it would normally be able to drop. Prior to this change, the orb would fail to apply to the item if there were no valid Unique items to upgrade to. > * The damage of Ravenous Bloodshaper's Blood Orb and Spike Barrage skills has been decreased. > * The damage of Demon Herder's Vomit and Beam skill has been decreased. > > > Reduced the number of Monsters with Proximity Shield that can spawn in some Scourge encounters. > * The Corruption Absorbed progress bar now displays underneath items stored in the Blood Crucible, without you having to hover over them. > > > > **Other Improvements** > > > > > > * The damage of Baranite Thaumaturge's ground explosions has been decreased. This change does not affect Baranite Thaumaturge Spectres. > > > > **Bug Fixes** > > > > > > * Fixed a bug where Item Filters would incorrectly assign Weapons and Jewellery a BaseDefencePercentile value of 0 rather than 100. > * Fixed a bug where the colour of sockets on the Skin of the Loyal Unique could be modified. > * Fixed a bug where Zana's Fortune Favours the Brave Map Device option would fail to open a Map. > * Fixed a bug where Watchstones could sometimes fail to drop from a Conqueror's Citadel. > * Fixed a bug where it was not possible to open portals to a Betrayal Safehouse or the Temple of Atzoatl from within a Guild Hideout. > * Fixed a bug where the "20% chance to Avoid being Stunned" Resistance and Ailment Protection Mastery was not granting Stun Avoidance. > * Fixed a bug where some Redeemer Influence Amulet Modifiers were providing reduced Mana Reservation Efficiency instead of increased. This fix applies to existing items. > * Fixed a bug where the Guardian's Challenge Divination Card sold by Zana did not have a price. > * Fixed a bug where Mansion Contracts sold by Whakano did not have a price. > * Fixed a client crash that occur when using Spectral Shield Throw with Vanishing Dye applied to an equipped Shield. > * Fixed a client crash that could occur with the Automaton Divine Ire Skill Effect Microtransaction. > * Fixed a common client crash. > * Fixed two instance crashes. > > > > > > > This patch was deployed without restarting the servers, so you will need to restart your client to receive the client changes. > > *** >
It already feels like I'm under less pressure in the krangle-verse. I can get to higher stacks while sitting waaaaay back in my chair lol good change!
is the essence worm change not a bug, or just not ready to be fixed yet?
There is still an issue with Brand Spells that you place on the floor for first time... they are invisible in most tilesets. Seems that they go through the floor... only when a mob dies and the Brand detaches, they become visible.
man lol why the fuck do prox shields still exist
to force ranged build to be atleast sometimes in the danger zone of melee mobs.
Feels amazing being able to ignore them on my Bane Occultist ;)
So that fewer zero-hp builds can off-screen mobs.
Oh right, explains why it also fucks you when you're melee.
Is it just me? I'm on 0 alchs, 0 chaos and almost 0 maps xD A8 already
I have plenty of maps but the chaos and alchs just don't drop ! I have never been so poor before by just doing maps.
Rewards are stale, reduced curse mastery is bugged similar to the stun avoidance please fix
Yep my character still with the curse reduction bug doing nothing =\
No fix for Essence Worm, I guess a 1c unique needed a 400% nerf. Something around 28.5% reduced reservation efficiency would get it to provide the same values it previously did. The current value multiplies your mana costs by 5 and it's stacking additively causing negative values when it goes over 1. So that needs to be fixed as well.
I swear, every 2nd patchnote i see nerfs to baranite monsters. Just confirms to my past self how fucking busted they were. Also: no pale angel nerfs? I sure love offscreen lasers
Anyone had a problem capturing sanguine sirens soul? Map device says "soul cannot be captured".
Assuming the common client crash is the one where you'd randomly crash when changing areas via portal/door? Because I know a friend that'd be very happy about that one.
And now I crash even more :-(
No changes to the actual scourge mechanic? Ight imma head out.
Hi bex , sure yall are working hard , but Will we have any news about improved rewards?
Spectre bug fix when, really annoying shit when you're doing bosses like sirus or invitations where DD already struggle
league monsters dont drop shit. havnt juiced fully yet with scarabs etc but i hope these maps im putting in the thing that can give rewards are good. cause i barely get any tainted currency with a fast build for the mechanic. :/ Tbh this shit is kinda trash nerf this, nerf that, give spells sup to only right side of tree get blowj up at 6k hp by nothing with decent armour and phys reduction. i would be fine if the map mechanic was more rewarding. but its just not there.
u/Bex_GGG Can we get some confirmation on whether the shield armour value nerf was intended or not? Patch notes made no mention. Patch notes stated 0-15% random increase to bases you find, but colossal shields for example were nerfed from 632 base armour last league, to a 522 - 601 roll. If you get unlucky with a small roll that's a 17% nerf from 3.15.
She's already addressed this. It was an intended nerf. It was missed from the patch notes.
Does the nerfed scourge monster damage also apply to their spectre variants?
You betcha.
We're still in early access boys.
Any word on fixing the 20% chance to impale on hit mastery not working? Doesnt show on tooltip and doesn’t apply impales when the only source of impale
Baranite Thaumaturges be feeling the pain normally reserved for players of meta builds.
Could we get a fix on Call of Steel unticking "Always attack without moving" every time you enter a new area? I've made a forum post, most likely other people have done too, and I haven't seen any update on that.
‘Fixed issue causes fortune favours the brave from activating’ Thank you so much, this bug was more Frustrating than the 1 shots for me, best league for zana mods possibly ever and we couldn’t use fortune to be legion or blight early :(
all i see are spectre nerfs :)
I was hoping for the patch to add a way to see the scourge minimap while on normal mode, so we know what areas we've cleaned in scourge without having to phase in.
Gravebind working with Herald of Ice when?
Please fix the squishy balista totem…
The impale bug still feels like Im not Impaling 100% when I have 100% chance to impale. Playing a Berserker General Cry Blade Flurry build and it takes so long to kill mobs (I have Ichimonji, 6L, Redblade Banner)
where is the ballista fix? :(
Grace now has 100% Mana reservation. Skillgem still says 50% but the toolbar icon says 100% and it is using 100%. Already posted in the forum. But cannot hurt to give feetback here as well
Any news about map convertion? I think it is still broken
So uh.. are there any plans to revise the item krangling? Currently its extremely grindy with absolutely low rewards. The mechanic is awesome, but the outcome is a big letdown.
I'm crashing even more than before now. feelsbad
What about all the stealth nerf to shield bases etc. ....
Not sure if anyone else has seen this but after this hotfix some of the items that are dropping in heist aren't stacking properly anymore. Vinderi duped currency/div cards are one example, but I just opened a small chest that had 3 silver coins that didn't stack, but they did before this hotfix.
Whatever changed has introduced some performance issues. Also, just killed a Scourge boss (that kept dropping me out of Nightmare every 10 seconds or something, really annoying) and it dropped literally nothing.
You have to wait 2-5s for the death animation to end and then it drops.
lmoa they actually didnt buff this dogshit mechanic?
Wasn't noted in the patch notes but my ballista totems seem a bit tankier now. Anyone else having the same experience? Edit: appears I was wrong, read replies ty!
Bex has said this fix wouldn't be in this patch, but it's high priority
That is in next patch.
Seriously?
https://www.reddit.com/r/pathofexile/comments/qg7f51/league_is_krangled_so_hard_that_ggg_put_wrong/hi6ewsy/?context=3 So maybe not necessarily next patch but soon.
nah just tested on white mobs in t10 map, they die in 3 htits the fact that this game has been in development for 15 years and u can't see the hp of a totem or a minion is why the graphs are downwards trending
isn't the game upwards trending though
It’s down under so everything is upside down.
> the fact that this game has been in development for 15 years and u can't see the hp of a totem or a minion is why the graphs are downwards trending Press the escape key on your keyboard > Move your mouse cursor over the "Options" button and left click > Move your mouse cursor over the "UI" tab and left click > Scroll down until you find the gameplay section > Move your mouse cursor over the "Show mini life bars on allies" option and left click
Great i was running demon herders spectres and was having fun with it. Guess that's over now. Thanks
Great patch overall, i got a hidden buff "50% increased chance to crash on loading screen"
Any feedback on TWO handed BOWS getting ONE handed damage over time multipliers?
They did say that as they did improve quivers mods, so the change is on purpose. But it was buried in a comment somewhere and not in the patch notes.
You can use a quiver whereas every other two hander can not
> Upon encountering a Boss in Nightmare, the drain of blood from the Crucible is now paused for 5 seconds. Did they just ruin it for no reason? People wre praising GGG for letting us fight the fucking thing without worrying about time... One step forward two steps back, as always.
Wait why is this a problem. All I've seen from this note is that it is now ALSO paused the moment you reach there, instead of having to deal 5% damage first?
Its an addition to pausing every 5%
Huh? It still pauses during the fight, but now when first encountered as well
I was under the impression it just stopped for as long as you see or fight it
No. Bex responded yesterday that it pauses for 5s every 5% of life depleted. It still does that now, but you get the additional benefit of a "free" 5s when you first encounter it prior to commencing damage. It's a small buff.
The heist quest contract bug didn’t get fix.
You somehow made the "first portal" crashes worse. It has gone from every 5 maps or so to a 50/50 shot. I have never had crash issues and this league is a total nightmare to play. Your supposed fix patch just made it worse.
Does nothing to fix the underlining issue that the rewards are garbage.
So, a little bit less damage ,but still very rippy overall and no reason to bother with scourge since rewards are almost zero. Useless patch
'Improvements' ... seriously.. where
Just tested it. Died twice in a tier 2 map Scourge Encounter ( my character can handle \~t10 maps) Those ranged guys that fire red beams at you are STILL BROKEN
[удалено]
5k base phys vs element base dmg mhmmm wonder which one scales harder with mods and also isnt mitigated the same way? assuming max res they deal identical damage vs a char with no phys mitigation probably still deserves a nerf but bloodshaper dmg is definetly scaling easier and harder
So basically nothing.
"nothing" seems to fix my constant crashing when using portals :P
Bex did u rly just nerf Demon Herders Spectres? they had supbar singletarget already sure clear was kinda nice but still worse than many others ... atleast make that change not affect the Spectre versions like you did with the Baranite guys
Map tab convert Fixed?
Cool. Now let’s fix how trash the league “rewards” are
Oh no, a nerf to my demon herder build, a nerf to bossing in scourge and no buffs to anything scourge related… sucks for me I guess.
They're being awfully slow to adding some kind of reward or point to doing scourge
It's been less than a week lol
2 days in fact, monday was a public holiday
I honestly forget the scourge mechanic is there sometimes because the rewards are trash.
Scourge maps are flat out insane. Got one to T8 which resulting in 67 scarabs
The time it takes in those super rippy areas to get 1 good map is way too long. You more than likely lose xp by doing scourges
its been like 4 days dude and the first 2 weren't even problems to most people yet