Path of Exile: Delve Patch Notes

"
Ghoulz666 wrote:
Ouch.

That shimmeron nerf zaps my balls. GG to that nonsense now.


Well - its not a compelte nerf. Its actually a positive change in some respects as you get to use movement skills without worrying about critting stuff

8 power charges * 200 * 2 (dual wield) = 3.2k dmg per sec.

At 75% res = 800 dmg per sec
At 80% res = 640 dmg per sec (e,g, from body armour slot or a purity or a flask)

Both those amounts are kinda easy to overcome through things like recovery from trap throws, a few % from tree, Mind over matter mitigation, etc

In exchange, you now can use your movement skills freely (major buff to Flamedash or LIghtning warp) and dont need to worry about hitting stuff accidentally, as you are taking half the dmg you would have before
"
Level 4: Alternate of Same Tier (Costs 1 Chaos Orb): Requires a Rare map. Opens a random Rare map of the same tier, excluding the map you placed in the device.


Hell yeah! :D
"
The auto-targeting done by single-target melee attacks such as Heavy Strike or Molten Strike (ie. any attack that requires "namelocking") now targets enemies within a wider area, based on the total range of your attack. The width of this targeting area grows by 1 unit per 3 units of melee range. This should make it much easier to target enemies with these skills.

Why does Heavy Stike get buffed when I stop using it? I keep doing shit builds before they get good pfff :D

I dont understand people who complain about Ele Hit and Traps nerfs... Did you expect they would stay as they are now?
And for those who say "only nerf, no buff", just look at chaos conversion and Dominationg Blow ^^

Nice changes overall, would have been better with some perf improvement ;)

Edit : ZANAAAAA :)
Last edited by Groll_IV on Aug 29, 2018, 8:16:00 AM
"
Multiple Traps
Now causes supported skills to deal 50% less damage at gem level 1 (from 40%) up to 31% less damage at gem level 20 (from 21%).

Cluster Traps
Now causes supported skills to throw up to 2 additional traps at all levels (down from 3).


......... nothing related to mirror arrow bug that's been happening since the start of incursion?

.... I guess the forum posts I made weren't read by anyone
1) Will static strike beams work with melee phys dmg? (I mean, will beams count as "melee" attack)
2) Will static strike beams work with ruthless?
That's cool and all, but an Inpulsa Nerf is what any player needs.
Spellblock change does not make any sense at all and just further removes build diversity

So as Gladiator still has the same amount of Spellblock as before, it seems GGG is fine with technically being able to have capped block/spellblock, which only requires you heavy investment on the tree and having a shitty dps.

But apparently, ggg is not ok with us having Spellblock when we are not playing a Gladiator, which is absolutely opposing to what they say in the development manifesto.

With the low numbers of spellblock available, everything that was a non-Gladiator Block-build (which was quite a niche and not at all dominant build in the first place) will be totally gutted of spellblock.
Meanwhile, everything that did not care about block or spellblock before, will still not care about it since the items that give it are so shitty otherwise that no one would really care to take them just to get a handful of spellblok, even if they did not further lower the values from new items to existing ones. (Which is absolutely unnecessary imo)

I was pretty hyped about Delve as a league, but patch notes don't leave any build I wanted to play.

What is it with the design choice of more and more locking builds into ascendancys anyway?
ign: UpForJava
Last edited by Upforsale on Aug 29, 2018, 8:35:54 AM
"
IamLoco wrote:
"
Bex_GGG wrote:

[li]Shimmeron now deals 200 Lightning damage per second per Power charge (down from 400). Using a Divine Orb on an existing copy of this item will update that item to new these values. Shimmeron will also deal that damage to you if your skills have dealt a critical strike recently, rather than just you. That means you will take the damage if any skill (including a trap, totem, or mine) deals a critical strike.[/li]


So does this mean ALL shimmerons, including the "legacy" ones will be affected by the "your skills" change or will it only affect new items?

Because in the first case, we would need to divine our perfectly rolled shimmerons just so the damage we receive will be 50%.
Is that correct??

If so, can´t you AT LEAST change all shimmerons without the need to divine them first so we keep the max rolls on our already well divined items?


This !

I don't get it if they change one stat, why not changed all. It would be better for everyone in this case.
"
"
XCodesLIVE wrote:
Necro will yield better minions, but there's not a lot of useful stuff in the Witch starting area for the melee attack component of dominating blow and Necro doesn't have anything specifically useful for dominated minions (which is what really puts it over the top with respect to Skeletons/Zombies/Spectres), so Guardian will probably wind up beating it out because it can start the snowball faster with better auras and personal damage even if the minions are somewhat inferior.

Since we're going to have:
Increases and reductions to minion damage also affect you
Increases and reductions to minion attack speed also affect you

Won't we just be targeting minion damage bonuses, rather than melee bonuses, anyway?

If you want to use herald of purity, then that would seem to lean you towards guardian (I have no real concept of how strong sentinel of purity will turn out to be), but for straight up dominating blow the necro bonuses seem better.


There are nodes in the Templar start that have both, anyway, and straight up melee damage nodes are more readily available and have higher modifiers in the Marauder area.

As a result, the breakdown would probably be something like...

Guardian: More Life, More Armor, 300-400% total damage (about 1/3 minion damage), or maybe less with some melee crit and power charges
Necromancer: MoM/Acro, 250-300% total damage (almost all minion damage), no great crit options
"
Cor_Blimey wrote:
"
Ghoulz666 wrote:
Ouch.

That shimmeron nerf zaps my balls. GG to that nonsense now.


Well - its not a compelte nerf. Its actually a positive change in some respects as you get to use movement skills without worrying about critting stuff

8 power charges * 200 * 2 (dual wield) = 3.2k dmg per sec.

At 75% res = 800 dmg per sec
At 80% res = 640 dmg per sec (e,g, from body armour slot or a purity or a flask)

Both those amounts are kinda easy to overcome through things like recovery from trap throws, a few % from tree, Mind over matter mitigation, etc

In exchange, you now can use your movement skills freely (major buff to Flamedash or LIghtning warp) and dont need to worry about hitting stuff accidentally, as you are taking half the dmg you would have before


7 is the ideal amount with helm corruption, but 6 will be still the best for arc-trap + arc enchant. Aylardex is just bad to use especially with the degen. Shimmeron probably will still be viable, ONLY IF, the degen working like this = each time you crit again, your degen duration refreshed, doesn't matter how much skills you use, you will only have 1 instance of degen based on your PC amount. BUT IF, the degen working like = each time you crit again, you will be degening over and over again, making you take more than 1 instance of degen. The latter is just a no to use shimmeron, and the former while still might be viable, it will slows down trapper with dual shimmeron playstyle tremendously / it will become a spamfest on throwing trap (trying to get at least 18 traps triggered on each packs for the regen, or at least 8 traps triggered by enemy if using tinkerskin). MoM will be the savior but even so you can't really rely entirely on your flasks as they will run out eventually if you keep using them, and lavianga will be a mandatory unique for it.

Its a so so change to shimmeron, while they trying to compensate the degen for a caster, they punish people that find clever way to counter the degen, a typical ggg balance.
Last edited by bewilder2 on Aug 29, 2018, 8:48:47 AM

Report Forum Post

Report Account:

Report Type

Additional Info