Path of Exile: Betrayal Patch Notes

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Completed 13 Challengeslucksickle wrote:
"As a result of this change, Ground Slam, Vaal Ground Slam, Shield Charge, Leap Slam, Double Strike, Vaal Double Strike, Reckoning, Ice Crash, Earthquake, Vaal Earthquake, Sunder, Word of Light, Edict of Light, Decree of Light, Commandment of Light, Word of War, Edict of War, Decree of War, Commandment of War, Tectonic Slam, Consecrated Path, Smite, Ancestral Warchief and Vaal Ancestral Warchief are no longer main-hand only."

??????

Maybe you can finally dual wield shields, like those dudes in Act 3? :)
Doedre's skin buff = AWESOME BUFF. This will be a very powerful trash clearing item now for cheap builds. Even with curse reductions on bosses an instant buff against bosses is still powerful also.

weak unique buffs = AWESOME. I am happy to see more end game gear compete with overpowered gear. More variety for new players with weaker budgets is nice also.

stat sticks halved = great change. was killing diversity and it didn't make sense to overpower the competition.

zerphi's nerf = Don't make damage stop the effect. maybe cut life gain in half instead of making dps stop it. Or cut it to 25% of the original life gain. It is best used for players who don't have much evasion/dodge/block so I think this ruins the fun of most builds.

Quill rain nerf - This was necessary for many reasons. Quill rain can hit more than any other bow. Toxic rain and explosive arrow are not the only useful things. Cast on crit builds that focus spell damage needed something to stop quill rain from being the best bow for cast on crit builds in the end game.

Indigon nerf - The cap was needed cause it was getting insane dps levels from experts. It still looks like the most powerful offensive spellcaster helmet, but now people have to use certain gameplay styles to get the insane amount of mana used to get near or at 2000% increased spell damage.

Characters with insane mana potential =

Inquisitor -

Pros - with mana regen and recovery items on top of big mana base they can get reliable massive mana. Don't have to worry about enemy resists as an inquisitor.

Cons - expensive gear on watchers eye and survival rate sucks.

Trickster -

Pros - big mana + big cast speed + chance to gain 10% mana on skill use give huge mana. Doesn't cost as much for the watchers eye mod. Trickster can survive physical well with high evasion and high dodge making them almost never get hit.

Cons - randomness of mana gain can be unreliable - One shots from physical boss may be more likely cause of dodge passive lowering energy shield.

Deadeye -

Pros - With + chain / quill rain / split arrow and massive attack speed you can gain way more mana than the above 2 classes and you don't need a high base mana since your mana gain is not based on a percentage of your mana size. Use thiefs torment/poachers mark for 42 mana gain per hit. 9 split arrows. 10 attacks per second. 4 chains = 5 hits. 9 * 10 * 5 = 450 hits per second. 450 * 42 = 18,900 mana per second. The life gain is 450 * 60 = 27k life per second.

Cons - needs quill rain for the insane life/mana which got a spell damage nerf. needs cast on critical since the mana gain strategy comes from attacks only and spell damage from the helmet is reason for using such a massive mana gain build. Quill rain with big attack speed and cast on crit can cause lag issues for most computers.
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Completed 15 ChallengesTimmyNBTrevor wrote:
SIN TREK

WHY? WHO HURT YOU??

That one is completely WTF. Sin Trek nerfed by... 10 ES? That changes... nothing? Why would they even bother doing that?
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Completed 30 ChallengesKelvynn wrote:
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Completed 15 ChallengesTimmyNBTrevor wrote:
SIN TREK

WHY? WHO HURT YOU??

That one is completely WTF. Sin Trek nerfed by... 10 ES? That changes... nothing? Why would they even bother doing that?


Actually I would consider that a more realistic and balanced change -- not that they needed it. Balancing to me should be mostly many small adjustments to not upset the overall balance of the bigger picture when you have so many variable factors.

But I'm still annoyed at them nerfing several things into the ground at this point.
I bless the rains down in Africa.
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shoju wrote:
Sooooo

What Masters are going to be in standard? Old? New? Are we just short one without Jun?

+1

The whole master system is overhauled, even in Standard. But Jun can't be in Standard - there is no Syndicate.

How is this going to work?
Disappointed that Cast on Melee Kill didn't get the mod:
20% chance to cast on hitting a unique monster"

Without that it's virtually useless except on bosses that have a constant supply of mobs.



I love it!
Nerfed powerfull stuff!
Buffed garbage.

But why is stat sticking melee dead without any buffs?
All my energy goes to farm DW Daggers! BUFF MELEE!!1!1
Mjolner buff awesome....but what about cospri?
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Completed 26 ChallengesSeCKSEgai wrote:
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Completed 30 ChallengesKelvynn wrote:
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Completed 15 ChallengesTimmyNBTrevor wrote:
SIN TREK

WHY? WHO HURT YOU??

That one is completely WTF. Sin Trek nerfed by... 10 ES? That changes... nothing? Why would they even bother doing that?


Actually I would consider that a more realistic and balanced change -- not that they needed it. Balancing to me should be mostly many small adjustments to not upset the overall balance of the bigger picture when you have so many variable factors.

But I'm still annoyed at them nerfing several things into the ground at this point.

gotta be a troll. -10es on an item few use can't be a balancing issue, gotta be jerking your chain
wish i sold all my zerphi's on standard...

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