Path of Exile: Synthesis Patch Notes

Handcast league == Newb bait league. Clear speed meta intact.

(I won't see replies, just add me in game.)

I come here to read and vent.

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Since when did the average player care about gilded sulphite scarabs or pure breachstones?


Since for the first time ever you could do something in story missions that actually reliably gave you things worth selling.

I don't care if some streamer uses my scarabs to get to 100 in 20 minutes, what I care about is actually having a tolerable number of sales lead to a character that can actually get the challenges done.

PS, Where the fuck are they?

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VenomBlad3s wrote:
I'm amazed over how many people complaining over melee have missed that they are getting the same type of major rework in the next league as casters got now.


Except it's a mistake to trust them. We've heard promises before.

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kithyx wrote:
Long overdue buffs to chain and fork.


Not near enough imo. Pierce ADDS damage and it's the same sort of thing. Clear favoritism.

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Mythreindeer wrote:
I think in a world bloated with Skinner box/pay-to-win computer games...


Implying poe isn't a casino skinner box.

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rrurrer01 wrote:
still no adequate trading system - skippng


"It's never gonna get any better, be happy with what you got." ~George Carlin

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Psykrom wrote:
Guess to make Lab less relevant and give even more power to those flippers and trading magnates.


Trade is OP as pay to win. (It basically IS pay to win in a way.) Trade is the real game. This place is a lie. It's more like Forex than diablo. That's why trade will NEVER get reformed in line with actually making the game more fun.

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Madix wrote:
Why does the core game philosophy continue to enforce 1 shots? Why not just lower sustainability (leech, life regen, etc) and nerf overall monster damage? I honestly don't get it. I keep thinking they will move away from this philosophy but this patch there are nerfs to defensive curses? Why nerf loreweave? Why do you want us to die in the most frustrating ways possible? Do you want everyone to play totem/brand/auto cast builds? Why do we have to limit ourselves to enemies that aren't challenging at all just to prevent ourselves from being 1 shot? Why do defensive nodes even exist if we have to get all of them just so that we can get 1 shot less often?

I love the game but there are serious design issues with it and these issues are always either never addressed or are made worse with each patch. Trash mobs die way too fast and the power creep only makes this worse. As time goes on, our damage to enemies goes up disproportionately to our damage taken- the net result is we're forced to play the same easy content that gets easier with every patch while the hard content still 1 shots us as much as it did before. Why can't we power creep/scale up difficulty more evenly so that we have some challenge and mobs don't die instantly?

-I also think these enforced glass cannon philosophies ruin the multiplayer experience and need for CC. In Diablo 2 I never liked partying with people when they wiped the whole screen of enemies before I could even land a blow, it's like that with every build in this game though. Why group with others or specialize in freezing/stunning if everything on the screen dies instantly?



This entire thing times 1000. Wisdom above.

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mititelul wrote:
when you have at least 1 support titles then you should speek. but hey, you guys (that don`t donate ) are the best. My respect to all of you, hope gg will remain only with a lot of you


I'll loan anyone my forum badges in spirit for the right to speak.

If you like pay to win (and censorship) so much china is that way. >----->

Too much censorship that you never even see. Totally removed posts and silenced accounts across all communities. https://www.youtube.com/@Innomen
"Let´s piss off melee users even more and nerf tombfists for absolutely no reason!"
*GGG 2019
"
Madix wrote:
Why does the core game philosophy continue to enforce 1 shots? Why not just lower sustainability (leech, life regen, etc) and nerf overall monster damage? I honestly don't get it. I keep thinking they will move away from this philosophy but this patch there are nerfs to defensive curses? Why nerf loreweave? Why do you want us to die in the most frustrating ways possible? Do you want everyone to play totem/brand/auto cast builds? Why do we have to limit ourselves to enemies that aren't challenging at all just to prevent ourselves from being 1 shot? Why do defensive nodes even exist if we have to get all of them just so that we can get 1 shot less often?

I love the game but there are serious design issues with it and these issues are always either never addressed or are made worse with each patch. Trash mobs die way too fast and the power creep only makes this worse. As time goes on, our damage to enemies goes up disproportionately to our damage taken- the net result is we're forced to play the same easy content that gets easier with every patch while the hard content still 1 shots us as much as it did before. Why can't we power creep/scale up difficulty more evenly so that we have some challenge and mobs don't die instantly?

-I also think these enforced glass cannon philosophies ruin the multiplayer experience and need for CC. In Diablo 2 I never liked partying with people when they wiped the whole screen of enemies before I could even land a blow, it's like that with every build in this game though. Why group with others or specialize in freezing/stunning if everything on the screen dies instantly?



Fair points, but you know they aren't going to buff pack health by ... 10x, 50x? To avoid one shotting your way through most of the game.

Meaning they also won't cut single big hits by... 50%, to avoid one shots.

So what do you do?

I would advise them to experiment with league areas where each pack takes more than dropping one skill or a totem, and bosses are slower, less spikey encounters. See if people like it.
Some issue are actually hiding from both players and developers eye.

Some content are just not playable with good enough area clearance speed and bossing dps, e.g. Incursion.
Player's solution, glass cannon build. Which causes all the OP OP build which made the developer go nerf, nerf, nerf.
The actual correct solution should be:
Player's solution complain to the developers, "Hey, I have no choice but to make OP glass cannon build because your incursion is unplayable."

Some content are just not playable without damage immunity.
Player's solution, of course, invincible.
Then developer go nerf, nerf, nerf.
The actual correct solution should be:
Player's solution complain to the developers, "Hey, there is a pack of 20 white little rats that hit me each for 2k+ damage, either i kill them first or go invincible, or else I die."

Messages to developer from me, just make sure that there are no need for these two build to play the game.
1) Glass Cannon.
2) Invincibility.
If a content is tuned to be easy clearable, but reward has a tendency for being abuse, just nerf the reward.

If you wanna have a tighter player build, just made more different kinds of status effect for players to handle.
So a player needs to have backup items to switch to, to handle different situation.
E.g. 1) Blight, requires additional Hp for skills, equivalent to current cost.
To blood magic user: effect will be double hp cost for skills.
To CI user: effect will be unable to cast with 1 hp.

2) Arcane, requires additional Mp for skills, equivalent to current cost.
To blood magic user: effect will be unable to use skill with zero mana.
To other user: effect will be double mana cost.

Of course more unique items and flasks must be made to handle this.
Don't go for damage, damage and damage....tuning.
Last edited by linghuchong9 on Mar 7, 2019, 5:22:13 AM
"Serpent Stance has got its own cluster and is filling it with used IKEA furniture and also staff stats" :P
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Haiatu wrote:
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Amardarial wrote:


Necromancer minions don't die, damn things are invincible...

Also Convocation got a HUGE buff...


My level 21 zombie (lvl 26 total) with lvl 4 empower 20/23 fort and 21/20 minion life in a +1 to all gem slots still get melted on elder and are basically worthless during the fight.

Hell even Phoenix can melt them if I don't babysit them.


+1
"
shoju wrote:
Seriously, why are you reshuffling the atlas again? It was 3 months, and you've done it again.

I get it, for players in Leagues, that means that mapping is New! and Different! Each and every time you play a new league.

I guess that's cool.

There are plenty of us that don't play leagues. And before the league players come in and say "LOL STANDARD", trust me, we have a nice community in Standard, when you guys move on to the next league. We play standard for our own reasons. You are now resetting us, again, and ruining map pools, again, with zero benefit to the standard player.

I play standard, because I don't play in a way that is going to allow me to hit shaper in a league's time frame. I had just built up a map pool that meant I was able to sustain 11/12 tier maps, for the most part, only having to dip back down to 10 on rare occasions. And then I felt a little burnt out on that grind, so I leveled up a ranger from 1, to try out an idea that I had. I'm sure I'll go back to playing my rauder, and pushing towards Shaper this weekend, after I have some time to blow off some steam. I wouldn't be able to do that in a league. I'd have to devote everything to 1 char, and 1 focused goal, starting over with nothing in my stash.

That's not my thing. If it's yours, cool. But it's not mine, and PoE "supports" this, by continuing to have a dedicated, standard league.

Now? All those maps that I have been stashing are, yet again, vendor fodder, at a 3:1 exchange rate, and all the unique maps are yet again reset. If, moving forward, Standard gets a soft reset at the end of every league, I'm just not sure how interested I'm going to be. I play standard because it allows me to play at my pace, playing things, and working on things at my pace. I don't play leagues specifically because of the lack of permanency, and the "gotta make it to the end in the 3 months race".

In the entirety of the game, since the introduction of maps, there have been shakeups that resulted in new series of maps 5 times (including this). Meaning there are 6 tiers of maps, for a game that I've been playing as part of the Open Beta (on and off) for 6 years.

Having 2 of those resets coming three months apart is just not cool.


GGG LISTEN TO THIS!!!

THIS IS SO FOOLISH TO SHUFFLE ATLAS EVERY SINGLE LEAGUE!

NOT ALL OF YOUR PLAYERS ARE HARDCORE 24/7 RUNNING MAPS AND CAN PROGRESS ATLAS FOR ONE WEEK!

MAKE ATLAS CHANGES ONLY IN LEAGUES THAT ARE NEW - PLEASE DO NOT TOUCH STANDARD!
SO BASICALLY THIS IS NOT NERFED LOL

Gonna be soloing Uber Elder again day 5 of league lol...

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Haiatu wrote:



My level 21 zombie (lvl 26 total) with lvl 4 empower 20/23 fort and 21/20 minion life in a +1 to all gem slots still get melted on elder and are basically worthless during the fight.

Hell even Phoenix can melt them if I don't babysit them.


You should not use fortify on minions also no minion life...

My minions are lvl 28 both zombies and skeletons and only phoenix and uber elder can kill some of them (i have 14 zombies and 12 skeletons)..Uber elder kill 2 of my zombies and phoenix is more dangerous for them...I am not using any minion life or fortify - zombies have 27,6k life skeletons 11k...You need to have 6,5%+ minion life regen and max minion life leech (0,8%) with high damage they leech 2k of life per hit (3.5 aps)...Then you loose only 1-2 very rarely (uber elder,tul frost attack,phoenix can kill more of them - he is more dangerous than uber elder for zombies)...
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No Pain No Gain!!!
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Rinzlow wrote:
SO BASICALLY THIS IS NOT NERFED LOL

Gonna be soloing Uber Elder again day 5 of league lol...


Arc slightly nerfed
Blade Vortex huge nerf

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