[Xbox] Content Update 3.17.0 -- Path of Exile: Siege of the Atlas

Table of Contents

Siege of the Atlas

  • After defeating Kitava, you will meet Commander Kirac in the Karui Shores and join his militia to safeguard the Atlas of Worlds. The Envoy will inform you that two Eldritch Horrors, The Searing Exarch and The Eater of Worlds, are approaching and will consume everything.
  • By completing maps affected by their influence, you can hunt down their sub-bosses, The Black Star and The Infinite Hunger, before finally facing The Searing Exarch and The Eater of Worlds themselves. Defeating these formidable foes yields valuable rewards including exclusive new unique items.
  • The Atlas of Worlds has been revised, and regions have been removed. The regional Atlas Passive Trees have been replaced with one gigantic Atlas-wide Passive Tree that affects all maps you run. You can earn points by completing bonus objectives of maps and finishing certain Atlas quests.
  • The Watchstone system has also been removed, and replaced with Voidstones which are obtained by defeating The Uber Elder, The Maven, The Searing Exarch and The Eater of Worlds. These Voidstones raise the tiers of maps on your Atlas and can be augmented by Sextants.

Return to top

The Archnemesis Challenge League

  • Challenge leagues are a great opportunity for a fresh start in a new economy. All of your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new leagues, complete challenges and demonstrate your mastery of Path of Exile!
  • Archnemesis is a challenge league that reinvigorates fights with rare monsters. It introduces around 60 new monster mods and allows you to customise your rare boss fights to control your level of risk and reward. These mods can be combined in over 35 recipes to create new, more powerful and rewarding mods. As you play through the league, you'll discover more recipes and learn how to best utilise them to get the most valuable rewards.
  • When you slay regular Rare and Magic monsters in the Archnemesis League, they sometimes drop an itemised version of a new Archnemesis monster modifier. You store these in a dedicated inventory panel so that they don't clutter your regular inventory.
  • Over the course of each area you play, you'll encounter four monsters that are frozen in place, petrified and bound to the Archnemesis statue. When you find such a monster, you can free it by empowering it with an Archnemesis mod. If you're able to successfully defeat the empowered monster, then you will receive the fixed reward that corresponds to that modifier.
  • The mods you apply will accumulate as you play through the area. When you empower your second monster, it also has the mod you applied to the first monster. This results in a fight that has twice as many dangerous mods, and twice as many rewards. By the time you have empowered and slain four petrified monsters in an area, you will have received the first reward four times.
  • More than half of the available mods are created by combining other mods together on the same monster. These recipe mods yield substantially more dangerous encounters and have more valuable rewards.
  • To prevent you having to backtrack, there are more than four possible locations where you may encounter petrified monsters in each area, but only the first four you encounter can be empowered and fought.
  • Archnemesis mods cannot be traded with other players. Your progress is your own.
  • With 3.17.0, there are Standard, Hardcore and Solo Self-Found variations of the Archnemesis challenge league available. They have the same core mechanics and items. You can create private league versions of these leagues, with mods that make the game harder.
  • The new challenge league includes a set of 40 new challenges. When you complete 12 challenges, you will receive the Archnemesis Ice Character Effect. Upon completing 24 challenges, you will receive the Archnemesis Weapon Skin. At 32 challenges completed you will receive the Archnemesis Lightning Character Effect. When you complete 34 challenges, you will receive the Archnemesis Fire Character Effect. At 36 challenges completed you will receive the Archnemesis Wings. Upon completing 38 challenges, you will receive the Archnemesis Prismatic Character Effect. These microtransactions are only obtainable in this league.
  • From the 19th challenge onwards and for every third challenge after that, you will receive pieces of the Archnemesis Totem Pole decoration to display in your hideout. The Totem Pole permanently showcases how many of the Archnemesis challenges you completed during the league.

Return to top

Console-specific notes

Please note that this patch includes Hotfixes 1 through 6 for PC. The notes are included at the bottom of this section for your reference.
  • Added league-specific keybinds that are available while both triggers are held.
  • Delve Flares and Dynamite can no longer be rebound on the skill bar.
  • Added a keybind for cancelling the Map Stash Tab conversion process and for closing the popup window.
  • Added a small display above the flask bar that indicates when item highlighting has been turned off.
  • Introduced the Archnemesis League Supporter Packs and the annual Core Supporter Packs.
  • Interacting with targets that then become uninteractable will now remove your cursor from them.
  • Improved the targeting behaviour for monsters, items and interactables you have line of sight to.
  • Improved the user interface for socketing mode.
  • Updated NeverSink loot filters.
  • Fixed a bug where "repeat search" was not working on quick-searched items on the Tradeboard.
  • Fixed a bug where the minimap could sometimes display incorrectly in Delve areas.
  • Fixed a bug where scrolling through a Tradeboard category did not work properly when you had a filter applied.
  • Fixed a bug where quick-searching non-unique items would not clear the Tradeboard fliter.
  • Fixed a bug where Hydrosphere's alternate behaviour would not consistently place the Hydrosphere behind the targeted monster.
  • Fixed 2 client crashes.
  • Fixed a bug introduced in patch 3.16.3 that resulted in uneven frame pacing on some consoles.

Hotfix 1
  • The Map Device now indicates if you can't use it (due to not being the party leader) prior to you putting a map in.
  • Fixed a bug where the Hyrri's Bite Vendor Recipe did not work with its new item base type.
  • Fixed a bug with the Gem and Flask Stash Tabs where newly-inserted flasks could not have price notes set.
  • Fixed a bug where the new Sharktooth Quiver granted Life Gain on Hit that didn't actually work.
  • Fixed various client and instance crashes.

Hotfix 2
  • Fixed a bug where specific Blood Monkey Chieftains would fail to generate charges for allies.
  • Fixed a bug where some auras would not be removed when certain items were removed.
  • Fixed a bug where Lilly Roth sometimes couldn't be invited to your hideout.
  • Fixed a bug where bow damage nodes on the Passive Tree were not applying.
  • Fixed a bug where the Atlas Passive Tree could show a "Reset all Passives" button that affected the regular Passive Skill Tree.
  • Fixed a bug where the Passive Skill Tree mastery stat that makes increases and reductions to projectile speed also apply to bow damage was calculating them incorrectly.
  • Fixed client and instance crashes related to Arc.

Hotfix 3
  • Fixed a bug where Invitations could be split using Beast Crafting.
  • Fixed a bug where Forbidden Flame and Forbidden Flesh Jewels could have invalid or legacy Ascendancy notables. Existing ones in this state have now been fixed to become valid notables from the same class.

Hotfix 4
  • Fixed a client crash occurring in Archnemesis League.

Hotfix 5
  • Fixed a bug causing an unintended increase of monster density in the Betrayal Laboratory.
  • Fixed an instance crash.

Hotfix 6
  • Fixed a bug where some Synthesis and Shaper Atlas Passive Tree nodes were not working when allocated.
  • Fixed a client crash.

Return to top

Major New Content and Features

  • Added 13 new Divination Cards, designed by our supporters.
  • Added 14 new Unique Items.
  • Introduced Lesser, Greater, Grand, and Exceptional Eldritch Ichor, currency items that add an Eater of Worlds implicit modifier to a Body Armour, Boots, Gloves, or Helmet. This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers.
  • Introduced Lesser, Greater, Grand, and Exceptional Eldritch Ember, currency items that add a Searing Exarch implicit modifier to a Body Armour, Boots, Gloves, or Helmet. This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers.
  • Introduced the Orb of Conflict, a currency item that unpredictably raises the strength of one Searing Exarch or Eater of Worlds modifier on an item and lowers the strength of another. Lesser modifiers that have their strength lowered will be removed.
  • Introduced the Eldritch Chaos Orb, a currency item that rerolls prefix modifiers on an item if The Searing Exarch is dominant, or rerolls suffix modifiers if The Eater of Worlds is dominant. Dominance is determined by which Eldritch Horror has a higher Eldritch Implicit on the item.
  • Introduced the Eldritch Exalted Orb, a currency item that adds a prefix modifier to an item if The Searing Exarch is dominant, or adds a suffix modifier is The Eater of Worlds is dominant. Dominance is determined by which Eldritch Horror has a higher Eldritch Implicit on the item.
  • Introduced the Eldritch Orb of Annulment, a currency item that removes a prefix modifier from an item if The Searing Exarch is dominant, or removes a suffix modifier if The Eater of Worlds is dominant. Dominance is determined by which Eldritch Horror has a higher Eldritch Implicit on the item.
  • Introduced the Oil Extractor, a currency item that destroys an Anointed Ring, Amulet or Map to gain one of the oils used to create its Anointment, chosen at random. This item can be obtained with a specialisation on the Atlas Passive Tree.
  • Introduced a new type of currency, Scouting Reports, which can be used to reroll the missions offered by Kirac, guaranteeing at least one mission of a certain type.
  • Introduced the Surveyor's Compass, a currency item that allows you to store a Sextant Modifier.
  • Added a new Dexterity Support gem - Mark on Hit: Trigger Supported Skill when you Hit a Rare or Unique Enemy with an Attack. Supports mark curse skills.
  • Added a new Strength/Intelligence Support gem - Divine Blessing: Converts supported Aura Skills into temporary Blessings with increased effect, changing their Reservation to a one-time cost. You will only be able to benefit from one Blessing at a time. This gem cannot convert Banner Skills.
  • Added a new Strength Support gem - Eternal Blessing: Supported Aura Skills lose their reservations and become Blessings. You will only be able to benefit from one Blessing at a time and while under the effect of a Supported Skill, all Non-Blessing Skills which reserve mana are disabled.

Return to top

Minor New Content and Features

  • It is now possible to have multiple Blight Encounters in a single Area through the new Blight Atlas Passive Skills.
  • The Duelist has received audio dialogue for Part Two (acts 6-10) of Path of Exile.
  • Flasks now refill upon entering or leaving the Azurite Mine Encampment.
  • Raise Spectre's most recent monster types are now saved to your character and may be Desecrated. The size of this list is capped by your Spectre limit.
  • Delve monsters that glow now fade their glow on death.
  • Continued to incrementally improve the sound, art, effects and environments.

Note: Expedition shops in Permanent Leagues will be refreshed due to a number of currency item changes in 3.17.0.

Return to top

Atlas and Map changes

  • The following Maps have been added back to the Atlas: Bazaar, Beach, Belfry, Bramble Valley, Burial Chambers, Cage, Channel, City Square, Cold River, Coral Ruins, Coves, Desert Spring, Frozen Cabins, Graveyard, Iceberg, Infested Valley, Ivory Temple, Jungle Valley, Lava Chamber, Marshes, Mesa, Peninsula, Phantasmagoria, Precinct, Primordial Pool, Shipyard, Shrine, and Volcano.
  • The following Maps have been removed from the Atlas: Alleyways, Barrows, Bog, Chateau, Core, Desert, Foundry, Fungal Hollow, Lava Lake, Leyline, Lighthouse, Mud Geyser, Park, Pit, Plateau, Primordial Blocks, Racecourse, Reef, Relic Chambers, Sepulchre, Siege, Spider Lair, Sulphur Vents, Sunken City, Terrace, Tropical Island, Waterways, and Wharf.
  • Vaal Temple is no longer on the Atlas, and is now obtained from corrupting tier 16 Maps.
  • Introduced a new "Synthesised Map" Base Type, which all 5 Unique Synthesis Maps now use. This Map is not found on the Atlas.
  • Some of the Map Bosses you are required to defeat to upgrade your Pantheon have changed as a result of these Atlas changes.
  • Crafting Recipes that were previously unlocked in Maps that have been removed are now found within other Maps currently on the Atlas.
  • Favoured Map slots (formerly known as Favourite Map slots) are now unlocked upon completing specific content or defeating specific bosses.
  • The Conqueror and Awakener encounters can still be accessed. If you're lucky, Kirac may offer a Conqueror's Map!
  • Kirac can now offer missions involving Expedition, Ritual, Heist, and Ambush mechanics.
  • Introduced new modifiers that can roll on Maps, Expedition Logbooks, Heist Contracts, Blueprints and Delve areas.
  • Introduced new modifiers that can be obtained from Sextants.
  • Maps, Heist Contracts and Blueprints can no longer roll "Players have Point Blank".
  • The Maven Orb is now called the Orb of Dominance, and no longer drops from Maven.
  • The Orb of Unmaking can now also be purchased from Kirac for two Orbs of Regret.
  • The Hook Divination Card has been temporarily disabled, and existing cards cannot be turned in currently.
  • Added a new Harvest craft that allows you to change a Conqueror Fragment into another random Conqueror Fragment of that type.
  • Added a new Harvest craft that allows you to sacrifice a Tier 14 Map or higher to create a random Conqueror-occupied Map.
  • Existing Scourged Maps no longer mention any Scourge gameplay mechanics on the item, as they will now have no effect.

Return to top

Content and Rewards


Return to top

Rewards from Conquerors

Problem:
Awakened Gems are a significant damage boost for many builds. With Sirus and the Conquerors being moved to optional, less consistent late game content, Awakened Gems will not have a reasonable method of acquisition.

Solution:
Move awakened gems to a different drop location.

Specifics:
Spoiler
Awakened Gems no longer drop from Conquerors. Some Awakened Gems can now drop from The Maven's Crucible, with all Awakened Gems now being a possible drop from The Maven.

Problem:
With Conquerors being moved to secondary late-game content, Influenced items will be harder to obtain. Certain generic modifiers from Influenced items are significant improvements to damage for a large subset of builds, and locking that power behind the Influence mechanic limits both player options and pushes players to chase the secondary content more.

Solution:
Move certain powerful influence modifiers into the base item modifier pool, out of the Influence modifier pool. These modifiers will still have a high level requirement.

Specifics:
Spoiler
  • Influenced Amulet prefix modifiers that grant +1 to level of gems have been added to the core Amulet modifier pool, and can no longer roll on Influenced Amulets.
  • Influenced Shield prefix modifiers that grant increases to maximum Resistances have been added to the core Shield modifier pool, and can no longer roll on Influenced Shields.
  • Influenced prefix modifiers that grant increases to maximum Resistances on Boots, Gloves, and Helmets are now suffix modifiers.
  • Shields that drop from Delve Chests no longer have their own maximum Resistances prefix modifiers. They will be able to roll the new generic modifier normally.
  • Synthesised Shields can no longer roll increases to maximum Resistances as an implicit modifier.

Return to top

Rewards from The Maven

Problem:
Some of the Unique items that drop from The Maven are not powerful enough due to changes to the structure of the Endgame content.

Solution:
Improve these Uniques so they feel appropriate as a reward from an Endgame boss.

Specifics:
Spoiler
  • Doppelgänger Guise: Now has 30-40% less Physical and Chaos Damage Taken while sane (previously 15-25%). Existing items can be updated with a Divine Orb.
  • Arn's Anguish: Now has +1 to Maximum Endurance Charges. Existing items are unaffected by this change.
  • Olesya's Delight: Now has +1 to Maximum Frenzy Charges. Existing items are unaffected by this change.
  • Graven's Secret: Now has +1 to Maximum Power Charges. Existing items are unaffected by this change.
  • Legacy of Fury: No longer has -15 to -10% to all Resistances, existing items can be updated with a Divine Orb. Now has "Nearby Enemies are Scorched" instead of "Drops Scorched Ground while moving, lasting 4 seconds", existing items are unaffected by this change.

Return to top

Atlas Base Types

Problem:
With Atlas Regions no longer existing in 3.17.0, there is no longer a location specific way to obtain Atlas Base Types. The new atlas has no clear distinction for how different locations could drop specific base types.

Solution:
Make Atlas Base types into regular item drops, but have a lower chance to drop.

Return to top

Sextants

Problem:
Sextants were previously applied to Watchstones which you could acquire very early into your Atlas progression. Sextants will now be applied to Voidstones, which are something you'll first encounter very deep into your Atlas progression.

Solution:
Have Sextants begin dropping closer to the time that you'll actually have a Voidstone so that you're not stuck with Sextants that have no use case.

Specifics:
Spoiler
  • Simple Sextants and Prime Sextants have been removed from the game. Instead, the modifiers that you could obtain from these Sextants have been moved to the pool of modifiers that Awakened Sextants have. We've also moved some of the drop weighting / drop chance that these Sextants had to the Awakened Sextant so that you're getting roughly the same total amount of Sextants that you were prior to this change.
  • Existing Simple and Prime Sextants will be converted to Awakened Sextants.
  • Stored crafts that exchange Sextants for another type of Sextant have been removed from Horticrafting Stations.
  • Cameria's Betrayal Research Safehouse rewards are now Orbs of Unmaking.
  • The "Monochrome" Divination Card can no longer be obtained. Existing Divination Cards can still be turned in, awarding 10 Awakened Sextants.

Return to top

Trading Sextants

Problem:
There are only 4 Voidstones that can be acquired, therefore there is no way to itemise a Sextant modifier for later by slotting in an alternate Voidstone. We like the ability to itemise a Sextant modifier for use at a later time.

Solution:
Add a new currency item that can be used on Voidstones, storing the Sextant Modifier in an itemised form, allowing for use at a later time or for trading to other players.

Specifics:
Spoiler
We have added a new currency item, the Surveyor's Compass. When applied to a Voidstone that has a Sextant modifier on it, the modifier will be removed from the Voidstone and you will have an itemised Sextant modifier. This will allow valuable Sextants to be used at a time of your choosing or you can choose to trade this Sextant modifier to another player. These new currency items can be purchased from Kirac for 1 Chaos Orb, and also has a chance to drop like other standard currency items.

Return to top

The Vaal Temple Map

Problem:
Corrupting into Vaal Temple wasn't a very good outcome, even though it's meant to be rare and special. With the removal of Regions, it would become more common.

Solution:
In order to have Vaal Temple feel more special as an outcome, we've added a special implicit modifier to Vaal Temple.

Specifics:
Spoiler
The "Area contains 10 additional guarded Vaal Vessels" implicit modifier on Vaal Temple forces the map to generate with 10 Vaal Vessels. Each of these acts as a Strongbox (spawning 3 packs of monsters as well as a Vaal Side Area Boss). These Vaal Vessels have additional drops themed around corruption. This change will only be present on Vaal Temple Maps found after 3.17.0's release.

Return to top

Blight-ravaged Maps

Problem:
Blight-ravaged Maps are generally not as rewarding as regular Blighted Maps given the time investment and difficulty increase.

Solution:
Improve the reward for increasing the difficulty of Blight-ravaged Maps.

Specifics:
Spoiler
Blight-ravaged Maps now have "Map's Item Quantity Modifiers also affect Blight Chest count at 40% value" (previously 20%). This change affects existing items.

Return to top

Divination Cards and the Atlas Rotation

Problem:
With maps now constantly rotating in and out of the Atlas, some Divination Cards may no longer have a location or boss that they can naturally be obtained from. In 3.16.0 this was handled by manually ensuring that every divination card still had a map to drop in, but this is not feasible to do for every release.

Solution:
Change drop locations of many Divination Cards to drop in a specific thematically-linked list of areas. A few will drop in slightly fewer locations because of this change. Make sure every divination card that drops in maps will always have a map on the Atlas that drops it.

Specifics:
Spoiler
  • Many divination cards that drop in maps now drop in additional map areas. In most cases their existing drop locations have not changed, and those cases have not been patch noted individually. Atlas reshuffles will mean that some of these locations will not be available in any given league, but checks are in place to ensure that every divination card available in maps always has at least one map present on the Atlas.
  • Drop weightings and minimum area levels for the vast majority of cards have not been changed, but drop weightings for a very small number of cards have been reduced in cases where the number of maps they're available from has greatly increased.
  • A longstanding bug in the code determining area level restrictions for some divination card drops has been fixed. This means that cards intended to have a high area level requirement (mostly ones that grant item level 100 items) will no longer fluctuate wildly in availability from league to league.
  • A small number of cards no longer drop in areas where they used to drop and these changes are detailed below. Most of these cards also now have new locations they can drop.
  • Brotherhood in Exile no longer drops in the Villa Map.
  • Fateful Meeting now drops from Vaal Flesh Merchants. It no longer drops from Invasion bosses when you have the Exotic Goods Atlas passive skill, as this passive skill no longer exists.
  • Lantador's Lost Love no longer drops in the Mineral Pools or Underground Sea Maps, or inland areas of Act 6.
  • Rain Tempter no longer drops in the Grotto Map.
  • The Blazing Fire no longer drops in the Siege Map.
  • The Dragon's Heart no longer drops in the Pit of the Chimera Map.
  • The Drunken Aristocrat no longer drops in the Laboratory Map.
  • The Enlightened no longer drops in the Ashen Wood Map.
  • The Jester no longer drops in the Villa Map.
  • The One With All no longer drops in the Oba's Cursed Trove Unique Map.
  • The Stormcaller no longer drops in the Primordial Blocks Map.
  • The Summoner no longer drops in the Cells, Cursed Crypt, Dungeon, Forge of the Phoenix, Necropolis, Overgrown Ruin, Overgrown Shrine, Primordial Blocks, Tower or Vaal Temple Maps.
  • The Thaumaturgist no longer drops in the Alleyways Map.
  • The Tyrant no longer drops in the Primordial Blocks Map.
  • The Wolf's Shadow no longer drops in the Underground River Map.
  • The Wretched no longer drops in the Forge of the Phoenix, Primordial Blocks, Tower or Vaal Temple Maps.

Problem:
A small number of divination cards turn in for specific maps. This means that either these maps have to always be present when Atlas rotation occurs, or the rewards of these cards have to be altered so that they can always give a valid reward.

Solution:
Make most divination cards that previously granted a specific map now grant a specific tier of map.

Specifics:
Spoiler
  • Turning in a full stack of The Arena Champion now awards a tier 12 Map.
  • Turning in a full stack of The Easy Stroll now awards a tier 15 Map with 8 modifiers.
  • Turning in a full stack of The Price of Protection now awards a tier 16 Map.
  • Turning in a full stack of Rain Tempter now awards a tier 6 Map.
  • Turning in a full stack of The Tumbleweed now awards a tier 10 Map.
  • Divination Cards that award a Vaal Temple Map on turn in have not been changed, as Vaal Temple will always be a valid Map in future leagues.
  • Supporters will be contacted to redesign their reward if they wish. They can also email design@grindinggear.com to discuss changing the reward.

Return to top

Prophecy

Problem:
Most prophecy content is not up to our modern standards of league quality or rewards, and as new systems and mechanics are introduced, older content is gradually retired.

Solution:
Remove the Prophecy mechanic from the game, and move many of its rewards to other content.

Specifics:
Spoiler
  • Navali no longer appears in the game. The Faun fight is still present in The Climb.
  • Silver Coins can no longer drop. Existing Silver Coins and itemised Prophecies will be deleted from your inventory and stash the next time you log in after the launch of 3.17.0.
  • The following Fated Unique items will no longer be obtainable outside of trading with other players in permanent leagues: Corona Solaris, Crystal Vault, Deidbellow, Dreadsurge, Ezomyte Hold, Fox's Fortune, Greedtrap, Hrimnor's Dirge, Kaltensoul, Karui Charge, Martyr's Crown, Mirebough, Ngamahu Tiki, Panquetzaliztli, Realm Ender, Sanguine Gambol, Shavronne's Gambit, Silverbough, Sunspite, The Effigon, The Gryphon, The Oak, Voidheart, and Wall of Brambles.
  • In a few cases, the Fated version of a Unique item felt worth keeping in the game but there was little value in having the Fated and base versions of the Unique item be separate. In these cases, the Fated Unique item has been disabled, but the base Unique item has been modified to be identical or similar to the old Fated version:
  • Bloodboil has been renamed to Winterweave. It no longer has "75% reduced Effect of Chill on you". It now has "Adds 12-15 to 25-30 Cold Damage to Attacks" and "The Effect of Chill on you is reversed". It also now provides 25-30% Cold Resistance (previously 10-15%). Existing items are unaffected by these changes. The old, fated version of Winterweave can no longer be acquired.
  • Chalice of Horrors no longer has "Curse Skills have 100% increased Skill Effect Duration". It now has "1% of Damage Leeched as Life against Cursed Enemies". Existing items are unaffected by these changes. Thirst for Horrors can no longer be acquired.
  • Craghead now has "140-200% increased Stun Duration on Enemies" (previously 60-80%). Existing items can be updated to these new values with a Divine Orb. Cragfall can no longer be acquired.
  • Geofri's Crest now has "+1 to maximum number of Summoned Holy Relics" and "Summoned Holy Relics have 20-25% reduced Cooldown Recovery Rate". Existing items are unaffected by this change. Geofri's Legacy can no longer be acquired.
  • Iron Heart has been renamed to The Iron Fortress. It no longer has "8-12% Chance to Block Attack Damage" or "Cannot Block Spells". It now has "+1% Chance to Block Attack Damage per 50 Strength", "Chance to Block Spell Damage is Unlucky", and "+60-120 to Strength". Existing items are unaffected by these changes. The old, fated version of The Iron Fortress can no longer be acquired.
  • The skill granted by The Dancing Dervish is now called "Manifest Dancing Dervishes" and manifests two copies of the Sword. Existing versions of The Dancing Duo are affected by this change, and no longer have "Manifest Dancing Dervish also manifests a copy of Dancing Dervish". The Dancing Duo can no longer be acquired. The Dancing Dervish has further changes unrelated to The Dancing Duo's removal, which are detailed in the Unique Item Balance section.
  • Timeclasp no longer has "Temporal Chains has 50% reduced Effect on you". It now has "Unaffected by Temporal Chains" and "-10-10% increased Skill Effect Duration". It now also provides +40-45 to maximum Energy Shield (previously +15-25). Existing items are unaffected by these changes. Timetwist can no longer be acquired.
  • Atziri's Reflection is no longer considered a Fated Unique item, and is now a rare drop from Atziri, Queen of the Vaal in The Alluring Abyss. Atziri's Mirror can no longer be acquired.
  • Fated Unique Items not mentioned above now have a chance to drop from any endgame map boss. This is a temporary measure to maintain their availability. They will be moved to a new acquisition system in a future expansion.
  • Unique Items previously obtained by completing Prophecy chains have been added to the core drop pool.
  • The Pale Council fight is no longer accessible and its previously-exclusive Unique Items have been added to the core drop pool. Existing Pale Council Fragments will be deleted from your inventory and stash the next time you log in after the launch of 3.17.0.
  • The Ruler of the Court Achievement is now obtained after completing The Vinktar Square (previously from defeating The Pale Council).
  • Stored crafts that change a Pale Court Key into another random Pale Court Key have been removed from Horticrafting Stations.
  • Prophecy Item rewards are no longer obtainable from other League content. Existing Prophecy rewards types on Heist Blueprints and Itemised Metamorph Samples have been converted to Currency rewards.
  • Perception Heist Contracts and Blueprints can now spawn generic reward chest rooms at the same rate at which they used to spawn Prophecy reward chest rooms.
  • Leo's Betrayal Transportation Safehouse rewards are now Catalysts, and his Intervention rewards are now Metamorph Scarabs, with Torment Scarabs now being Aislings reward.
  • Existing Portentous Delirium Orbs will be converted to Fine Delirium Orbs.
  • Lilly Roth now invites herself to your hideout once you complete the Fallen from Grace quest in Act 6. In addition to accessing her Gem shop and selling items to her, you can now turn in Divination Cards to her in your Hideout. If you've already completed Fallen from Grace in a permanent league, you will need to talk to Lilly again in Lioneye's Watch to unlock her in your Hideout.

Problem:
Some Divination cards grant Prophecy-related rewards that can no longer be obtained (for example, sealed prophecies).

Solution:
We have updated some Divination Cards that previously awarded Sealed Prophecies, and temporarily disabled others that did not have a relevant update that could be made.

Specifics:
Spoiler
  • Turning in a full stack of A Note in the Wind now awards Asenath's Chant.
  • Turning in a full stack of Akil's Prophecy now awards a Fated Unique Item.
  • Turning in a full stack of Beauty Through Death now awards Atziri's Reflection.
  • Turning in a full stack of The Mad King now awards Kaom's Way.
  • Turning in a full stack of Vile Power now awards Doomfletch's Prism.
  • Turning in a full stack of Immortal Resolve now awards a Six-linked Influenced Body Armour.
  • Turning in a full stack of The Jeweller's Boon now awards a Five-linked Influenced Body Armour.
  • The following Divination Cards have been temporarily disabled: The Valley of Steel Boxes, The Iron Bard, The Side Quest, Sambodhi's Wisdom, and Friendship. Existing items cannot currently be turned in.

Return to top

Betrayal

Problem:
Leaders are only able to reinforce a job in specific situations where another job member is a higher or lower rank. This can result in a player unknowingly preventing a Leader from joining, and locking out any reinforcements from joining an encounter.

Solution:
Betrayal job Leaders can now assist as reinforcements on a job if there are a total of 3 ranks worth of syndicate members in that job. This allows you to draw a leader out more easily by having multiple equally ranked members on a job, or a single rank 3 member on a job.
Return to top

Delve Biome Modifiers

Problem:
Newly-introduced delve biome modifiers that forced all side passage chests to be a specific chest type (such as fossils or azurite) could be used to repeatedly farm the same section of passage to produce huge amounts of resonators and fossils.

Solution:
Change Delve biome modifiers that forced chests in side passages to be a particular chest to instead only affect chests behind fractured walls. Modifiers that made side passage chests of a particular type remain unchanged.

Problem:
Newly-introduced delve biome modifiers that caused the crawler to consume less sulphite could be used to farm experience very efficiently by finding a biome with a high value of this mod, repeatedly running the same path and logging out before completing the encounter.

Solution:
Reduce the values of sulphite-used biome modifiers

Specifics:
Spoiler
They now range from 20-50% reduced sulphite used, down from 25-100% reduced. Higher values of this mod can now also only appear deeper in the mines, with the highest tier becoming available at depth 500+.

Return to top

Monster Balance


Return to top

Act 2 Improvements

Problem:
Many monsters in act 2 are not up to the standard of challenge and polish of other content.

Solution:
Improve the behaviour of most Act 2 monsters, raise the life of some weaker Act 2 monsters and add new monster varieties to some Act 2 areas

Specifics:
Spoiler
  • We have adjusted the life and damage of various Monsters found throughout Act 2.
  • New Monster types have been added throughout Act 2: Spriggans, Wasps, Undead Vaal, Scuttlers, and Salvagers.

Return to top

Tormented Martyrs

Problem:
Monsters touched by Tormented Martyrs explode on death. The danger posed by this explosion is hard to predict due to being dependent on the monster's main hand attack damage, which varies widely between monster types.

Solution:
Change the damage dealt when Tormented Martyr-touched monsters explode to be based only on the monster's level, meaning that every monster in a given area will deal a similar amount of damage when it explodes.
Return to top

Existing Monster modifiers

Problem:
Certain random monster modifiers have outdated values, and a more diverse set of modifiers are required for Archnemesis to provide an even spread of effects on killing Rare monsters.

Solution:
Update and add to monster modifiers. Add more options for Caster monsters to allow more diverse modifier outcomes, and new enhanced defence modifiers.

Specifics:
Spoiler
  • The Aura radius for "Allies Move and Attack Faster" has been increased to be the same as other Monster Auras.
  • Caster Monsters are now able to have Extra Damage as a modifier.
  • The Plated modifier now provides 30% additional Physical Damage Reduction instead of Armour. It still only appears on Monsters that have Armour.
  • Added new Magic and Rare Monster modifiers for Chaos Resistance for all Monsters.
  • Added new Magic and Rare Monster modifiers for Extra Lightning Damage for attack Monsters.
  • Added new Magic and Rare Monster modifiers for Cast Speed and Spell Damage for caster Monsters.
  • The "Allies Deal Substantial Extra Physical Damage" modifier no longer has the word "Substantial" in it, though the values of the modifier have not changed.
  • The Evasion Rating modifier for Monsters is now a prefix modifier instead of a suffix, to match the Armour and Energy Shield modifiers.

Return to top

Mausoleum Map Boss

Problem:
The Mausoleum Map Boss' Detonate Dead is not very well-telegraphed, making an avoidable source of damage hard to identify.

Solution:
Reduce the number of corpses Tolman, The Exhumer, is able to explode at once and add a visual effect wind-up to the skill.
Return to top

Player Balance


Return to top

Hit-based Spellcasting

Problem:
Most hit-based Spellcasting builds deal too little damage and have too few defensive and mobility options when compared with alternatives like Traps, Totems, Mines, Triggered Skills or Damage over Time.

Solution:
  • Adjust the hit damage growth of most spells. The majority of spells gained around 45% more damage at gem level 20, resulting in up to 60% more damage by gem level 25. Some spells have received smaller adjustments or no adjustment. These less affected spells are generally those that provide more mobility or supplemental damage through duration mechanics.
  • Allow casters to obtain more cast speed through the Runic Dagger mod pool, increase some cast speed values and give rings and amulets additional tiers of cast speed modifiers.
  • Give Orb of Storms more damage and a mechanical redesign to solidify it as a great supplemental lightning damage skill.
  • Give Flameblast, Lightning Tendrils and Ice Spear some improvements to make them great skills for dealing high damage against a single target.
  • Improve many skills that rely heavily on unique Threshold Jewels to enhance their damage and remove or change these jewels. For many such skills, this means granting more damage in exchange for efficient sources of extra projectiles. This includes skills like Freezing Pulse, Frostbolt, Heavy Strike and Cleave. For damage-focused spells, the result of these changes means that their damage has increased on top of the damage multiplier noted above.
  • Lower the power of the Unleash Support. Because it is the single most impactful support for the kind of build that benefits from the aforementioned buffs, it creates limited options for these builds by feeling like the only option. With these builds otherwise being buffed, there should be more build options available than before.
  • Lower the damage from Totem, Trap, Mine and Trigger effects to balance out the buff to these spells. The intention is that in general, these builds should deal the same damage at high levels as they did previously. While at face value these changes will look like nerfs, for the most part they shouldn't be due to the buffs to spells. However, we do acknowledge there will be a small number of builds that will be negatively affected by these changes. Additionally, because we've adjusted some support gems that multiply the number of traps thrown, we've provided some compensation for this on non-cooldown trap skills like Fire Trap and Lightning Trap.
  • Lower the damage of player Ignite by 28% to partially offset the damage increase that many Ignite-applying spells have received. For the majority of high level spell gems, this is a slight damage buff when combined with the above changes. Burning Arrow, Armageddon Brand, Explosive Arrow and several other skills have received changes to compensate for the lower damage of Ignite. Attack skills and a small number of spells that are not typically aligned with Ignites will have weaker Ignites as a result of this change. Introduced a mechanic for Ignite damage with melee attack skills to give some unconventional Ignite builds a new option for enhancing Ignites.

Specifics:
Spoiler
Here are the skills that have been updated.
  • Absolution: Now deals 21 to 31 Physical Damage at gem level 1 (unchanged), up to 873 to 1310 at gem level 20 (previously 588 to 882). Now has 200% Effectiveness of Added Damage at all gem levels (previously 130%).
  • Arc: Now deals 6 to 32 Lightning Damage at gem level 1 (previously 6 to 33), up to 198 to 1122 at gem level 20 (previously 133 to 754). Now has 120% Effectiveness of Added Damage at all gem levels (previously 80%).
  • Ball Lightning: Now deals 2 to 47 Lightning Damage at gem level 1 (previously 3 to 48), up to 32 to 617 at gem level 20 (previously 22 to 426). Now has 60% Effectiveness of Added Damage at all gem levels (previously 50%).
  • Bodyswap: Now deals 3 to 5, plus 3% of your maximum Life, as base Fire Damage at gem level 1 (unchanged), up to 210 to 315, plus 3% of your maximum Life, at gem level 20 (previously 154 to 231). Now has 85% Effectiveness of Added Damage at all gem levels (previously 70%).
  • Blade Blast: Now deals 11 to 17 Physical Damage at gem level 1 (unchanged), up to 309 to 464 at gem level 20 (previously 210 to 315). Now has 70% Effectiveness of Added Damage at all gem levels (previously 50%).
  • Blade Vortex: Now deals 3 to 5 Physical Damage at gem level 1 (unchanged), up to 128 to 191 at gem level 20 (previously 86 to 129). Now has 30% Effectiveness of Added Damage at all gem levels (previously 20%).
  • Bladefall: Now deals 43 to 65 Physical Damage at gem level 1 (previously 44 to 66), up to 595 to 893 at gem level 20 (previously 411 to 617). Now has 140% Effectiveness of Added Damage at all gem levels (previously 90%).
  • Blazing Salvo: Now deals 6 to 9 Fire Damage at gem level 1 (unchanged), up to 241 to 361 at gem level 20 (previously 162 to 243). Now has 55% Effectiveness of Added Damage at all gem levels (previously 40%).
  • Cold Snap: Now deals 34 to 51 Cold Damage at gem level 1 (previously 34 to 52), up to 1440 to 2160 at gem level 20 (previously 1057 to 1586). Now has 320% Effectiveness of Added Damage at all gem levels (previously 240%).
  • Crackling Lance: Now deals 28 to 84 Lightning Damage at gem level 1 (previously 28 to 85), up to 458 to 1375 at gem level 20 (previously 317 to 952). Now has "35% more Damage with Hits and Ailments per Intensity" at all gem levels (previously 30%). Now has a Mana cost of 11 at gem level 1 (previously 12), up to 21 at gem level 20 (previously 23). Now has a cast time of 0.65 seconds at all gem levels (previously 0.70 seconds). Now has 165% Effectiveness of Added Damage at all gem levels (previously 115%).
  • Creeping Frost: Now deals 11 to 16 Cold Damage at gem level 1 (unchanged), up to 568 to 847 at gem level 20 (previously 383 to 572). Now has 120% Effectiveness of Added Damage at all gem levels (previously 80%).
  • Dark Pact: Now deals 56% more Damage with Hits and Ailments if using your Life at gem level 1 (previously 40%), up to 136% at gem level 20 (previously 97%).
  • Discharge: Now deals 69 to 206 base Lightning Damage per Power Charge removed at gem level 1 (previously 62 to 185), up to 639 to 1918 at gem level 20 (previously 432 to 1297). Now deals 110 to 165 base Fire Damage per Endurance Charge removed at gem level 1 (previously 99 to 148), up to 1023 to 1535 at gem level 20 (previously 692 to 1037). Now deals 110 to 165 base Cold Damage per Frenzy Charge removed at gem level 1 (previously 99 to 148), up to 1023 to 1535 at gem level 20 (previously 692 to 1037). Now has 600% Effectiveness of Added Damage at all gem levels (previously 450%). Now has "60% less Damage with Ailments" (previously 55%).
  • Divine Ire: Now deals 17 to 25 Physical Damage at gem level 1 (unchanged), up to 203 to 305 at gem level 20 (previously 140 to 210). Now deals 110% more Damage with Hits per stage after the first (previously 100%). Now has 45% Effectiveness of Added Damage at all gem levels (previously 30%).
  • Doom Blast: Now deals 54 to 81 Chaos Damage at gem level 1 (unchanged), up to 868 to 1301 at gem level 20 (previously 602 to 903). Now has 200% Effectiveness of Added Damage at all gem levels (previously 140%).
  • Essence Drain: Now deals 9 to 13 Chaos Damage at gem level 1 (previously 9 to 14), up to 644 to 966 at gem level 20 (previously 433 to 649). Now deals 1509.4 Base Chaos Damage per second at gem level 20 (previously 1503.2). Now has 90% Effectiveness of Added Damage at all gem levels (previously 60%).
  • Exsanguinate: Now deals 17 to 25 Physical Damage at gem level 1 (unchanged), up to 1193 to 1789 at gem level 20 (previously 807 to 1211). Now has 270% Effectiveness of Added Damage at all gem levels (previously 180%).
  • Eye of Winter: Now deals 16 to 25 Cold Damage at gem level 1 (previously 17 to 25), up to 245 to 367 at gem level 20 (previously 169 to 254). Now has 55% Effectiveness of Added Damage at all gem levels (previously 40%).
  • Fireball: Now deals 9 to 14 Fire Damage at gem level 1 (unchanged), up to 1640 to 2460 at gem level 20 (previously 1095 to 1643). Now has 370% Effectiveness of Added Damage at all gem levels (previously 240%).
  • Firestorm: Now deals 23 to 35 Fire Damage at gem level 1 (unchanged), up to 361 to 541 at gem level 20 (previously 250 to 375). Now has 80% Effectiveness of Added Damage at all gem levels (previously 55%).
  • Flame Dash: Now deals 7 to 11 Fire Damage at gem level 1 (unchanged), up to 659 to 988 at gem level 20 (previously 479 to 718). Now deals 19.7 Base Fire Damage per second at gem level 1 (previously 19), up to 1738.6 at gem level 20 (previously 1262.7). Now has 140% Effectiveness of Added Damage at all gem levels (previously 100%).
  • Flame Surge: Now deals 26 to 40 Fire Damage at gem level 1 (previously 27 to 40), up to 832 to 1247 at gem level 20 (previously 563 to 844). Now has 190% Effectiveness of Added Damage at all gem levels (previously 120%).
  • Flames of Judgement (triggered by the Queen's Demand Skill granted by Atziri's Rule Unique Staff): Now deals 3870 to 5805 Fire Damage (previously 2892 to 4337). Now has 850% Effectiveness of Added Damage (previously 650%).
  • Flameblast: Now deals 31 to 46 Fire Damage at gem level 1 (unchanged), up to 405 to 608 at gem level 20 (previously 280 to 419). Now deals 165% more Spell Damage for each stage (previously 130%). Now has 90% Effectiveness of Added Damage at all gem levels (previously 60%).
  • Forbidden Rite: Now deals 15 to 22 Chaos Damage at gem level 1 (previously 15 to 23), up to 498 to 747 at gem level 20 (previously 367 to 551). Now has 110% Effectiveness of Added Damage at all gem levels (previously 80%).
  • Frost Bomb: Now deals 9 to 13 Cold Damage at gem level 1 (previously 8 to 13), up to 1391 to 2086 at gem level 20 (previously 930 to 1395). Now has 310% Effectiveness of Added Damage at all gem levels (previously 210%).
  • Frostblink: Now deals 9 to 14 Cold Damage at gem level 1 (unchanged), up to 1144 to 1716 at gem level 20 (previously 832 to 1248). Now has 180% Effectiveness of Added Damage at all gem levels (previously 140%).
  • Glacial Cascade: Now deals 21 to 32 Physical Damage at gem level 1 (unchanged), up to 300 to 450 at gem level 20 (previously 207 to 311). Now has 65% Effectiveness of Added Damage at all gem levels (previously 45%).
  • Hexblast: Now deals 102 to 153 Chaos Damage at gem level 1 (previously 103 to 155), up to 1397 to 2096 at gem level 20 (previously 965 to 1447). Now has 310% Effectiveness of Added Damage at all gem levels (previously 210%).
  • Hydrosphere: Now deals 37 to 56 Physical Damage at gem level 1 (unchanged), up to 510 to 765 at gem level 20 (previously 356 to 533). Now has 110% Effectiveness of Added Damage at all gem levels (previously 80%).
  • Ice Nova: Now deals 18 to 26 Cold Damage at gem level 1 (unchanged), up to 769 to 1130 at gem level 20 (previously 518 to 762). Now adds 3 to 4 Cold Damage against Chilled Enemies at gem level 1 (unchanged), up to 118 to 172 at gem level 20 (previously 79 to 116). Now has 190% Effectiveness of Added Damage at all gem levels (previously 120%).
  • Ice Spear: Now deals 22 to 33 Cold Damage at gem level 1 (unchanged), up to 568 to 852 at gem level 20 (previously 383 to 575). Now has 130% Effectiveness of Added Damage at all gem levels (previously 80%). The spread of Ice Spear projectiles has been reduced, meaning you no longer have to aim far away from your character in order for the projectiles to fire straight.
  • Icestorm (granted by The Whispering Ice Unique Staff): Now deals 5 to 7 base Cold Damage per 10 Intelligence (previously 3 to 5). Now has an Added Damage effectiveness of 100% (previously 60%).
  • Incinerate: Now deals 3 to 5 Fire Damage at gem level 1 (unchanged), up to 207 to 311 at gem level 20 (previously 140 to 210). Now has 50% Effectiveness of Added Damage at all gem levels (previously 30%).
  • Lightning Tendrils: Now deals 1 to 4 Lightning Damage at gem level 1 (unchanged), up to 55 to 1052 at gem level 20 (previously 37 to 703). Stronger Pulses now deal 200% more Damage with Hits and Ailments (previously 100%). Now has 100% Effectiveness of Added Damage at all gem levels (previously 65%).
  • Phantasmal Lightning Tendrils: Quality now provides "Deals 0-15% less Damage" (previously 0-40%), and "Stronger Pulses deal 0-250% more Damage with Hits and Ailments" (previously 0-200%).
  • Lightning Warp: Now deals 1 to 19 Lightning Damage at gem level 1 (unchanged), up to 51 to 965 at gem level 20 (previously 37 to 707). Now has 90% Effectiveness of Added Damage at all gem levels (previously 60%).
  • Manabond: Now deals 7 to 39 Lightning Damage at gem level 1 (unchanged), up to 263 to 1488 at gem level 20 (previously 157 to 892). Now deals base Lightning Damage equal to 25% of missing Unreserved Mana at gem level 1 (previously 15%), up to 44% at gem level 20 (previously 34%). Now has 160% Effectiveness of Added Damage at all gem levels (previously 100%).
  • Purifying Flame: Now deals 8 to 11 Physical Damage at gem level 1 (previously 8 to 12), up to 1324 to 1986 at gem level 20 (previously 884 to 1326). Now has 300% Effectiveness of Added Damage at all gem levels (previously 200%).
  • Reap: Now deals 57 to 86 Physical Damage at gem level 1 (previously 58 to 87), up to 943 to 1414 at gem level 20 (previously 702 to 1053). Now deals 1463.3 Base Physical Damage per second at gem level 20 (previously 1463.1). Now has 210% Effectiveness of Added Damage at all gem levels (previously 160%).
  • Rolling Magma: Now deals 9 to 12 Fire Damage at gem level 1 (unchanged), up to 1245 to 1868 at gem level 20 (previously 1031 to 1546). Now has 280% Effectiveness of Added Damage at all gem levels (previously 230%).
  • Shock Nova: Now deals 34 to 101 Lightning Damage at gem level 1 (previously 34 to 102), up to 537 to 1610 at gem level 20 (previously 371 to 1114). Now has 190% Effectiveness of Added Damage at all gem levels (previously 120%).
  • Storm Burst: Now deals 6 to 8 Physical Damage at gem level 1 (unchanged), up to 168 to 252 at gem level 20 (previously 114 to 171). Now has 35% Effectiveness of Added Damage at all gem levels (previously 25%).
  • Soulrend: Now deals 19 to 28 Chaos Damage at gem level (previously 19 to 29), up to 716 to 1074 at gem level 20 (previously 494 to 741). Now deals 164.9 Base Chaos Damage per second at gem level 1 (previously 165), up to 2138.5 at gem level 20 (previously 2143.1). Now has 150% Effectiveness of Added Damage at all gem levels (previously 100%).
  • Storm Call: Now deals 21 to 39 Lightning Damage at gem level 1 (previously 21 to 40), up to 949 to 1762 at gem level 20 (previously 640 to 1188). Now has 250% Effectiveness of Added Damage at all gem levels (previously 165%).
  • Stormbind: Now deals 36 to 107 Lightning Damage at gem level 1 (unchanged), up to 444 to 1332 at gem level 20 (previously 306 to 919). Now has 160% Effectiveness of Added Damage at all gem levels (previously 110%).
  • Storm of Judgement (triggered by the Queen's Demand Skill granted by Atziri's Rule Unique Staff): Now deals 1263 to 2345 Lightning Damage (previously 977 to 1815). Now has 320% Effectiveness of Added Damage (previously 250%).
  • Tornado: Now deals 31 to 46 Physical Damage at gem level 1 (previously 31 to 47) up to 414 to 620 at gem level 20 (previously 290 to 435). Now has 95% Effectiveness of Added Damage at all gem levels (previously 65%).
  • Unearth: Now deals 15 to 22 Physical Damage at gem level 1 (unchanged), up to 607 to 911 Physical Damage at gem level 20 (previously 407 to 611). Now has 140% Effectiveness of Added Damage at all gem levels (previously 90%).
  • Void Sphere: Now deals 27 to 40 Physical Damage at gem level 1 (previously 27 to 41), up to 344 to 516 at gem level 20 (previously 241 to 361). Now has 75% Effectiveness of Added Damage at all gem levels (previously 55%).
  • Volatile Dead: Now deals 20 to 30 Fire Damage at gem level 1 (unchanged), up to 753 to 1129 at gem level 20 (previously 507 to 760). Now has 170% Effectiveness of Added Damage at all gem levels (previously 120%).
  • Voltaxic Burst: Now deals 20 to 38 Lightning Damage at gem level 1 (unchanged), up to 906 to 1683 at gem level 20 (previously 611 to 1134). Now has 230% Effectiveness of Added Damage at all gem levels (previously 160%).
  • Vortex: Now deals 41 to 62 Cold Damage at gem level 1 (previously 42 to 63), up to 1209 to 1813 at gem level 20 (previously 833 to 1250). Now deals 116.1 Base Cold Damage per second at gem level 1 (previously 116.2), up to 2317.2 at gem level 20 (previously 2315.1).
  • Wave of Conviction: Now deals 35 to 52 Physical Damage at gem level 1 (unchanged), up to 1476 to 2241 at gem level 20 (previously 1057 to 1585). Now has 330% Effectiveness of Added Damage at all gem levels (previously 240%).
  • Winter Orb: Now deals 30 to 37 Cold Damage at gem level 1 (unchanged), up to 270 to 337 at gem level 20 (previously 232 to 291). Now has 150% more Projectile Frequency while Channelling (previously 100%). Now has 60% Effectiveness of Added Damage at all gem levels (previously 50%).

These changes have been made to supports and other effects that deal damage with any of the above spells:
  • Arcanist Brand: Supported Skills now deal 69% less Damage at gem level 1 (previously 55%), and 63% less at gem level 20 (previously 46%).
  • Battlemage's Cry: Supported Skills now deal 44% less Damage at gem level 1 (previously 20%), and 38% less at gem level 20 (previously 11%).
  • Blastchain Mine Support: Supported Skills now deal 59% less Damage at gem level 1 (previously 40%), and 53% less at gem level 20 (previously 33%).
  • Cast on Critical Strike Support: Supported Skills now deal 19% less Spell Damage at gem level 1 (previously 20% more), and 10% less at gem level 20 (previously 29% more).
  • Awakened Cast on Critical Strike Support: Supported Skills now deal 9% less Spell Damage at gem level 1 (previously 30% more), and 7% less at gem level 5 (previously 32% more).
  • Cast while Channelling Support: Now has "Supported Triggered Spells deal 30% less Damage" at all gem levels.
  • Awakened Cast while Channelling Support: Now has "Supported Triggered Spells Deal 30% less Damage" at all gem levels.
  • Cluster Traps Support: Supported Skills now deal 61% less Damage at gem level 1 (previously 55%), and 55% less at gem level 20 (previously 36%).
  • Minefield Support: Supported Skills can now have up to 3 additional Remote Mines placed at a time (previously 4). Supported Skills now have 55% less Mine Throwing Speed at gem level 1 (previously 65%), up to 46% less at gem level 20 (previously 60%).
  • Multiple Traps Support: Supported Skills now deal 58% less Damage at gem level 1 (previously 50%), and 52% less at gem level 20 (previously 31%).
  • High-Impact Mine Support: Supported Skills now deal 56% less Damage at gem level 1 (previously 35%), and 50% less at gem level 20 (previously 28%).
  • Intuitive Link: Supported Spells now deal 44% less Damage at gem level 1 (previously 20%), and 38% less at gem level 20 (previously 11%).
  • Spell Totem Support: Supported Skills now deal 49% less Damage at gem level 1 (previously 28%), and 40% less at gem level 20 (previously 24%).
  • Spellslinger: Now has "Supported Skills deal 37% less Damage with Hits and Ailments" at gem level 1, with a value of 31% at gem level 20.
  • Trap Support: Supported Skills now deal 20% less Trap Damage at gem level 1, and 11% less at gem level 20 (previously 38% increased at gem level 20).
  • The Soul Mantle Unique Body Armour no longer has +1 to maximum number of Summoned Totems. Existing items can be updated with a Divine Orb and a momentary lapse in judgement.
  • The Poet's Pen, Cospri's Malice and Mjölner have had their cooldown on triggering socketed spells increased to 0.25 seconds (previously 0.15 seconds). This change affects existing items.

Here are some buffs that have been made to dedicated Totem and Trap Skills and some attacks that are designed for Ignite damage. At higher levels, these adjustments will offset the loss of damage from other changes.
  • Blade Trap: Now deals 76% of base Attack Damage at gem level 1 (previously 55%), up to 96% at gem level 20 (previously 67.5%). Now has 76% Effectiveness of Added Damage at gem level 1 (previously 55%), and 96% at gem level 20 (previously 67%).
  • Explosive Trap: Now deals 437 to 655 Physical Damage at gem level 20 (previously 309 to 464). Now has 100% Effectiveness of Added Damage at all gem levels (previously 60%).
  • Fire Trap: Now deals 10 to 15 Fire Damage at gem level 1 (previously 11 to 17), up to 915 to 1373 at gem level 20 (previously 644 to 966). Now deals 30.9 Base Fire Damage per Second at gem level 1 (previously 35.7), up to 4170.7 at gem level 20 (previously 2934.9). Now has 3 to 5 added Fire Damage against Burning Enemies at gem level 1 (previously 4 to 5), up to 286 to 429 at gem level 20 (previously 201 to 302). Now has 260% Effectiveness of Added Damage at all gem levels (previously 200%).
  • Ice Trap: Now deals 88 to 132 Cold Damage at gem level 1 (previously 88 to 133), up to 1275 to 1912 at gem level 20 (previously 898 to 1347). Now has 290% Effectiveness of Added Damage at all gem levels (previously 200%).
  • Lightning Trap: Now deals 15 to 46 Lightning Damage at gem level 1 (previously 18 to 54), up to 659 to 1978 at gem level 20 (previously 466 to 1399). Now has 240% Effectiveness of Added Damage at all gem levels (previously 170%).
  • Shockwave Totem: Now deals 33 to 65 Physical Damage at gem level 1 (unchanged), up to 412 to 765 at gem level 20 (previously 362 to 672). Now has 110% Effectiveness of Added Damage at all gem levels (previously 100%).
  • Holy Flame Totem: Now deals 2 to 5 Physical Damage at gem level 1 (previously 3 to 5), up to 153 to 230 at gem level 20 (previously 134 to 202). Now has 35% Effectiveness of Added Damage at all gem levels (previously 30%).

Unleash changes:
  • Unleash Support: Supported Skills now deal 50% less Damage when Reoccurring at gem level 1 (previously 30%), and 41% less at gem level 20 (previously 21%).

Cast speed modifier changes:
  • It is now possible to generate increased Cast Speed modifiers on Runic Daggers.
  • Increased Cast Speed modifiers on one-handed Weapons now roll 5-8% at the lowest tier (previously 5-7%), up to 29-32% at the highest tier (previously 23-25%).
  • Increased Cast Speed modifiers on two-handed Weapons now roll 8-13% at the lowest tier (previously 8-11%), up to 44-49% at the highest tier (previously 35-38%).
  • There are now three tiers of the increased Cast Speed modifier that can roll on Rings. The lowest tier provides values of 5-8%, and the highest provides values of 13-16%. Previously only a 5-7% version could roll.
  • There are now four tiers of the increased Cast Speed modifier that can roll on Amulets (previously three). The lowest tier provides values of 5-8% (previously 5-7%), and the highest provides values of 17-20% (previously 11-13%).
  • Crafting bench versions of the above modifiers have been updated accordingly.
  • Essences of Zeal now provide increased Cast Speed for Rings and Amulets. Deafening Essence of Zeal provides 17-20% increased Cast Speed on Amulets, and 15-16% increased Cast Speed on Rings (previously 7-8% increased Attack Speed on both).
  • The Veiled Modifier on one-handed Weapons that grants increased Cast Speed and a chance to gain Arcane Surge when you Kill an Enemy now provides 18-22% increased Cast Speed (previously 15-18%). Crafting bench versions have been adjusted accordingly.
  • The Veiled Modifier on two-handed Weapons that grants increased Cast Speed and a chance to gain Arcane Surge when you Kill an Enemy now provides 26-31% increased Cast Speed (previously 21-25%). Crafting bench versions have been adjusted accordingly.
  • Deafening Essence of Misery now provides 29-32% increased Cast Speed on one-handed Weapons (previously 26-28%), and 44-49% on two-handed Weapons (previously 39-42%). Screaming and Shrieking Essences have been updated accordingly.
  • The Incursion suffix modifier that provides added Chaos Damage to Spells and increased Cast Speed now provide Cast Speed values of 29-32% on one-handed Weapons (previously 23-25%), and 44-49% on two-handed Weapons (previously 35-38%).

Threshold Jewels:
  • Unique Threshold Jewels are no longer offered as a quest reward for completing "Death to Purity" in Act 5. Instead, you are now offered a choice of a Rare Crimson, Rare Cobalt, or Rare Viridian Jewel.
  • The following Unique Jewels can no longer be obtained: First Snow, Frozen Trail, Growing Agony, Overwhelming Odds, Rapid Expansion, Steel Spirit, Weight of the Empire, and Winter Burial.
  • The Hazardous Research Unique Jewel no longer has "With at least 40 Intelligence in Radius, Spark fires 2 additional Projectiles" or "15-20% reduced Spark Duration". Existing items can be updated with a Divine Orb. The Jewel's purpose is now only to enable firing Spark projectiles in a circle if you want this behaviour.
  • The Ring of Blades Unique Jewel no longer has "With at least 40 Dexterity in Radius, Ethereal Knives fires 5 additional Projectiles". Existing items can be made less pointy with a Divine Orb. The Jewel's purpose is now only to enable firing Ethereal Knives in a circle if you want this behaviour.
  • The Spreading Rot Unique Jewel is now limited to 1 (previously 2), this change affects existing items. It no longer has "With at least 40 Intelligence in Radius, Blight has 50% increased Hinder Duration". Instead, it now has "With at least 40 Intelligence in Radius, Blight has 30% reduced Cast Speed". Existing items can be updated to the new stat with a Divine Orb.
  • Freezing Pulse: Now deals 8 to 12 Cold Damage at gem level 1 (unchanged), up to 1458 to 2188 at gem level 20 (previously 888 to 1332). Now has 330% Effectiveness of Added Damage at all gem levels (previously 200%).
  • Frostbolt: Now deals 9 to 13 Cold Damage at gem level 1 (unchanged), up to 1594 to 2392 at gem level 20 (previously 972 to 1458). Now has 360% Effectiveness of Added Damage at all gem levels (previously 220%).
  • Spark: Now deals 1 to 28 Lightning Damage at gem level 1 (previously 2 to 29), up to 104 to 1983 at gem level 20 (previously 70 to 1326). Now fires 4 additional Projectiles at gem level 1 (unchanged), up to 7 at gem level 20 (previously 6). Now has 190% Effectiveness of Added Damage at all gem levels (previously 125%).
  • Ground Slam: Now has +10 to radius at gem level 20 (previously +6).
  • Heavy Strike: Now has 20% chance to deal Double Damage at gem level 1 (unchanged), up to 39% at gem level 20 (previously 20%).
  • Cleave: Now has +8 to radius at gem level 20 (previously +6). Now deals 125% of base Attack Damage at gem level 1 (unchanged), up to 237% at gem level 20 (previously 213%). Now has 125% Effectiveness of Added Damage at gem level 1 (unchanged), up to 237% at gem level 20 (previously 213%).
  • Glacial Hammer: Now has "100% of Physical Damage Converted to Cold Damage" at all gem levels (previously 60%).
  • Viper Strike: Now deals 90% of base Attack Damage at gem level 1 (unchanged), up to 154% at gem level 20 (previously 135%). Now has 90% Effectiveness of Added Damage at gem level 1 (unchanged), up to 154% at gem level 20 (previously 135%).
  • Ethereal Knives: Now deals 7 to 10 Physical Damage at gem level 1 (unchanged), up to 949 to 1423 at gem level 20 (previously 633 to 949). Now fires 9 additional Projectiles at gem level 1 (unchanged), up to 12 at gem level 20 (previously 9). Now has 220% Effectiveness of Added Damage at all gem levels (previously 120%).
  • Blight: Base Secondary Duration is now 1.00 seconds (previously 0.80 seconds).

Alternate quality gem changes:
  • Quality on the Anomalous Frostbolt Skill gem no longer provides 0-100% reduced Damage, or 0-20% chance to inflict Cold Exposure on Hit. Instead, it now provides "Gain 0-40% increased Projectile Speed per second".
  • Quality on the Divergent Ground Slam Skill gem no longer provides 0-60% increased Area of Effect. It now provides 0-40% increased Angle (previously 0-40% reduced).

Orb of Storms:
  • Orb of Storms has been redesigned as a single target tool for lightning casters. The focus of the skill has been placed on its mechanic of hitting enemies when you cast a lightning skill in its area. Orb of Storms now deals 3 to 8 Lightning Damage at gem level 1 (previously 2 to 7), up to 304 to 913 at gem level 20 (previously 185 to 555). Now strikes every 3.50 seconds at gem level 1 (previously 1.50 seconds), and every 2.55 seconds at gem level 20 (previously 1.02 seconds). Beams now split towards 3 additional targets at all gem levels (previously 2 additional targets at gem level 1, up to 4 at gem level 20). Now has 110% Effectiveness of Added Damage at all gem levels (previously 65%).
  • Orb of Storms no longer requires splitting from the caster when they cast a Lightning spell in its area. Instead it will zap an enemy in range every time you cast a Lightning spell from within the Orb of Storm's area, making positioning much more flexible.
  • Orb of Storms no longer has a duration. Instead, it now has "Orb disappears after 10 Strikes" at gem level 1, up to 29 at gem level 20.
  • Quality on Divergent Orb of Storms now has "Penetrates 0-5% Lightning Resistance" and "Orb disappears after 0 to -5 Strikes". It no longer has "0-20% less Skill Effect Duration" or "0-20% increased Cast Speed".

Ignite compensation changes:
  • Armageddon Brand: Now deals 69 to 104 Fire Damage at gem level 1 (previously 46 to 69), up to 924 to 1386 at gem level 20 (previously 613 to 920). Now activates every 1.5 seconds while Attached (previously 1 second). Now has 200% Effectiveness of Added Damage at all gem levels (previously 135%).
  • Burning Arrow: Now deals 200% of base Attack Damage at gem level 1 (previously 150%), up to 300% at gem level 20 (previously 214%). Also now has 200% Effectiveness of Added Damage at gem level 1 (previously 150%), up to 300% at gem level 20 (previously 214%). Now has an Attack Speed of 70% of base (previously 90%). Now has a Mana cost of 7 at gem level 1 (previously 5), up to 12 at gem level 20 (previously 8). Now uses the same Bow animation as Puncture.
  • Vaal Burning Arrow: Now deals 280% of base Attack Damage at gem level 1 (previously 200%), up to 400% at gem level 20 (previously 284%). Also now has 280% Effectiveness of Added Damage at gem level 1 (previously 200%), up to 400% at gem level 20 (previously 284%). Now has an Attack Speed of 70% of base (previously 90%). Now uses the same Bow animation as Puncture.
  • Explosive Arrow: Now has "Explosion deals 5% more Damage with Hits and Ailments per Explosive Arrow on Target" (previously just Hits).
  • Explosive Concoction: Now deals 25% Added Damage of all types at all gem levels. Now has "+60% to Ignite Damage over Time Multiplier with Ignite if Charges were consumed from a Ruby Flask" at gem level 1 (previously +40%), up to +98% at gem level 20 (previously +78%).
  • Fire Burst (granted by the "Cast Level 20 Fire Burst on Hit" Essence Modifier): Now has a cooldown of 1.5 seconds (previously 1 second). Now deals 1131 to 1696 Fire Damage at gem level 20 (previously 752 to 1127). Now has 250% Effectiveness of Added Damage (previously 270%).
  • Vaal Flameblast: Now deals 110% more Damage with Ailments for each stage (previously 70%).
  • Penance Brand: Explosions now deal 90% more Damage with Ailments per Energy after the first (previously 60%).
  • Death Wish (granted by the Maw of Mischief Unique Helmet): Now has 444 to 666 Fire Damage (previously 316 to 474). Explosion now deals base Fire Damage equal to 19% of the Minion's maximum Life (previously 13%).
  • Introduced a new Threshold Jewel for Infernal Cry that disables the ability for Exerted Attacks to trigger Combust, but causes attacks Exerted by Infernal Cry to deal much more Ignite Damage.

Return to top

Hit-based Bow Attacks

Problem:
Hit-based bow attacks require an unreasonable amount of investment to reach competitive levels of damage. Builds that want to achieve this must utilise critical strikes and many skills can't sufficiently invest in this mechanic without sacrificing defensive options.

Solution:
  • Give bows the same local added elemental damage modifiers as two handed melee weapon modifiers do, which are much stronger than the bow-specific modifiers used previously.
  • Improve the damage of bows in general, with some base types getting up to 50% more base damage than before.
  • Improve the Mastery options on Bow Passive clusters.
  • Added a new Keystone Passive, Precise Technique, which grants "40% more Attack Damage if Accuracy Rating is higher than Maximum Life" and "Never deal Critical Strikes".
  • Make a number of improvements to quivers so that bows can receive much more damage from rare quivers:
  • We have reworked the quiver progression with new quiver types that provide a diverse set of useful implicits.
  • We have greatly improve Added Physical Damage modifiers on quivers.
  • We have replaced "Elemental Damage with Attack Skills" modifiers on quivers with "Increased Damage with Bow Skills" to allow quivers to roll another way to improve skills dealing Physical or Chaos damage.
  • We have taken the +1 Arrow prefix off influenced quiver modifiers and added it to the core modifier pool of quivers as a suffix.
  • We have added an extra tier to the Attack Speed and Accuracy modifiers on quivers.

Specifics:
Spoiler
  • Instead of their own line of modifiers, bows now use the two-handed weapon versions of local Added Fire, Cold, Lightning and Chaos Damage prefix modifiers.
  • Quivers can no longer roll "Increased Elemental Damage with Attack Skills" modifiers. Instead, they can now roll "Increased Damage with Bow Skills".
  • An example of the new highest tier modifier on quivers is: 43-50% increased damage with bow skills.

The Physical Damage on the following Bows has been increased:
  • Long Bow: Now has 8-33 Physical Damage (previously 6-25).
  • Composite Bow: Now has 16-34 Physical Damage (previously 12-26).
  • Recurve Bow: Now has 15-45 Physical Damage (previously 11-34).
  • Bone Bow: Now has 15-45 Physical Damage (previously 11-34).
  • Royal Bow: Now has 14-56 Physical Damage (previously 10-41).
  • Death Bow: Now has 28-73 Physical Damage (previously 20-53).
  • Reflex Bow: Now has 37-56 Physical Damage (previously 27-40).
  • Grove Bow: Now has 20-61 Physical Damage (previously 15-44).
  • Decurve Bow: Now has 24-96 Physical Damage (previously 17-69).
  • Compound Bow: Now has 37-76 Physical Damage (previously 26-55).
  • Sniper Bow: Now has 32-96 Physical Damage (previously 23-68).
  • Ivory Bow: Now has 29-86 Physical Damage (previously 20-61).
  • Highborn Bow: Now has 24-94 Physical Damage (previously 17-67).
  • Decimation Bow: Now has 44-116 Physical Damage (previously 31-81).
  • Steelwood Bow: Now has 58-86 Physical Damage (previously 40-60).
  • Thicket Bow: Now has 32-96 Physical Damage (previously 22-67).
  • Citadel Bow: Now has 36-144 Physical Damage (previously 25-100).
  • Ranger Bow: Now has 56-117 Physical Damage (previously 39-81).
  • Assassin Bow: Now has 43-130 Physical Damage (previously 30-89).
  • Spine Bow: Now has 38-115 Physical Damage (previously 26-78).
  • Imperial Bow: Now has 29-117 Physical Damage (previously 20-78).
  • Harbinger Bow: Now has 50-133 Physical Damage (previously 35-92).
  • Maraketh Bow: Now has 61-92 Physical Damage (previously 44-66).

The following Uniques have had their damage adjusted, to compensate for the buffs to Bow base types:
  • Death's Harp now has 90-105% increased Physical Damage (previously 100-125%).
  • Death's Opus now has 90-105% increased Physical Damage (previously 100-125%), and now adds 6-12 to 20-25 Physical Damage (previously 10-20 to 30-35).
  • Infractem now has 70-80% increased Physical Damage (previously 110-125%).
  • Replica Infractem now has 70-80% increased Physical Damage (previously 110-125%).
  • The Crimson Storm now has 60-80% increased Physical Damage (previously 140-170%).
  • Arborix now adds 80-100 to 200-225 Physical Damage (previously 95-115 to 240-265).
  • Chin Sol now has 100-140% increased Physical Damage (previously 200-260%).
  • Darkscorn now has 60-80% increased Physical Damage (previously 130-150%).
  • Reach of the Council now adds 10-16 to 45-60 Physical Damage (previously 15-30 to 70-95).
  • Xoph's Nurture now has 165-195% increased Physical Damage (previously 265-330%).
  • Lioneye's Glare now has 90-105% increased Physical Damage (previously 150-175%).
  • Slivertongue now adds 80-95 to 220-240 Physical Damage (previously 110-125 to 245-265).
  • Existing items can be made worse with a Divine Orb, and a momentary lapse of reason.

  • Essences of Woe no longer roll "Increased Elemental Damage with Attack Skills on Quivers". Instead, they now roll "Increased Damage with Bow Skills". Deafening Essence of Woe now provides values of 43-50%.
  • Quivers can now roll "Bow Attacks fire an additional Arrow" as a Suffix. The Shaper- and Hunter-influenced prefix versions of this modifier can no longer be rolled.
  • Quivers no longer share the same modifier progression for "Added Physical Damage to Attacks" as those on Amulets. They now have their own line of modifiers, with increased values. For example, one of the new highest tier modifiers on Quivers is, "Adds 17-23 to 34-39 Physical Damage to Attacks."
  • Quivers can now roll an additional tier of accuracy: "+481-600 to Accuracy Rating"
  • Quivers and dexterity shields can now roll an additional tier of Attack Speed: "14-16% increased Attack Speed"
  • Essence of Zeal has been updated accordingly. Deafening Essence of Zeal now provides "13-15% Increased Attack Speed on Quivers", up from 11-12%.
  • Quivers can now roll a "Malicious" prefix modifier: "Adds 27-41 to 55-69 Chaos Damage to Attacks"

  • We have replaced the Bow Mastery stats that gave "Movement Speed while Phasing" and "Phasing on Kill". We've also replaced the mastery that gave "Increased Damage while you are wielding a Bow and have a Totem".
  • New mastery: "Increases and Reductions to Projectile Speed also apply to Damage with Bows".
  • New mastery: "+100 to Accuracy Rating per Green Socket on your Bow".
  • Existing mastery: "100% increased Mirage Archer Duration" (previously 50%).
  • Existing mastery : "Blink Arrow and Mirror Arrow have 100% increased Cooldown Recovery Rate" (previously 60%).
  • Added two small passive skills to the Farsight cluster, each providing 15% increased Accuracy with Bows. The existing small Passive that provided 4% increased Attack Speed with Bows and 8% increased Accuracy Rating with Bows now provides 12% increased Damage with Bows, 3% increased Attack Speed with Bows, and 12% increased Damage over Time with Bow Skills.
  • Added two small passive skills to the Avatar of the Hunt cluster, each providing 4% increased Attack Speed with Bows, and 8% chance to gain Phasing for 4 seconds on Kill.

New Quivers
Previous versions of quiver base types no longer drop. This is the new set of quiver base types, including their drop level and level requirement.
  • Level 4: Serrated Arrow Quiver (1-4 Added Physical Damage with Bow Attacks)
  • Level 9: Fire Arrow Quiver (3-5 Added Fire Damage with Bow Attacks)
  • Level 14: Sharktooth Arrow Quiver (6-8 Life gained for each Enemy Hit by your Attacks)
  • Level 20: Feathered Arrow Quiver (20-30% increased Arrow Speed)
  • Level 25: Penetrating Arrow Quiver (Arrows Pierce an additional Target)
  • Level 31: Blunt Arrow Quiver ((7-9) to (13-16) Added Physical Damage with Bow Attacks)
  • Level 36: Two-Point Arrow Quiver (20-30% increased Global Accuracy Rating)
  • Level 40: Spike-Point Arrow Quiver (20-30% increased Critical Strike Chance with Bows)
  • Level 45: Blazing Arrow Quiver ((12-15) to (24-27) Added Fire Damage with Bow Attacks)
  • Level 49: Broadhead Arrow Quiver (8-10% increased Attack Speed)
  • Level 55: Vile Arrow Quiver (Gain 10-15% of Physical Damage as Extra Chaos Damage)
  • Level 61: Heavy Arrow Quiver ((12-16) to (24-27) Added Physical Damage with Bow Attacks)
  • Level 66: Primal Arrow Quiver (20-30% increased Elemental Damage with Attack Skills)

Unique Quivers have been reassigned to a base type that is most appropriate for them and their level:
  • Craghead and Cragfall are Serrated Arrow Quivers.
  • Hyrri's Bite and Hyrri's Demise are Sharktooth Arrow Quivers.
  • Asphyxia's Wrath, Saemus' Gift, and Steelworm are Feathered Arrow Quivers.
  • Drillneck is a Penetrating Arrow Quiver.
  • Rearguard, The Fracturing Spinner and Shattered Divinity are Blunt Arrow Quivers.
  • Skirmish and Rigwald's Quills are Two-Point Arrow Quivers.
  • Soul Strike and Replica Soul Strike are Spike-Point Arrow Quivers.
  • Blackgleam and Signal Fire are Blazing Arrow Quivers.
  • Maloney's Nightfall is a Vile Arrow Quiver.
  • Scorpion's Call is a Heavy Arrow Quiver.
  • Voidfletcher is a Primal Arrow Quiver.
  • Existing items are unaffected by these changes.

Return to top

Sources of Added Damage

Problem:
Added Cold, Lightning and Chaos Damage Support Gems provide significant unconditional added damage that outclasses many damage options available to some builds, most notably bow builds. By comparison, many other sources of added damage are relatively weak.

Solution:
Lower the strength of unconditional "Added Damage" Support Gems, and raise the strength of "Local Added Damage" and "Added Damage to Spells" on weapons.

Specifics:
Spoiler

Added Cold/Lightning/Chaos gem changes:
  • Added Chaos Damage Support: Supported Skills now have 18 to 26 added Chaos Damage at gem level 1 (previously 17 to 26), up to 154 to 231 at gem level 20 (previously 170 to 255).
  • Awakened Added Chaos Damage Support: Supported Skills now have 176 to 251 added Chaos Damage at gem level 1 (previously 190 to 284), up to 189 284 at gem level 5 (previously 234 to 352).
  • Added Cold Damage Support: Supported Skills now have 4 to 6 added Cold Damage at gem level 1 (unchanged), up to 152 to 228 at gem level 20 (previously 169 to 254).
  • Awakened Added Cold Damage Support: Supported Skills now have 165 to 248 added Cold Damage at gem level 1 (previously 187 to 280), up to 188 to 282 at gem level 5 (previously 227 to 341).
  • Added Lightning Damage Support: Supported Skills now have 1 to 8 added Lightning Damage at gem level 1 (unchanged), up to 19 to 358 at gem level 20 (previously 21 to 402).
  • Awakened Added Lightning Damage Support: Supported Skills now have 21 to 391 added Lightning Damage at gem level 1 (previously 23 to 445), up to 24 to 449 at gem level 5 (previously 29 to 543).

Local added damage weapon mod changes:
  • Local added Fire, Cold, Lightning, and Physical Damage Prefix modifiers on Weapons have been increased by roughly 8% at the highest tier and increased by more at lower tiers. The difference between tiers has been lowered, so that there's less of a jump between tiers as you progress towards the highest.
  • For local added Fire Damage, the tier 1 modifier now provides values of 165-225 to 335-390 on two-handed Weapons (previously 153-208 to 310-361), and 89-121 to 180-210 on one-handed Weapons (previously 82-112 to 167-194).
  • For local added Cold Damage, the tier 1 modifier now provides values of 149-204 to 300-348 on two-handed Weapons (previously 140-187 to 278-322), and 81-111 to 163-189 on one-handed Weapons (previously 77-101 to 152-174).
  • For local added Lightning Damage, the tier 1 modifier now provides values of 28-38 to 549-638 on two-handed Weapons (previously 17-44 to 516-583), and 15-21 to 296-344 on one-handed Weapons (previously 9-24 to 278-315).
  • For local added Physical Damage, the tier 1 modifier now provides values of 34-47 to 72-84 on two-handed Weapons (previously 32-43 to 66-78), and 22-29 to 45-52 on one-handed Weapons (previously 20-27 to 41-49).
  • Tier 2 local added Fire, Cold and Lightning Damage has been increased by roughly 26%, with tier 3 being increased by roughly 40%.
  • Tier 2 local added Physical Damage has been increased by roughly 8%, with tier 3 being increased by roughly 10%.
  • Essences of Wrath, Hatred, Anger, and Contempt have been adjusted accordingly.
  • Local tier 1 added Chaos Damage Prefix modifiers on Weapons have also had their values increased:
  • The local tier 1 added Chaos Damage modifier now provides values of 98-149 to 183-280 on two-handed weapons (previously 81-125 to 171-215), and 56-87 to 105-160 on one-handed weapons (previously 47-72 to 98-123).

Spell added damage weapon mods:
  • Added Fire, Cold, and Lightning Damage to Spells Prefix modifiers on Weapons have been increased by roughly 35% at the highest tier, with lower tiers not seeing as much of an increase. The lowest tier modifiers saw no increase.
  • Tier 1 added Fire Damage to Spells now provides values of 66-88 to 132-155 on two-handed Weapons (previously 49-65 to 98-115), and 49-66 to 98-115 on one-handed Weapons (previously 36-49 to 73-85).
  • Tier 1 added Cold Damage to Spells now provides values of 61-81 to 120-140 on two-handed Weapons (previously 45-60 to 89-104), and 41-54 to 81-93 on one-handed Weapons (previously 30-40 to 60-69).
  • Tier 1 added Lightning Damage to Spells now provides values of 7-20 to 255-270 on two-handed Weapons (previously 5-15 to 189-200), and 4-14 to 170-179 on one-handed Weapons (previously 3-10 to 126-133).
  • Essences of Anguish, Suffering, and Torment have been adjusted accordingly.

Return to top

Skill interactions with Hydrosphere

Problem:
Certain skills that have a chaining or shockwave effect can multiply their damage against single targets by also hitting Hydrosphere. These skills should not be balanced around using an off-class or off-theme skill like this. Maintaining the ability to use this interaction would prevent us from improving certain bow skills and hit damage spells without their maximum damage output being too high.

Solution:
Change Hydrosphere to have a one second cooldown before it can be hit again. This maintains the ailment mechanic on Hydrosphere to still allow for some special skill interactions but is no longer such a significant single target damage multiplier for so many skills.
Return to top

Triggering Marks

Problem:
When applied through Mark-on-hit skills or unique items that trigger them, Marks are far more efficient for clearing and easier to sustain on boss fights. Builds that don't have access to these high-end items are disadvantaged in comparison.

Solution:
Make Marks permanent so they only require a single cast for boss encounters. Add a new support gem that lets attacks trigger marks on hitting Rare and Unique targets.

Specifics:
Spoiler
  • Mark curse skills are now permanent.
  • Mark curse skills no longer have the "Duration" tag.
  • Applied Marks are removed when the Marker, player or monster, dies.
  • Added a new Dexterity Support gem - Mark on Hit: Trigger Supported Mark Skill when you Hit a Rare or Unique Enemy with an Attack. This support adds a cooldown and a small curse effect penalty to the triggered Mark skill, but does not need to be linked to the triggering attack.
  • Warlord's Mark now causes Cursed Enemies to grant 2% Life Leech and Mana Leech when Hit by Attacks at gem level 1 (unchanged), up to 2.95% at gem level 20 (previously 2%).
  • The Deadeye Focal Point Ascendancy Passive Skill no longer has "Marks you inflict are not removed from Dying Enemies". Instead, it now has "Your Mark transfers to another Enemy when Marked Enemy dies".
  • The Influence modifiers that Trigger a Mark when you Hit a Rare or Unique Enemy have been removed from the modifier pool, so they can no longer be obtained.

Return to top

Fortification and Damage Reduction

Problem:
Fortification gain being scaled by the damage dealt by a fortifying hit means that hitting monsters with very high amounts of damage reduction (such as in the Azurite Mines, the Simulacrum or against monsters that have just been spawned by certain league mechanics) can grant little to no fortification, even for builds with very high damage.

Solution:
Fortification generation now ignores the target's damage reduction.
Return to top

Attack characters and Frenzy Charge sustain

Problem:
Attack characters have limited powerful options for sustaining Frenzy Charges, forcing the use of specific skills for obtaining low opportunity cost Frenzy Charges. Marks have only one Mastery that provides an offensive effect, while the rest are Utility and Defence oriented. With Marks being easier to apply thanks to the new Mark triggering support gem, there could be a more diverse set of options for Mark investment.

Solution:
Added a new Mark Mastery: 10% chance to gain a Frenzy Charge on Hit against a Marked Enemy
Return to top

Arrow Speed

Problem:
Arrow Speed is only used on one passive and a small number of gem qualities, but Galvanic Arrow's "Increases and Reductions to Arrow Speed also apply to this Skill's Area of Effect" stat is worded inaccurately to include the stat.

Solution:
Replace all sources of Arrow Speed with the same value of Projectile Speed

Specifics:
Spoiler
Galvanic Arrow now has "Increases and Reductions to Projectile Speed also apply to this Skill's Area of Effect" (previously Increases and Reductions to Arrow Speed). The Master Fletcher Notable Passive now has "20% increased Projectile Speed", instead of "20% increased Arrow Speed". Quality on Blink Arrow and Mirror Arrow now provides "Minions have 0-30% increased Projectile Speed", instead of "0-30% increased Arrow Speed".

Return to top

Reduced Resistances

Problem:
It's possible to obtain high amounts of reduced resistances with uniques introduced in 3.17.0.

Solution:
Resistances can no longer be reduced by more than 100%. This does not change the cap of -200% for negative character resistances. This change affects stats that reduce resistances such as the reduced Fire Resistance modifier on Cowl of the Cryophile and the reduced Elemental Resistances modifier on The Annihilating Light.
Return to top

Skill Balance

Problem:
Detonate Dead builds can gain significantly more damage by diluting the pool of Desecratable monsters with high-life Spectres. Because of how Desecrate selected monsters, the fewer monsters occurring in the area, the more damage Detonate Dead dealt.

Solution:
Change Desecrate to have a fixed chance to spawn a Spectre corpse. This means Detonate Dead's damage should be more consistent based on which area in the game you are in. This also means there is no incentive to bring multiple different high-life spectre varieties, although you still benefit from bringing one high-life spectre into areas.

Specifics:
Spoiler
Desecrate and Corpse Walk now have a static 15% chance to spawn a Spectre Corpse, rather than a 2x relative weighting compared to all other possible corpse types.

Problem:
Certain Corpses have far higher life totals than others, giving extreme survivability when used as a Spectre and very high damage of skills based on their corpse life.

Solution:
Lower the life of Spectre versions of monsters that have very high life totals. Their life is being brought down to match Kitava's Herald monsters. This will affect their corpse when created with Desecrate.

Problem:
Seismic Trap has very high damage scaling as its damage scales with increases to Area of Effect. Increasing the area of Seismic Trap impacts greatly increases the chance of multiple large bursts hitting a target, as area increases don't affect the area where the impacts can occur. Though this mechanic is interesting, it provides far too much damage for the investment cost and the damage of the skill would have to be lowered to by so much to offset this that the skill would be very weak without the overlapping mechanic.

Solution:
Make modifiers to Area of Effect apply to the area Seismic Trap's bursts can target at a ratio. This will slightly improve the area coverage of the skill while lowering the damage growth from increases to Area of Effect without removing their damage benefit entirely.

Problem:
Toxic Rain has very strong damage over time and a low build cost compared to other bow builds. It also benefits from some of the quiver and Mastery changes made to improve hit-based bow skills.

Solution:
Reduce the high-level damage of Toxic Rain in order to partially negate the improvements to quivers and bring it more in line with other skills.

Specifics:
Spoiler
Toxic Rain now deals 7.9 base Chaos Damage per second at gem level 1 (unchanged), up to 238 at gem level 20 (previously 285.1).

Problem:
Items that Summon Spectral Wolf on Critical Strike or Kill will rapidly replace wolves when reaching the minion limit, which can replace an actively-attacking wolf with one that still has yet to play its emerge animation.

Solution:
Summon Spectral Wolf now refreshes the duration and life of an active wolf if the skill is already at its minion limit.
Return to top

Unique Item Balance

Problem:
March of the Legion is a very low-cost method to gain four extra auras on some builds due to the change where Mana is not being required in order to cast an aura. It also took full advantage of the Supreme Ego keystone in a way that goes against the intent of the mechanic and gained a significant amount of power in the process.

Solution:
Rework the Blessing mechanic of March of the Legion to limit the number of Blessings you can have to one. Change the skill to cost mana instead of temporarily reserving mana. The process of making this change also highlighted a number of problems with other mechanics which has led to a ripple effect of other changes being required. Release Blessing as a Support gem, to make the mechanic available to builds that are not using the unique item. This is intended to be useful for high mana-use characters who wish to leave their mana unreserved and for characters using the Blood Magic keystone. Improve the aura level granted by March of the Legion so the item excels at using a Blessing aura. Remove Mortal Conviction and the life passives from behind the Blood Magic keystone and make a Mortal Conviction-style support gem that makes an aura free, and prevents you reserving mana. It will be mutually exclusive with Blessing skills, so you won't be able to use both simultaneously. This support gem provides slightly less aura effect to the skill than the Blessing Support but has no cost or upkeep involved. Change Blood Magic to also grant 10% more life to compensate for the removal of the efficient life passives behind the keystone. Change Supreme Ego to not limit you to one aura and instead give more aura effect based on how much mana an aura reserves.

Specifics:
Spoiler
  • Added a new Strength/Intelligence Support gem - Divine Blessing: Converts supported Aura Skills into temporary Blessings with increased effect, changing their Reservation to a one-time cost. You will only be able to benefit from one Blessing at a time. This gem cannot convert Banner Skills.
  • The March of the Legion Unique Boots now have "+3-5 to Level of Socketed Aura Gems" (previously +2). Socketed Gems are now Supported by Level 25 Divine Blessing (previously known as Blessing).
  • The Veiled and Crafted Modifiers that cause Skills to cost no Mana or Life while Focused now only applies to Non-Aura Skills, due to the interaction it could have with the new Divine Blessing Support. We plan on disabling this modifier in 3.18.0.
  • Added a new Strength Support gem - Eternal Blessing: Supported Aura Skills lose their reservations and become Blessings. You will only be able to benefit from one Blessing at a time and while under the effect of a Supported Skill, all Non-Blessing Skills which reserve mana are disabled.
  • Essence Worm's "Socketed Gems have no Reservation" modifier now also causes your Blessing Skills to be disabled. This change affects existing items.
  • The Mortal Conviction Keystone, and the two increased maximum life skills prior to it, have been removed from the Passive Skill Tree.
  • The Blood Magic Keystone no longer has "Spend Life instead of Mana for effects of Skills" and it now has "10% more maximum Life".
  • The Supreme Ego Keystone now has "Auras from your Skills can only affect you" (previously "Auras from your Skills do not affect Allies"), "Aura Skills have 1% more Aura Effect per 2% of maximum Mana they Reserve" and "40% more Mana Reservation of Skills" (previously 50% more Reservation of Skills). It no longer has "You can only have one Permanent Aura on you from your Skills".

Problem:
The Shade Form skill (granted by the Shroud of the Lightless and Replica Eternity Shroud unique items) could, with heavy investment, have its duration extended to be longer than its cooldown, granting permanent immunity to physical damage.

Solution:
Change Shade Form's cooldown to pause while the skill is active. Reduce the cooldown from 45 seconds to 40 seconds.

Problem:
The damage reduction granted by the Strength of Blood keystone (from the Lethal Pride unique jewel) incorrectly scaled with modifiers to life recovery rate, allowing it to reach 100% and for characters to be immune to damage.

Solution:
Strength of Blood's damage reduction no longer scales with modifiers to life recovery rate.

Problem:
The Dancing Dervish unique item has no accessible way to sustain its mechanic on Boss fights, mostly due to Rampage stacks being difficult to activate in these fights and the summoned minion's behaviour feeling sluggish while clearing.

Solution:
Change The Dancing Dervish to cause you to gain rampage on melee hits and improve its minion behaviour.

Specifics:
Spoiler
The Dancing Dervish's "Rampage" modifier now also has "Melee Hits count as Rampage Kills", allowing players to easily build up a new rampage streak without having to kill monsters. This stat will not affect you while rampaging as Dancing Dervish disables itself on rampage but the existing behaviour where the minion generates rampage kills on unique hits is still present. The minions summoned by Dancing Dervish now use the new, channelled version of Cyclone. Their movement speed and AI have also been adjusted to feel more proactive while clearing.

Problem:
Perfidy's Dread Banner Fortification duration mod was causing issues with the new Fortification system that could not be reconciled.

Solution:
Replace Perfidy's Dread Banner mod.

Specifics:
Spoiler
Perfidy no longer has "Dread Banner has 100-200% increased Fortification duration". Instead, it now has "Dread Banner grants an additional +2-4 to maximum Fortification when placing the Banner". This change affects existing items.

Problem:
The unique Voidfletcher quiver massively outclasses the single target damage bonuses of the best rare quivers for many builds. Its effective power is further improved by Bow damage changes, as it is capable of more than doubling the single target damage for many bow builds that have a large number of additional projectiles.

Solution:
Lower the damage multipliers of Voidfletcher arrows.

Specifics:
Spoiler
Void Shot (triggered by the Voidfletcher Unique Quiver): Now deals 25% more Area Damage (previously 100%). Now has 65% Effectiveness of Added Damage (previously 120%).

Problem:
The "All Attacks with this Weapon are Critical Strikes" modifier on Trypanon causes the critical strike chance of the weapon itself to display as 100%, as though it was modifying the weapon's critical strike chance, which it doesn't actually do. This would mean that Destructive Link would not grant 100% critical strike chance to the linked target.

Solution:
Change this modifier so that it does affect the critical strike chance of the weapon.

Specifics:
Spoiler
Trypanon now has "This Weapon's Critical Strike Chance is 100%" instead of "All Attacks with this Weapon are Critical Strikes". This change means that modifiers to Critical Strike Chance can reduce the weapon's critical chance below 100% now.

Problem:
The modifier to Total Mana Cost of Skills on Voidbringer and Apep's Rage did not function correctly after the Mana cost rework in 3.14, as it applied after other modifiers, including Blood Magic.

Solution:
Replace these modifiers with an effect with a similar downside, which would no longer count as a cost. This means they will no longer prevent the skill being used if no mana is available.

Specifics:
Spoiler
  • The Voidbringer Unique Gloves now have "Lose 40-80 Mana when you use a Skill", instead of "+40-80 to Total Mana Cost of Skills".
  • The Apep's Rage Unique Wand now has "Lose 40 Mana when you use a Skill", instead of "+40 to Total Mana Cost of Skills".

Problem:
Stormfire's "increased Burning Damage for each time you have Shocked a Non-Shocked Enemy Recently" can be used with a number of specific mechanics to count as shocking a non-shocked enemy hundreds of times per second. This interaction provides problematic levels of damage.

Solution:
Update the Stormfire Unique Ring so the increased Burning Damage for each time you have Shocked a Non-Shocked Enemy Recently will be capped at 120%. To compensate, the base values of the damage increase will be raised to 8-12% increased Burning Damage. Existing items will be affected by this cap, but a Divine Orb will need to be used in order to update the increased Burning Damage values.

Return to top

Item Balance

Problem:
The crafted version of added fire, cold, and lightning damage modifiers on Gloves are more powerful than the base modifier versions that can roll on Gloves.

Solution:
Add two new tiers of added fire, cold and lightning damage to the core glove modifier pool.

Specifics:
Spoiler
  • Here are the new highest tier versions of these modifiers that can roll on Gloves:
  • "Adds 11-15 to 23-27 Fire Damage to Attacks"
  • "Adds 10-13 to 20-24 Cold Damage to Attacks"
  • "Adds 1-4 to 40-43 Lightning Damage to Attacks"
  • Essences of Anguish, Suffering, and Torment have been adjusted accordingly.

Problem:
Recouping Life from damage taken has too few locations to invest in the mechanic, with items only giving the mechanic on Unique items.

Solution:
Introduce ring modifiers that cause a percentage of the damage you take from hits to be recouped as life over the 4 seconds following the hit.

Specifics:
Spoiler
  • Added four tiers of the new modifier to the core modifier pool for Rings, that causes a percentage of the damage you take to be recouped as life.
  • The highest tier version of this modifier that can be obtained on Rings is: "13-15% of Damage taken Recouped as Life"

Problem:
The Veiled Belt modifier that provides Flask Effect and reduced Charges is a suffix, while the Belt modifiers in the core modifier pool that provide Flask Effect are prefixes.

Solution:
The Veiled Belt modifier that provides increased Flask Effect and reduced Flask Charges gained has been changed to a prefix modifier. Existing modifiers will be unaffected.

Problem:
The Crafting option for Attack Speed on Shields is a much smaller value than is obtainable on Dexterity based Shields.

Solution:
Change the Shield crafted modifier to use a higher Attack Speed value. This can apply to any Shield type.

Specifics:
Spoiler
The increased Attack Speed crafted modifier on Shields now provides values of 7-12% (previously 3-5%).

Problem:
Increased Spell, Fire, Cold and Lightning Damage prefix modifiers on one hand weapons have a jump in values across tiers.

Solution:
We have smoothed the progression of tiers for increased Spell, Fire, Cold, and Lightning Damage on prefix modifiers, so there is no longer a sudden jump in values.

Specifics:
Spoiler
  • Tier 3 increased Spell, Fire, Cold, and Lightning Damage modifiers now provide values of 70-84% (previously 65-74%) on one-handed Weapons.
  • Tier 4 increased Spell, Fire, Cold, and Lightning Damage modifiers now provide values of 55-69% (previously 50-64%) on one-handed Weapons.
  • Tier 5 increased Spell, Fire, Cold, and Lightning Damage modifiers now provide values of 40-54% (previously 40-49%) on one-handed Weapons.

Problem:
Cluster Jewels allow the stacking of Maximum Total Life Recovery per second from Leech, letting the mechanic reach such high values that Strength of Blood would mitigate too much damage.

Solution:
Remove Maximum Total life recovery per second from Leech from Cluster Jewel notables, and improve other aspects of the Notables they come from.

Specifics:
Spoiler
  • The Adrenaline Cluster Jewel Passive no longer has "10% increased Maximum total Life Recovery per second from Leech". Instead, it now has 8% increased maximum Life (previously 6%).
  • The Conservation of Energy Cluster Jewel Passive no longer has "10% increased Maximum total Energy Shield Recovery per second from Leech". Instead, it now has 10% increased maximum Energy Shield (previously 8%).

Problem:
The Shortcut divination card allowed obtaining high-level flasks too early, but gave a low-level move speed modifier.

Solution:
Update its modifier to the highest movement speed modifier available, and raise the minimum drop level to 80.

Specifics:
Spoiler
The Shortcut Divination Card now awards a Quicksilver Flask of the Cheetah, with an item level of 100. It now only drops in Maps at level 80 and above.

Return to top

Crafting Recipes

Problem:
With crafting recipes being removed from optional content in 3.16.0, the ability to unlock Socket crafting options was moved to far later in the game, when it is intended to be an early solution for guaranteed socket manipulation.

Solution:
These crafting recipes have been moved out of Maps. They can now be found in The Mines, The Grand Arena and Kaom's Stronghold in Act 4.

Return to top

Kirac League Mods Available During 3.17.0

  • Kirac's map device options are now unlocked as you complete bonus objectives on your Atlas. These are the League Mods available during 3.17.0.
  • Fortune Favours the Brave (costs 3 Chaos Orbs): One of these options will be applied at random, including those you have not yet unlocked.
  • Abyss (costs 2 Chaos Orbs): Area contains an additional Abyss.
  • Domination (costs 3 Chaos Orbs): Area contains 3 additional Shrines.
  • Bloodlines (costs 3 Chaos Orbs): Magic Monster Packs each have a Bloodline Mod. Area contains 3 additional Magic Monster Packs.
  • Ambush (costs 4 Chaos Orbs): Area contains 4 additional Strongboxes.
  • Harbinger (costs 4 Chaos Orbs): Area contains 2 additional Harbingers.
  • Beyond (costs 5 Chaos Orbs): Slaying Enemies close together has a 15% chance to attract monsters from Beyond.
  • Ritual (costs 13 Chaos Orbs): Area contains Ritual Altars.

Return to top

User Interface Changes

  • The Map Stash Tab map series behaviour has been changed. You can once again set all of your Map Stash Tabs to old map series if you choose. All of your purchased Map Stash Tabs that were not explicitly set to an older map series will now be set to remove-only and replaced with empty current map series Map Stash Tabs when a new map series is released. You can now promote a remove-only Map Stash Tab to be active, provided you have an empty active Map Stash Tab for it to replace.
  • Added a section to the Map Stash Tab for storing Conqueror, Elder and Shaper Guardian Maps.
  • Added an option to visually hide your life and mana reservation, so your actual usable life and mana are scaled to fill your entire orbs. This can be found in the UI Options, under Gameplay.
  • The Advanced Mod Descriptions of an item will now display the English name of base item types and Unique items when playing Path of Exile in languages other than English.

Return to top

Quest Rewards

  • Divine Blessing Support is now offered to the Templar for completing A Fixture of Fate.
  • Eternal Blessing Support is now offered to the Marauder for completing The Eternal Nightmare, and can be purchased from Petarus and Vanja by all classes.
  • Mark on Hit Support can be purchased from Petarus and Vanja by all classes after completing The Eternal Nightmare.

Return to top

Bug Fixes

  • Fixed a bug where some modifiers would display the lowest item-level version of that modifier as tier 1, with the highest item-level version of that modifier displayed as the lowest tier.
  • Fixed a bug where poisoning yourself through The Golden Rule Unique Jewel with the "Enemies Poisoned by you cannot deal Critical Strikes" Claw Passive Mastery allocated would cause you to be unable to deal Critical Strikes.
  • Fixed a bug where Divergent Cast while Channelling was granting increased effect of non-damaging ailments on enemies for Supported Skills, rather than Supported Triggered Skills.
  • Fixed a bug where it was possible to damage yourself when using Vaal Cold Snap.
  • Fixed a bug where Hydrosphere would not continually apply the drenched debuff to Totem Enemies.
  • Fixed a bug where Defiance Banner was not gaining stages at the correct rate.
  • Fixed a bug where Creeping Frost was not interacting with Tornado correctly.
  • Fixed a bug where increased Attack Speed could decrease the speed of Monster projectile attacks.
  • Fixed a bug where using Molten Shell whilst channelling Cyclone with the Gluttony Unique Belt equipped could cause desync.
  • Fixed a bug where Heist Laboratory Blueprint and Contract areas could slow down to an absolute crawl.
  • Fixed a bug where Blade Trap would not have its spell damage increased when supported by Iron Will.
  • Fixed a bug where Belts with some Energy Shield and Armour modifiers could not be reforged with random modifiers, including a Defence modifier, through Harvest crafting.
  • Fixed a bug where Monsters in the Domain of Timeless Conflict would not revive if they were killed as soon as they spawned.
  • Fixed a bug where The Vaal Omnitect's Thrusters could continue to deal damage after death.
  • Fixed a bug where some Squid Monsters were still able to blind you with the Garukhan "Cannot be Blinded" Pantheon selected.
  • Fixed a bug where the Grasping Vines debuff was not applying the correct movement speed reduction.
  • Fixed a bug where Evasion Rating from Auras was not taken into account when entering areas if you had both Ghost Reaver and Ghost Dance Keystone Passives allocated.
  • Fixed a bug where the "All Damage inflicts Poison while affected by Glorious Madness" modifier on the Beacon of Madness Unique Boots was not working correctly
  • Fixed a bug where Battlemage's Cry was not interacting correctly with Iron Will Support.
  • Fixed a bug where "Exerted Attacks deal increased Damage" only applied to attack damage, rather than to all damage with exerted attacks.
  • Fixed a case where the War Bringer Berserker Ascendancy Passive had an incorrect description. It has been updated to clarify exerted attacks deal more attack damage, rather than more damage.
  • Fixed a bug where it was not possible to equip Skill Effect Microtransactions to Skills granted through Scourge modifiers.
  • Fixed a case where Anomalous Earthbreaker has an incorrect description. It has been updated to clarify it provides increased effect of Ancestor Totem buff, rather than increased effect of buffs your Ancestor Totems grant while active.
  • Fixed a bug where the damage from Vaal Detonate Dead's explosion was able to be reflected.
  • Fixed a visual bug where it was possible for a Summoned Golem to display an Elemental Overload buff.
  • Fixed a bug where the Varunastra Unique Sword was not working correctly with Mace Passive Masteries.
  • Fixed a bug where the Chance to Block Spell Damage Armour crafting bench option was listed as a Suffix instead of Prefix.
  • Fixed a bug where the Touch of Cruelty Cluster Jewel Passive incorrectly stated Chaos Skills had a chance to Hinder Enemies on Hit, when this only applies to Chaos Spells.
  • Fixed a bug where the Harvest Craft that exchanges Breach Splinters or Breachstones into Splinters or a Breachstone of another type did not specify which kind of Breachstones it works on.
  • Fixed a bug where Flasks were able to be triggered after they were refilled when leaving a Hideout or Town.
  • Fixed a rare bug with Item Filters where HasExplicitMod and HasEnchant could filter items incorrectly if used with certain numeric operators.
  • Fixed a rare bug where the Map Stash Tab could fail to display recently stashed Maps if they were added quickly.
  • Fixed a bug where the Champion's Arrival Portal Effect microtransaction had an excessively long close animation.
  • Fixed a bug where ignites from Stygian Wave of Conviction would be green.
  • Fixed a bug where the Aesir Weapon Effect looked incorrect when applied to the Cane of Kulemak.
  • Fixed a wonky visual interaction between the Scavenger Blood Rage and Aureate Halo microtransactions.
  • Fixed two instance crashes.

Return to top

We really hope you enjoy Path of Exile: Siege of the Atlas. Thanks for your support!
Posted by 
on
Grinding Gear Games
Pog - excited to try out the new league and expansion!
"
Please note that DirectX 12 is in a pre-3.17.0 beta state.
Utilising DirectX 12 fixes a number of long-standing loading issues that are specific to Xbox. Specifically, resource loading slowing down over time, and a crash that could occur when launching or logging into the game on current-gen consoles after being in standby mode.
This patch does introduce some Xbox-specific problems that we are intending to fix with the launch of 3.17.0.

Can't search any note about this in 3.17 update. Or this line about xbox directX 12 update?

"
Fixed a bug introduced in patch 3.16.3 that resulted in uneven frame pacing on some consoles.
Last edited by talraashi on Feb 9, 2022, 2:38:37 PM
I wonder if they've fixed the connection issue while streaming from your Xbox. I got it, the Xbox One S didnt had enough power to handle both, PoE and streaming, but I am owning a Xbox Series S now and its still unplayable while streaming the game to Twitch or to my PC.

But well, I am still excited to play PoE with a controller again. Everyone might call me nuts but playing PoE with a controller is just way more fun and relaxing.
solution, crash when active tower in map Blight?????
Why do you copy paste the PC stuff? Just silly at this point. And the console updates are, well, extremely underwhelming to say the least.

When can we expect patches 7,8 and 9? There are some significant issues in those - I truly hope it is faster than last league where in took WEEKS to get patches that PC received.
ily Community Team thx
Still no keybind for cast on movement Sadge .....PLZ GGG <3
Load times are horrible again on series x and rubber-banding is back.

Report Forum Post

Report Account:

Report Type

Additional Info