Content Update 0.3.0 — Path of Exile 2: The Third Edict

what is the change to the Eternal Youth Keystone Passive Skill exactly? will it still heal energy shield?
I love that GGG made such significant changes to the game in an attempt to fix essentially every issue named by players. The attempt at a new trading system speaks loud enough for the effort they made and their intentions.

After reading through the patch notes 2-3x now I have two concerns.

1. Elemental Exposure: This is applied to reduce enemy resistances before penetration occurs. The biggest benefit of exposure over penetration is reducing below 0 as penetration cannot go below 0.

Elemental exposures were nerfed when it was already the inferior option in builds. It was nearly impossible to get to 100% or more in the old system making the much easier to obtain "penetration" significantly more efficient. Now for some reason not only is the new elemental exposure essentially the same values, two odd changes pretty much made it not worth chasing over the course of a playthrough.

A. "Elemental Exposure now has 15% less effect on Magic monsters, 30% less effect on Rare monsters, and 50% less effect on Unique monsters."
- this nerfs the use of it in any build significantly. Most people need the exposure effect for rares and bosses (uniques), not the trash mobs. Now someone would have to stack 200% exposure on a boss to get the same effect as 100% elemental penetration, or >200% to be worth more than penetration. Considering most skills have a cap on the amount they inflict, players now have to combine multiple skills or forms of exposure to get the desired exposure levels. It will likely not be worth using 2-3 different skills to get the same effect as penetration. If players do want to use exposure, this will restrict build variety with due to requiring multiple skills and forms of applying unique exposure.

B. "Curse skills and skills that apply Elemental Exposure now can't apply those debuffs to enemies that are significantly higher level than the skill's own level requirement. This requirement is fairly lenient and disappears completely by high gem levels."
- We don't know how much of a problem this will be. It won't be an issue late game but makes taking exposure early seem like a gamble at best.


2. Elemental & Chaos Damage; Are they potential nerfs to west and south sides of passive tree?:

The changes seem like all elemental damage was buffed, mostly cold, and that utilization of multiple ele. types will be the most rewarding. This points toward all high tier builds being required to be based on elemental damage. That is already a theme, but these changes seem to really hurt any phys.-based builds (warriors, bleed, poison).
[DotH warriors feel okay bc of the SoK defenses and/or using giants blood. The general offenses still feel slow and generally pretty bad compared to almost any ele.-based build (barring sorc...those are the worst in DotH.]

My concerns with this one are:

A. That the changes may have forced people to utilize elemental damage if they don't want to struggle through the game.

B. Without passive tree changes to the West and South sides, this would actually be a "nerf" of sorts for those areas. We don't know what the passive tree looks like yet, but there would have to be some significant changes to include enough elemental nodes, other than fire, for the left side of the tree to not have effectively been made weaker or not really usable. Fire did get buffed, but it seems much less so than cold.

C. The same problems from above exist with chaos damage on the left side. It's just not a viable option on left side, south side, or for warrior or merc. classes atm. So, again, the changes to chaos essentially "nerfed" those areas and classes if there are not new passive tree changes to address it.

Can't wait to see the tree and play the new league!
Last edited by FizzyH2O#2707 on Aug 23, 2025, 6:38:48 PM
They made so many changes across the game that they couldn't include them all in the patch notes, but the main thing you should note is that every skill can use a copy of the best supports, which will be a massive buff. Together with item and balance changes to monsters/passive tree that aren't listed yet, you will be stronger than you started guaranteed.
I hope someone from the team reads this. PLEASE, ensure that sanctified items cannot be mirrored. The economic ramifications will ruin the game, where 99.9% of players are priced out. PLEASE GGG!
Do we know if they touched every single skill in some way?

Like... I didn't see it in the patch notes, but I'm terrified that GGG left their absolutely nonsensical change to Flameblast, and kept the 15 second cooldown from the last major update.

The skill is completely worthless as is. I had a build with it that barely cleared T4 maps and was about as powerful as gear and stats would allow. Not OP or broken by any stretch of the imagination.
"
Banners no longer gain Valour (or have any other Valour related stats), but instead generate Glory when you attack enemies. They all require 200 Glory to place. Unlike other Glory-based skills, Banners can gain Glory while the Banner is placed. All sources of Banner Valour Gained have been replaced with Banner Glory Generated.


Is this a typo? currently, glory max is 20, and there's nothing in the patch notes saying that its going up to 200. Either its a typo or they didn't mention the glory change. This makes or breaks my support build so I hope GGG can answer ASAP.

If its a typo: Bannerman as a support is still viable, and roughly been buffed

If its actually 200 and they just forgot to mention the increase: its borderline bricked.
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Beaulax#3807 wrote:
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Banners no longer gain Valour (or have any other Valour related stats), but instead generate Glory when you attack enemies. They all require 200 Glory to place. Unlike other Glory-based skills, Banners can gain Glory while the Banner is placed. All sources of Banner Valour Gained have been replaced with Banner Glory Generated.


Is this a typo? currently, glory max is 20, and there's nothing in the patch notes saying that its going up to 200. Either its a typo or they didn't mention the glory change. This makes or breaks my support build so I hope GGG can answer ASAP.

If its a typo: Bannerman as a support is still viable, and roughly been buffed

If its actually 200 and they just forgot to mention the increase: its borderline bricked.


They said in the video it's 200 now.
"
Riley#6486 wrote:
what is the change to the Eternal Youth Keystone Passive Skill exactly? will it still heal energy shield?


They nerf the only upside mod of this keystone and even nerf more - grant less life flask recovery.
Last edited by lowlowlowererer#6467 on Aug 23, 2025, 10:18:49 PM
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I hope someone from the team reads this. PLEASE, ensure that sanctified items cannot be mirrored. The economic ramifications will ruin the game, where 99.9% of players are priced out. PLEASE GGG!


They said it's like corrupted items, cannot be modified by most of the currencies.

As they encourage gambling the value and significantly decrease the difficulty of craft gambling, it should be taken into consideration.
"
FizzyH2O#2707 wrote:

B. "Curse skills and skills that apply Elemental Exposure now can't apply those debuffs to enemies that are significantly higher level than the skill's own level requirement. This requirement is fairly lenient and disappears completely by high gem levels."
- We don't know how much of a problem this will be. It won't be an issue late game but makes taking exposure early seem like a gamble at best.


This is a nerf; some builds used low-level skills due to attribute requirements. This will make some builds more expensive or unviable.

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