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Path of Exile Path of Exile [Sammelthread]

kann ich davon ausgehen, dass der patch für 3.0 am 4.8 runtergeladen werden muss? musste heute knapp 32mb runterladen, was aber glaube unmöglich der patch sein kann :D
 
nik_ schrieb:
kann ich davon ausgehen, dass der patch für 3.0 am 4.8 runtergeladen werden muss? musste heute knapp 32mb runterladen, was aber glaube unmöglich der patch sein kann :D

Der 32 MB Patch war einer der üblichen kleinen Patches die nebenbei kommen.

Ja, der 3.0 Patch kommt am Freitag, denke mal der wird ca. ab 20 Uhr auf dem Server und runterladbar sein, um 22 Uhr startet ja die League.

Denke mal der wird sehr viel größer als 32 MB... :D
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Heute Morgen mal mein Zeugs in die Standard Kiste umgeräumt, denke ich werde die paar Tage mal mit meinen Standard "High-End" :p Chars ein wenig den Atlas weiter machen, nach League-Start lasse ich die wohl erstmal wieder ruhen... ;)
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Hmm, hab mir mal die neuen Drop Soundfiles angehört, die gesprochenen Drops sind zwar zum einen nützlich (weil man halt weiss, welcher Orb genau gedroppt ist), wirkt aber andererseits ein wenig zu "arcadig" (mir fällt kein besseres Wort ein)... Würde da bei den reinen Sounds bleiben, gibt ja auch ein paar neue.

Denke/Hoffe, dass Neversink da ggf. auch separate Versionen macht (gesprochen und nur mit Soundeffekt), ansonsten würde ich da basteln mit Hilfe der von ol_baid verlinkten Hilfe.
 
Zuletzt bearbeitet:
ol_baid schrieb:
Ziemlich coole Seite, danke. Habe direkt mal meinen Filter angepasst :)

Cowboy28 schrieb:
Ja, der 3.0 Patch kommt am Freitag, denke mal der wird ca. ab 20 Uhr auf dem Server und runterladbar sein, um 22 Uhr startet ja die League.
So spät. Da muss ich "vorschlafen" :D

Cowboy28 schrieb:
die gesprochenen Drops sind zwar zum einen nützlich (weil man halt weiss, welcher Orb genau gedroppt ist), wirkt aber andererseits ein wenig zu "arcadig"
Ich finde sie ein wenig zu lang, wenn du mich fragst. Könnte auf Dauer ein wenig nervig sein. Aber warten wir es mal ab, wie es in der Praxis ist.
 
Falls wer möchte, kann ich die Patchnotes hier posten. Da ein Post allerdings auf 40k Zeichen begrenzt ist, bräuchte ich dafür Hilfe in Form eines Beitrags unter jedes meiner Posts. Ansonsten wird ein neuer Post von mir nur an den alten angehängt, was nicht geht, da die 40k Zeichen ausgereizt sind ;)

Major New Content and Features:
Added Acts Five through Ten.
Removed the Cruel and Merciless difficulty levels. Path of Exile is now a single

ten-act playthrough.
Added a new Character Selection Screen.
Added a new feature - the Pantheon system: Best the ancient gods of Wraeclast in

battle and you can claim a portion of their power. There are four Major god powers

and seven Minor god powers to be claimed in The Fall of Oriath. You can have one

Major and one Minor power active at a time, and can return to any town or hideout

to change which powers are active at no cost. Later, each power can be upgraded by

placing a Divine Vessel in your map device before you defeat certain map bosses.
Added a new feature - the Help panel: As you play Path of Exile, you can unlock

Help panel pages. These can be viewed by clicking on a new Help button next to the

Shop button. Each panel is designed to introduce you to an aspect of Path of

Exile's gameplay, and give you the tools you need to explore the features yourself.
Significantly updated the tutorial. It is integrated with the new Help system.
The game HUD has been updated to the Eclipse theme used throughout The Fall of

Oriath.
Added 8 Vaal Side Areas with new bosses, found through areas in Oriath.
Added a Passive Skill Tree planning system.
Introduced new technology for rendering water throughout the game.

New Skill Gems:
Added a new Intelligence Skill Gem - Dark Pact: Sacrifice a portion of your

skeleton minion's life to deal chaos damage in an area around it. This effect will

chain to your other nearby skeletons. If you control no skeletons in the targeted

area, you will sacrifice a portion of your own life and deal greater chaos damage

in a larger area.
Added a new Intelligence Skill Gem - Storm Burst: Channel to unleash a stream of

projectiles that deal lightning damage and always pierce through enemies. When you

stop channeling, the projectiles explode, dealing significant damage in an area

around them. Additional projectiles are added in sequence.
Added a new Dexterity Skill Gem - Charged Dash: Channel to project a mirage forward

in the direction you're facing. Release to teleport towards the mirage and deal

area of effect damage multiple times along the way. The area of effect grows based

on the distance you travel, and the number of effects increase with faster attack

time.

New Support Gems:
Added a new Strength/Intelligence Support Gem - Ignite Proliferation Support:

Causes Ignites from supported skills to also affect other nearby enemies.
Added a new Strength Support Gem - Chance to Bleed Support: Gives your skills a

chance to inflict Bleeding.
Added a new Dexterity Support Gem - Lesser Poison Support: Gives your skills a

chance to inflict Poison.
Added a new Dexterity/Intelligence Support Gem - Deadly Ailments Support: Causes

ailments from supported skills to deal more damage, but causes the skills

themselves to deal less.
Added a new Dexterity/Intelligence Support Gem - Decay Support: Causes supported

skills to also deal chaos damage over time.
Added a new Intelligence Support Gem - Efficacy Support: Causes supported spells to

deal more damage and last longer.
Added a new Dexterity Support Gem - Vile Toxins Support: Causes you to deal more

damage to poisoned enemies, and more damage with your poison.
Added a new Strength Support Gem - Maim Support: Gives your attacks a chance to

Maim on hit, slowing the enemy's movement.
Added a new Strength/Intelligence Support Gem - Immolate Support: Grants added fire

damage against enemies that are burning.
Added a new Dexterity/Intelligence Support Gem - Unbound Ailments Support:

Amplifies the effect and duration of ailments from supported skills.
Added a new Strength Support Gem - Brutality Support: Causes you to deal

significantly more physical damage, but no other types of damage.
Added a new Strength Support Gem - Ruthless Support: Makes every third skill deal

significantly more damage, and stun for longer.
Added a new Strength/Dexterity Support Gem - Onslaught Support: Gives a chance to

gain Onslaught on kill, causing you to have increased movement, attack and cast

speed.
Added a new Intelligence Support Gem - Arcane Surge Support: Supported spells grant

a buff which gives you more spell damage, and grants some mana regeneration.

New Unique Items:
We've added 24 new Unique Items to Path of Exile:
9 items created by our designers.
5 items designed by Supporters.
6 items for the Harbinger challenge league.
4 items for the Pale Council encounter.

Minor New Content and Features:
Added a new vendor recipe.
Added 36 new Achievements.
You can now connect to a gateway in Japan to play Path of Exile.
The game client now plays the animated Grinding Gear Games logo on startup while

loading. It can be skipped once the minimum amount of data is loaded.
Made further improvements to loading speed, memory usage and client performance.
Monsters now use a new method for pathfinding which has less of an impact on

performance.
Added support for the camera zooming out automatically at specific events

throughout Path of Exile's story.
In item filters, you can now use PlayAlertSoundPositional rather than

PlayAlertSound to play a positional version (the sound comes from where the item

dropped).
A sound is now played when you use a Cartographer's Seal on a map.
Added a warning message when attempting to put a Labyrinth Enchantment on an item

that already has an implicit mod (as it will overwrite that mod).
Added 9 non-specific currency slots on the Currency Stash Tab (bringing the total

from 5 to 14).
The Divination Card Stash Tab now loads the card art in the background, to prevent

a freeze when opening it.
Added a master audio volume slider.
Item filters can now play a much larger array of sounds when items drop.
Toast notifications are now shown for Atlas Map completion and Atlas Bonus

Objective completion.
The loading screen now displays rotating gears.
Added 3D art for the following unique items: Martyr of Innocence, Arakaali's Fang,

Advancing Fortress, Allure, Essentia Sanguis, Rive, Mark of the Doubting Knight,

The Consuming Dark, Light of Lunaris, Shade of Solaris, Duskdawn, Esh's Mirror,

Esh's Visage, Cameria's Maul, Ahn's Heritage, Song of the Sirens, Alternate Art

Carcass Jack
Onslaught now plays an effect on the affected player.
You can now queue up a 'detonate' action for Mines while they are arming to

detonate them as soon as they have finished arming.
The Hellions in Prisoner's Gate have come down with an irreversible case of Scary

Face.
The game client now flashes if you receive a whisper message while it is minimised.
Added support for dynamic resolution scaling. With this toggled on, the game

attempts to maintain the specified target framerate by lowering the displayed

resolution during particularly performance-heavy moments. This can be adjusted in

the Graphics tab of the Options menu.
You are now warned before leaving the Labyrinth without using the Altar of

Ascendancy.
The corner minimap and overlay map has been greatly improved. The corner minimap is

now shown by default for new players.
Added a warning before exporting a Grandmaster, to prevent accidental submissions.
Environmental changes (such as those from moving the Vaal Seal and slaying the Vaal

Oversoul) now occcur over a few seconds, rather than instantaneously.
The Dying Exile's voice acting has been rerecorded. Pretty short gig.
Nessa's model has been updated and her voice acting rerecorded.
Tarkleigh's model has been updated.
Piety's dialogue in Upper Prison now changes based on the player's character

(originally this was restricted to Cruel and Merciless).
Your pets now occasionally play their other animations while they are idle.
Added a new keyword -- Far Shot: Projectile Attacks gain Damage as they travel

farther, dealing up to 30% more Damage to targets.
Lore glyphs now continue to play across area transitions.
Added a feature to the Challenges tab which allows you to hide challenges you have

already completed.
The Social panel now displays a different icon for your friends depending on

whether they are in Part I (Acts 1-5), Part II (Acts 6-10) or Maps.
Added a new Zana quest to help guide players into the Atlas.
DirectX11 is now the default graphics option. This can be changed in the Options

menu.
Added a Lighting Quality option to the Graphics menu.
The Marauder's act of self-flagellation on the character creation screen is now

audible.
The Stacked Deck currency item can now drop from monsters.
Devourer holes now fade away after some time.
You are no longer prompted to vote on whether to help or kill Oak, Kraityn and

Alira if you are not in their arenas.
The Stun visual effect now plays on stuns that last for 0.7 seconds or longer.
The left and right mouse buttons are no longer referred to as 'Left Mouse' and

'Right Mouse', and are now 'Left-click' and 'Right-click'.
Items that provide life regeneration based on a percentage of maximum life that

also have a range now display the percentage value to two decimal places.
All sources of Phasing now correctly change the character's appearance.
The unique threshold jewel Fight for Survival's description has been updated. The

functionality remains unchanged.
The description on Weylam's War Chest has been updated. The functionality remains

unchanged.
Continued to incrementally improve the sound, art, effects and environments.

The Harbinger 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!

With 3.0.0, there are Standard and Hardcore variations of the Harbinger challenge

league available, as well as solo self-found variants of both. They have the same

core mechanics and items.
In the Harbinger challenge league, mysterious Harbingers have appeared throughout

Oriath and Wraeclast. These Harbingers can create and command monsters from the

area, and empower them with their own abilities.
Successfully defeating a Harbinger earns you currency shards of both existing

currency types and new currency types that have never been seen before.
One of these currency types may lead you to the source of the Harbinger incursion.

If you can halt their arrival, you'll find pieces of shattered unique items that

can be arranged to form powerful Harbinger-summoning uniques.
The new challenge leagues include a set of 40 new challenges. When you complete 12

challenges, you will receive the Harbinger Glowing Eyes Effect. At 24, you will

receive the Harbinger Crown Effect. When you complete your 36th challenge, you will

receive the Harbinger 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 Harbinger Totem Pole decoration to display in your hideout.

The Totem Pole permanently showcases how many of the Harbinger challenges you

completed during the league.

Existing Characters and the New Content:
Characters that had previously completed The Ribbon Spool in Merciless difficulty

will have automatically completed all mandatory quests in The Fall of Oriath, and

have immediate access to maps. These characters will not have any of the quest

rewards from the mandatory quests in Acts 5 through 10, but can receive them by

talking to the questgivers. No side quests will be automatically completed, and

existing characters will have to receive and complete these quests to obtain the

quest rewards.
Any characters that had completed Act 4 in Normal but had not completed The Ribbon

Spool in Merciless have been returned to the end of Act 4.
All characters that had completed the Deal with the Bandits quest in Act 2 Normal

now have the new version of their chosen reward. All bandit rewards from Cruel and

Merciless no longer exist. Players who want to change their bandit reward choice

have a one-time-only option to change it by talking to Eramir and taking one of his

books. These books are character-locked, so if you decide later that you don't want

to change your choice, you can get rid of the book by typing /destroy. This does

not give you another opportunity to choose a bandit reward, so choose carefully!
All Prophecies, Hideouts, Forsaken Masters and Labyrinth trials have been

maintained and work as normal.

Rebalance around Removal of Difficulty Levels:
The Cruel and Merciless resistance penalties have been moved to the completion of

Act 5 and the completion of Act 10 respectively. Once either act has been

completed, these penalties affect your character in all game areas.
Vaal skill soul costs are increased by 50% of their base soul cost upon completion

of Act 5, and increased by a total of 100% of their base soul cost upon completion

of Act 10. Like the resistance penalties, these costs affect your character in all

game areas.
There is a 5% experience penalty for deaths in Acts 6 through 10, level 5 and 6

Forsaken Master mission areas, and the Cruel and Merciless Labyrinths. There is a

10% experience penalty for deaths in areas reached through the Map device, level 7

and 8 Forsaken Master mission areas, and the Endgame Labyrinth. These replace the

old Cruel and Merciless experience penalties, and are only active in those specific

areas. Dying in any Act 5 area (or lower) after completion of Act 5 (or higher)

will not incur an experience penalty.
The rewards from the quest Deal with the Bandits have been reworked. The rewards

from the Cruel and Merciless versions of this quest have been removed. Depending on

your choice, you now receive the following:
Helping Oak grants: 1% of Life Regenerated per second, 2% additional Physical

Damage Reduction, 20% increased Physical Damage.
Helping Alira grants: 5 Mana Regenerated per second, +20% to Global Critical Strike

Multiplier, +15% to all Elemental Resistances.
Helping Kraityn grants: 6% increased Attack and Cast Speed, 3% chance to Dodge

Attacks, 6% increased Movement Speed.
Eramir grants 2 Passive Skill Points if you decide to kill all three.
Access to The Lord's Labyrinth has been reworked. Once unlocked, each Labyrinth can

be accessed from the Aspirants' Plaza. Each of the four Labyrinths are named after

the old difficulties: The Normal Labyrinth, the Cruel Labyrinth, the Merciless

Labyrinth and the Endgame Labyrinth. The Cruel and Merciless Labyrinths now each

require the completion of three trials, as well as the earlier Labyrinths. Access

to the Endgame Labyrinth now requires completion of the three earlier Labyrinths.
Many Prophecies have been reworked for compatibility in Acts 5 and upwards.

Prophecies are no longer bound to a specific difficulty and can be triggered and

completed in any relevant area. Some Prophecies, such as several of the Pale

Council chain steps, now take place in new locations.
The Ancient Rivalries chain can no longer be obtained from Navali. Existing chains

can still be completed. The Hinekora's Sight unique amulet now has a small chance

to drop from any enemy spawned by a Prophecy.
The Act 3 quest Piety's Pets now rewards one passive skill point instead of two.

The second passive point has been moved to a later quest.
Sarn's underground sewers have been extended and, following incidents of theft and

vandalism, the exit into the Warehouse district has been permanently sealed.
The layout of The Marketplace and Catacombs in Act 3 have been modified to fit the

new Warehouses-less structure.
The Achievements Breaking Free, Ascension, Vengeance have been renamed to

Challenger, Leader and Lord, and are no longer gained by completing the story on

various difficulties. Instead, these achievements are obtained by completing the

first three Labyrinths.
The Achievements Fearless, Dauntless and Indomitable are no longer gained by

completing the story on various difficulties in Hardcore. Instead, these

achievements are obtained by completing the first three Labyrinths on Hardcore.
The Achievement End of the Nightmare no longer requires that you kill Malachai, the

Nightmare with each class, and instead just require that you kill Malachai, the

Nightmare once.
The Achievements All Ears, No Stone Unturned, Locomancer and No Loose Ends have

been updated to work with the new act content.
The Achievement Cut Throat can now be earned by killing another player anywhere,

not just in a Cut Throat race.

Labyrinth Balance
Access to the Labyrinth has been changed. To access the Labyrinth the first time,

you must complete the ordinary 6 prerequisite trials.
To access the Cruel Labyrinth, you must complete the Normal Labyrinth and 3

prerequisite trials, and be at least level 40.
To access the Merciless Labyrinth, you must complete the Cruel Labyrinth and

another 3 prerequisite trials, and be at least level 50.
Access to the Endgame Labyrinth requires that you complete the Merciless Labyrinth

and the 6 Map trials, and be at least level 60.
All Labyrinths are now accessed via the Aspirants' Plaza. A new user interface

allows you to select which Labyrinth you wish to enter. This UI shows which trials

you have and have not completed.
Added a waypoint to the Aspirants' Plaza which can be used to access the Plaza from

any other waypoint.
Simplified and shortened the layout of the Normal and Cruel Labyrinths.
Rewards throughout all versions of the Labyrinth have been reworked and should be

more rewarding for the time invested.
Reading the Labyrinth Map will reveal what the next chamber accessed from the

nearby door contains, as opposed to just the current chamber.
Killing Izaro now immediately disables the traps in his room.
Added new darkshrine effects designed specifically for the Labyrinth, all of which

positively affect the run in some way. All of the previous darkshrine effects have

been disabled.
Secret Passages and Argus can now only be found in the Merciless and Endgame

Labyrinths.
Additional Treasure Keys can be found in special chests throughout the Labyrinth.

There are two keys guaranteed to appear in every Labyrinth run.
Updated the description on the Offering to the Goddess to reflect that it is now

used in the Aspirants' Plaza.

Many Izaro fight variations have been rebalanced or moved to later Labyrinth

difficulties:
Conduits now provide 50% less chance to freeze, shock and ignite to Izaro in the

Normal Labyrinth, and 33% less in the Cruel and Merciless Labyrinths. The Endgame

Labyrinth Conduit balance is unchanged.
Gargoyles now provide 33% less of a benefit to Izaro in the Normal, Cruel and

Merciless Labyrinths. The Endgame Labyrinth Gargoyle balance is unchanged.
The Curse Fonts can no longer appear in the Normal Labyrinth and no longer apply a

curse when slain in the Cruel Labyrinth. They are also less effective in the Cruel

and Merciless Labyrinths. The Endgame Labyrinth Font balance is unchanged.
The Elemental Golems can no longer appear in the Normal Labyrinth, provide 50% less

added damage in the Cruel Labyrinth, and 33% less added damage in the Merciless

Labyrinth. The Endgame Labyrinth Elemental Golem balance is unchanged.
The Charge Disruptors can no longer appear in the Normal or Cruel Labyrinths.

During this variant, Izaro now has a max charge count of 10, down from 15.
Removed the traps from Izaro's final room during the Normal Labyrinth.

Character Balance
Power Charges now grant 40% increased Critical Strike Chance per Charge (down from

50%).
Soul Eater will no longer grant reduced physical damage taken or elemental

resistances for players who have it. Monsters and minions will still benefit from

both reduced physical damage taken and elemental resistances per eaten soul.
The Silence curse now only affects the player's ability to cast spells and use

warcries, and will not affect the ability for the player's totems to use those

skills.
Chill and Shock are now handled differently:
Chill no longer slows enemies by a fixed amount for a variable duration. Now, Chill

will slow enemies for a duration of 2 seconds by an amount based on the Cold damage

dealt to the enemy. A purely Cold hit which removes 10% of an enemy's life will

slow that enemy by 30% for 2 seconds, scaling linearly down to 0% at no Cold damage

dealt.
Similarly, Shock no longer increases the damage taken by enemies by a fixed amount

for a variable duration. Now, Shock will apply to enemies for a duration of 2

seconds and increase the amount of damage the shocked enemy takes based on the

Lightning damage dealt to the enemy. A purely Lightning hit which removes 10% of an

enemy's life will increase the damage that enemy takes by 50% for 2 seconds,

scaling linearly down to 0% at no Lightning damage dealt. Shock is still only

applied by critical strikes or based on your chance to shock.
Increased Effect of Chill and Increased Effect of Shock will increase the amount

that each ailment affects whatever they are afflicting, up to their respective

caps. In other words, a player with 100% Increased Effect of Chill will only have

to remove 5% of a monster's life with Cold damage to slow them by the maximum 30%.

Increasing the effect of Chill further will not slow the monster more, it will just

make it easier to reach that 30% cap. The same is true if the player were to deal

more cold damage.
Chilled ground has a fixed slowing effect of 10%.
Shocking ground increases damage taken by a fixed amount of 20%.
Other non-hit sources of Shock and Chill, unless otherwise specified in the debuff,

will increase damage taken by 20% and slow by 10% respectively.

These changes affect the following sources of Chill:
Arctic Armour: Now slows attackers by 30% for 0.6 seconds.
Essence of Horror on a Shield: Now slows nearby enemies by 10% for 1 second on

block.
Dyadus: Now slows enemies by 10% on hits with the weapon while the weapon is in the

offhand.
Chilled ground created by players: Now slows enemies by 10%.

These changes affect the following sources of Shock
Vessel of Vinktar: The Shock aura now increases damage taken by 10%, but the Shock

on the player still increases damage taken by 50%.
Guardian of the Minotaur: Lightning beams increase damage taken by 50%.
Malachai's Loop: 20% increased damage taken when shocked from reaching maximum

power charges.
Piety's beam during the Malachai encounter: No change during Act 4. Increases

damage taken by 20% while standing in the beam in the map variant (Eater of Souls).
All shocking ground from players and monsters: Now increases damage taken by 20%.
Vaal Lightning Trap: Shocking ground now increases damage taken by 15%.

Damage Over Time Rework:
Damage over Time has been reworked from the ground up, and 'double dipping' is now

a thing of the past. To somewhat compensate for the loss of damage from the removal

of 'double dipping', the damage of player Ignites, Poisons, and Bleeding has been

greatly increased. Increases to these effects on the passive tree have been boosted

as well, and additional Poison and Bleeding bonuses have been added to some weapon

clusters, on top of their existing stats.
Bleeding is also being changed for players so that it does more damage while the

target is stationary, making it a more versatile source of damage. Previously it

dealt only one sixth its damage while the target was stationary, but now deals half

damage instead. The ratio will remain unchanged for Bleeding caused by monsters, so

you will still be able to stand still to mitigate the majority of monster Bleeding

damage, but monsters you inflict Bleeding on won't be so lucky.
Skills calculate their Ignite, Poison or Bleed values as a separate damage value,

taken straight from the base and added damage of the skill. This gives skills that

deal fire damage a minimum and maximum Ignite Damage per Second value that is

rolled on Ignites that the skill causes. Poison, Bleed and Ignite damage values are

based on the base damage of the skill, and then affected by appropriate damage

modifiers. Some damage modifiers affect both the hit and the Ignite, Poison or

Bleed, while some only affect one.
Bleeding and Poison are now both considered 'Ailments'. This means their durations

are only affected by increased bleeding/poison duration modifiers, and the new

ailment duration modifier (they are not elemental ailments, so are not affected by

the existing modifier to elemental ailments).
We now only refer to 'Ailments' rather than the longer 'Status Ailments'. The pre-

existing 'Elemental Status Ailments' are now referred to as 'Elemental Ailments',

and cases where 'Elemental' was left off because there were previously no non-

elemental ailments have been corrected.
There are now separate reminder texts for Elemental Ailments and for Ailments.
Puncture and Viper Strike now have a special property of treating Bleeding and

Poison respectively as Skill Effects, allowing more bonuses to their duration on

top of modifiers to Ailment Duration.
The Character screen now displays values for Ignite, Bleeding and Poison damage per

second for applicable skills.
Like previously, Bleeding, Poison and Ignite can't be inflicted if the hit contains

no damage of an applicable type.
One consequence of this change is that incoming damage over time now only checks

mitigation once (as opposed to once on the hit and once on the damage over time).

This means that some enemies, such as those that can Ignite players, may deal more

damage than they were previously.
The 'Elemental Damage with Weapons' stats that were found on the passive tree,

items, and the Weapon Elemental Damage support have been replaced with 'Elemental

Damage with Attack Skills'.
This has two notable effects:
These new stats now modify all of the damage dealt by Attack Skills, not just the

attack damage. This means that Damage Over Time dealt by an attack skill, such as

Ignite and Secondary Damage (including the explosion from Infernal Blow), will be

affected as well. We've made this change to create a natural increase in Ignite

damage for characters investing in Elemental Attacks, as a benefit for fire

characters.
These stats now apply to Unarmed attacks. This was a necessary result of the

change, but it also opens up new avenues for elemental unarmed attack builds.

Skill Balance
Traps and Mines are now invulnerable while they are arming and invulnerable while

they are casting their skill. This means a trap thrown directly onto a monster who

will detonate it cannot be destroyed before it detonates.
All minions other than Raging Spirits deal more damage at lower levels. This damage

bonus levels out to no change at minion level 70 for minions other than Raised

Zombies and Summoned Skeletons. (Minion level is based on the level requirement of

their gem).
Summoned Raging Spirits now deal approximately 15% less damage at all levels.
Summon Skeletons has been renamed Summon Skeleton, and has been reworked. Many of

the passives and items that interact with it have been rebalanced. Summon Skeleton

now has a base cast time of 0.5 seconds, and the cost has been reduced by

approximately 60% at all levels. It now summons a single skeleton per cast and has

a base limit of 5 summoned skeletons.
The Summoned Skeleton Warrior minion's attack time has been reduced to 0.8 seconds,

and its base damage has been increased by approximately 66%. Summoned Skeleton Mage

minion's cast time has been reduced to 1.2 seconds.
Summoned Skeleton Mages now deal 50% more damage at gem level 20, and significantly

more damage at earlier gem levels. Their behaviour has been tweaked and they will

no longer flee.
Labyrinth helmet enchantments for Summon Skeleton now grant a 20/40% chance to

summon an additional Skeleton minion. This applies to existing Labyrinth

enchantments.
Raised Zombies have had their damage increased, up to 45% more damage at level 20

than previously.
Auras and Curses now gain base radius as they level up, as opposed to increased

area of effect.
Kinetic Blast can no longer deal explosion damage to the target it hit with its

initial projectiles. This is unlikely to affect any previously existing encounters

except in niche cases, and will primarily affect fights with very large entities

introduced in this patch.
Flameblast, Incinerate and Blade Flurry have had their scaling 'more damage'

bonuses changed to 'more damage with hits and ailments', meaning they will still

apply to the hit and ailments it causes, but not to on-hit created damage over time

effects like Decay.
Blade Vortex had its 'more spell damage' scaling modifier changed to 'more damage

with hits for each blade', and separately 'more damage with ailments for each

blade'.
Flameblast now grants 55% more ailment damage and 110% more spell damage per stage.
Fire Nova Mine's damage multiplier is now restricted to hits and ailments.
Cyclone's additional melee range now applies to unarmed attacks. Cyclone now also

uses pathfinding to determine where the skill will take the player (as opposed to

moving in a direct line). Cyclone's description has been updated.
Herald of Ash, Herald of Ice and Herald of Thunder now each have the Herald gem

tag.
Herald of Ash's secondary effect no longer ignites. Instead, enemies near slain

enemies are burned based on the overkill damage. The description on Herald of Ash

has been updated to properly reflect what it does.
Vortex now deals 40% more damage when cast on a Frostbolt.
Ice Nova now deals 40% more damage when cast on a Frostbolt.
Caustic Arrow's damage over time grows more quickly as it levels, up to 765 base

Chaos damage per second at gem level 20 (up from 550.3). It is also now modified by

projectile damage modifiers.
Contagion deals 10% more damage at level 1, up to 25% more damage at gem level 20,

and now has a 0.6 second cast time, down from 0.85 seconds. Contagion now gains +1

base area of effect radius every 5 levels.
Essence Drain deals 43% more damage at gem level 20, scaling upwards at higher

levels.
Blight deals 25% more damage at gem level 20.
Righteous Fire now deals 20% less damage to enemies at all levels. You now deal 20%

more spell damage while Righteous Fire is active with a level 1 Righteous Fire gem

(down from 40% more spell damage), up to 39% more spell damage at gem level 20

(down from 58% more spell damage).
Fire Trap's damage over time grows more quickly as it levels, up to 701.2 base Fire

damage per second at gem level 20 (up from 518.8).
Scorching Ray's damage has been reduced by 15% at level 1, down to 25% less damage

at level 20. Scorching Ray now does not lock onto targets if you are holding your

standing-attack key.
Temporal Chains is no longer affected by its own duration-modifying stat. The

duration has been modified to account for this change.
Discipline now grants less Energy Shield from gem level 2 onwards. At level 2,

Discipline grants 69 additional Energy Shield (down from 70). At gem level 20,

Discipline grants 217 additional Energy Shield (down from 303). Discipline now also

grants 30% increased Energy Shield Recharge Rate.
Glacial Cascade's damage has been increased by approximately 33% at all levels.

Glacial Cascade now deals entirely base physical damage, and has 60% of its base

damage converted to Cold. The base range of Glacial Cascade has been reduced to 12

from 14. Glacial Cascade now gains +1 range every 10 gem levels. At level 1 of the

gem, Glacial Cascade is 29% shorter in length.
The movement speed cap on players' Raised Spectres has been doubled.
Summoned totems have 45% less life and take 45% less damage. This will impact life

leeched from attacking enemy totems and the damage dealt by Righteous Fire totems.
Projectile Weakness now causes projectiles to pierce cursed enemies (up from 50%

chance).
Shield Charge now specifically gains more damage for hits as it travels, and not

for any damage over time.
Bladefall's width is now correctly modified by increases to area of effect. Its

width has been reduced slightly to compensate.
Lightning Strike now gains 1% increased Lightning damage per 1% quality, instead of

2% chance of projectiles piercing per 1% quality.
Puncture's description has been updated. Puncture now applies Bleeding for 8

seconds.
Viper Strike's base damage has been reduced to 115% at gem level 1, from 130%, up

to 141.6% at gem level 20 (down from 179.4% at level 20). Viper Strike has a 60%

chance to poison on hit (down from 100%) and Viper Strike's poison now has a base

duration of 4 seconds (from 8).
Static Strike now has 10% Chance to Shock at all levels, and gains 1% increased

Shock Effect per gem level.
Shock Nova now has 20% increased Shock Effect at gem level 1, gaining 2% per gem

level.
Ice Spear now has 10% increased Chill Effect at gem level 1, gaining 1% per gem

level.
Glacial Hammer now has 10% increased Chill Effect at gem level 1, gaining 1% per

gem level. (This is a buff)
Cold Snap now has 20% increased Chill Effect at gem level 1, gaining 1% per gem

level.
Storm Call now has 10% increased Shock Effect at gem level 1, gaining 1% per gem

level.
Arc now has 10% increased Shock Effect at gem level 1, gaining 1% per gem level.
The description on Summon Stone Golem has been updated to reflect that it may not

always taunt.
Vaal skills can no longer be supported by Spell Echo or Multistrike.
Vaal Rain of Arrows now gains base radius as it levels up, up to +4 to base radius

at gem level 20.
Vaal Ground Slam now gains base radius as it levels up, up to +6 to base radius at

gem level 20.

Support Gem Balance
Added descriptions to all Support Gems to clarify what can and cannot be supported

by each gem.
Added Cold Support and Added Lightning Support have been buffed, bringing them on

par with the Added Chaos support gem. Added Cold Support now does 35.1% more damage

at gem level 20. Added Lightning Support now does 17.5% more damage at gem level

20.
Melee Damage on Full Life Support has been renamed Damage on Full Life Support. At

gem level 1 it now grants 30% more Damage while on Full Life for supported Attack

skills. It is notably no longer restricted to melee attacks or physical damage

specifically. Damage on Full Life Support now grants 1% increased Damage per 1%

Quality (was 1% increased Melee Damage per 1% Quality). It now has the Attack tag,

but no longer has the Melee tag.
Melee Physical Damage Support now also grants 30% more Damage with Bleeding and

Poison caused by Melee hits at gem level 1.
Physical Projectile Attack Damage Support now also grants 30% more Damage with

Bleeding and Poison caused by Projectile hits. It now has the Attack tag.
Poison Support now grants a 60% chance to Poison on Hit (down from 100%).
Increased Burning Damage Support has been renamed Burning Damage Support. It now

provides 35% more Burning Damage at gem level 1, up to 54% more Burning Damage at

gem level 20.
Trap Support now deals 20% more Trap Damage at gem level 1, rather than more Trap

damage to hits, up to 39% more Trap Damage at gem level 20.
Remote Mine Support now deals 30% more Mine damage at gem level 1, rather than more

Mine damage to hits, up to 49% more Mine damage at gem level 20.
Weapon Elemental Damage Support has been renamed Elemental Damage with Attacks

Support. It has been reduced in power at all levels, from 40% to 35% at gem level

1, up to 54% more Elemental Damage with Attack skills at gem level 20.
Rapid Decay Support has been renamed Swift Affliction Support. In addition to other

sources of Damage over Time, it now affects damaging Ailments inflicted by

supported skills, and reduces their duration. It now grants 25% more Damage over

Time for supported skills at gem level 1 (up from 20%) and 44% more Damage over

time at gem level 20 (up from 39%).
Innervate Support has been reworked. It now grants 20% chance to shock at all

levels (up from 15). At level 1 of the gem, it grants 1-25 added Lightning damage

to supported skills, up to 11-218 added Lightning damage at level 20, and grants

Innervation for 4 seconds on slaying a shocked enemy with a supported skill. At

level 1, the Innervation buff grants 1 to 17 added Lightning damage for 4 seconds,

up to 8-145 added Lightning damage at level 20. Innervate now has a 130% Mana Cost

multiplier.
Ice Bite Support has also been reworked. It now grants 15% chance to freeze at all

levels. and a 50% chance to gain a Frenzy charge on slaying a frozen enemy. At gem

level 1, it now grants 8 to 12 added cold damage, up to 69-103 added cold damage at

gem level 20. It also grants 2 to 3 added cold damage per Frenzy charge at gem

level 1, up to 15 to 23 added Cold damage per Frenzy Charge at gem level 20.
Hypothermia now grants 20% increased Chill Effect at all levels.
Chain Support's damage penalty now only applies to hits.

Pierce Rework
Pierce has been reworked. Items and skills that used to use or provide pierce

chance now instead use or provide a number of pierces. Once a projectile has

reached its pierce limit, it will not pierce further.
The following skills have changed as a result of the Pierce rework:
Shrapnel Shot pierces 4 targets at level 1, up to 7 at level 20.
Siege Ballista pierces 6 targets at level 1, up to 9 at level 20.
Pierce Support now provides +2 Pierces at level 1, up to +4 Pierces at level 20.
The following items have had their Pierce mods replaced:
Infractem now grants Always Pierce with Arrows.
Drillneck now grants Arrows that Pierce deal 50% increased Damage.
Lioneye's Vision now grants Always Be Pierced.
Voidwalker now grants +5 Pierces while Phasing.
Poacher's Aim now grants +1 Pierce.
Penetrating Arrow Quiver now grants +1 Pierce.
Horned Talisman's implicit now grants +2 to +3 Pierces.
Screaming, Shrieking and Deafening Essences of Misery now grant +1, +1, and +2

Pierces respectively. Existing Shrieking Essence of Misery mods that specifically

had a 20% chance to pierce will become +2 Pierces.
The helmet Labyrinth enchantments for Lightning Trap Pierce Chance now grant +2

Pierces from the Merciless Labyrinth, and +3 Pierces from the Endgame Labyrinth.
The helmet Labyrinth enchantments for Lightning Strike Pierce Chance now grant +2

Pierces from the Merciless Labyrinth, and +3 Pierces from the Endgame Labyrinth.
The helmet Labyrinth enchantments for Glacial Cascade now grant 30% and 40%

Physical to Cold Conversion.
The unique jewel Omen on the Winds now grants +5 Pierces when there is at least 40

Dexterity in Radius.
Passive skills that previously provided Chance to Pierce now grant +1 or +2

Pierces.
The Labyrinth enchantments Word/Edict/Decree/Commandment of Fury pierce 2, 3, 4 and

5 targets respectively.
 
Zuletzt bearbeitet:
Ja manche können den Link ja nicht öffnen, deswegen der Vorschlag :) Wer ihn öffnen kann ist eh schon auf der Seite und am Schmökern :P

Item Balance
As part of the removal of Cruel and Merciless difficulties, many divination card

locations and weightings have been adjusted.
Energy Shield as a defensive mechanic has undergone a review and, generally

speaking, all sources of Energy Shield on items have been reduced by approximately

20%.
Elreon's crafted Increased Maximum Energy Shield mod can now only be crafted onto

Amulets. The cost has been changed to 8 Chaos orbs (from 1 Exalted orb).
All local Energy Shield modifiers on items, as well as the base Energy Shield of

items, have been reduced at higher levels. Very low-level items will see a slight

increase or no change, scaling up to a 33% reduction at the highest tier of

modifiers.
Because of Armour/Energy Shield and Evasion/Energy Shield equipment, we've had to

apply this change to the local percentage modifiers on all other armour types as

well. To compensate, all inherent values of base Armour and Evasion Rating on

equipment are now greater at higher item levels.
The defences granted by all body armour has been increased at higher levels by 20%.
These changes will not apply to existing modifiers but will apply to existing base

types. As a consequence, the Energy Shield values on many unique items have also

been updated.
The following mods can now be crafted at Haku's Armourer's Bench: +27-34 to Maximum

Energy Shield can be applied to all Armour Slots, +35-45 to Maximum Energy Shield

can be applied to Body Armour, Shield and Helmet, +56-69 to Maximum Energy Shield

can be applied to Body Armour and Shield.
Local Added Energy Shield modifiers have been rebalanced at all levels. Early mods

grant more energy shield, dropping to 36%-45% less energy shield at the highest

tier.
Quests that would offer either a rare item or a 4-linked item now just offer a 4-

linked rare item.
Basalt Flasks now grant 15% additional Physical Damage Reduction (down from 20%)

and last for 4.5 seconds (down from 5 seconds).
Added new magic and rare weapon suffixes for ailments. Mods which provide Chance to

cause Bleeding on Hit and Chance to Poison on Hit are local to the weapon.
of Ignition: grants Chance to Ignite.
of Freezing: grants Chance to Freeze.
of Shocking: grants Chance to Shock.
of Bleeding: grants Chance to cause Bleeding on Hit.
of Flaying: grants Chance to cause Bleeding on Hit.
of Hemorrhaging: grants Chance to cause Bleeding on Hit.
of Poisoning: grants Chance to Poison on Hit.
of Toxins: grants Chance to Poison on Hit.
of Death: grants Chance to Poison on Hit.
The following mods grant increased Burning Damage: of Burning, of Combusting, of

Conflagrating.
The following mods grant increased Damage with Poison: of Poison, of Venom, of

Virulence.
The following mods grant increased Damage with Bleeding: of Bloodletting, of

Haemophilia, of Exsanguination.
The following mods grant increased Poison Duration: of Rot, of Putrefaction.
The following mods grant increased Bleeding Duration: of Torment, of Agony.
The following Jewel mods have been modified:
of Freezing now has 3-5% Chance to Freeze (From 2-3%).
of Shocking now has 3-5% Chance to Shock (From 2-3%).
of Burning now has 3-5% Chance to Ignite (From 2-3%).
of Burning now has 6-8% increased Ignite Duration (from 3-5%).
Added the following Jewel Mods:
of Poisoning: grants 3-5% Chance to Poison and 6-8% Increased Poison Duration.
of Bleeding: grants 3-5% Chance to Bleed with Attacks and 12-16% Increased Bleeding

Duration.
of Venom: grants 16-20% increased Poison Damage.
of Haemophilia: grants 16-20% increased Bleeding Damage.
of Combusting: grants 16-20% increased Burning Damage.
Strength-based shields now have an implicit that grants Life.
Dexterity-based shields now have an implicit that grants increased Movement Speed.
The implicits of hybrid Dexterity/Intelligence shields have been reworked. They now

grant either Chance to Dodge Attacks or Chance to Dodge Spells.
Added new mods for shields which are restricted to specific shield types based on

their attribute requirements. These new mods grant: Increased Elemental Damage,

Increased Physical Damage, Increased Armour and Block Chance, % of Maximum Life

Regenerated per Second, Life gained on Block, Mana gained on Block, Chance to

Dodge, Chance to Dodge Spells, Chance to Block Spells, Chance to avoid Ailments,

Increased Attack and Cast Speed, Increased Attack Damage, Chance to Avoid Stun.
Added new prefixes for Armours. These can only appear on hybrid armours, and

replace the pure added Armour, added Evasion and added Energy Shield mods which

could previously appear on these armours. These mods grant the following at 75% of

the values of their 'pure' counterparts: Added Armour and Evasion Rating, Added

Armour and Energy Shield, Added Evasion Rating and Energy Shield.
Added new prefixes for Armours. These are not restricted to pure or hybrid items,

but can only appear on items which have the defense they provide: Added Armour and

Life, Added Evasion Rating and Life, Added Energy Shield and Life.
Added new suffixes for Body Armours, which grant: % Reduced Physical Damage Taken,

Chance to Dodge Attacks, % of Maximum Energy Shield Regenerated per Second.
Added new magic and rare weapon prefixes, which grant: Increased Fire Damage,

Increased Cold Damage, Increased Lightning Damage.
Sources of increased Weapon Elemental Damage have been replaced with Increased

Elemental Damage with Attack Skills.
All unique items that previously granted Poison on Hit now only grant a 60% chance

to Poison on Hit.
Catarina's crafted mod now grants +1 maximum skeleton, down from +2 maximum

skeletons.
Catarina's crafted mod for for Ignite, Freeze and Shock Chance now grant 6-10% (Up

from 2-5%).
Leo's crafted mod now reduces the damage over time taken by 5%, down from 20%.
Decay from Essence of Delirium now deals 500 damage per second, down from 750, and

its duration has been reduced to 8 seconds, down from 10.
Essence of Delirium on a Body Armour now reduces the chaos damage over time taken

by 25%, down from 50%.

Unique Item Balance
The following changes can be obtained by rerolling the item's mods with a Divine

Orb:
Thousand Ribbons: The added fire damage, added cold damage and added lightning

damage now each apply to spells as well. No longer grants 10% reduced cast speed.
Ming's Heart: Reduced Life and Energy Shield now has a range of 5-10%.
The Taming: Chance to Freeze, Shock and Ignite has been increased to 10%. Increased

Elemental damage with Attack Skills has been increased to 30%. All Elemental

Resistances has been increased to 20-30%. Increased Elemental damage has been

increased to 30%. Increased damage per Freeze, Shock and Ignite has been increased

to 20%.
Hand of Thought and Motion: No longer adds 1-3 Lightning damage to Attacks per 10

Intelligence. Now grants 1-5 lightning damage added to attacks with this weapon per

10 Intelligence.
Hand of Wisdom And Action: No longer adds 1-6 Lightning damage to Attacks per 10

Intelligence. Now grants 1-10 lightning damage added to attacks with this weapon

per 10 Intelligence.
Brutus' Lead Sprinkler: No longer adds 2-4 Fire damage to attacks per 10 Strength.

Now grants 4-7 Fire damage added to attacks with this weapon per 10 Strength.
Infernal Mantle: Increased Spell Damage taken on Low Mana has been reduced to 25%,

and Increased Energy Shield has been reduced to 120-160%.
Pyre: Increased Burn Damage has been increased to 60-80%.
Death's Harp: Global Critical Strike Multiplier has been reduced to 100%.
Carcass Jack: Increased Area Damage has been increased to 40-50%.
Martyr's Crown: Maximum Energy Shield has been reduced to +110-130.
The Beast Fur Shawl: Maximum Energy Shield has been reduced to +15-25.
Cloak of Tawm'r Isley: Increased Energy Shield has been reduced to 150-200%.
The Covenant: Increased Energy Shield has been reduced to 210-250%.
Shavronne's Wrappings: Increased Energy Shield has been reduced to 100-150%.
Voidbringer: Increased Energy Shield has been reduced to 180-250%.
Steppan Eard: Increased Energy Shield has been reduced to 50-80%.
Malachai's Vision: Maximum Energy Shield has been reduced to 150-200.
The Broken Crown: Maximum Energy Shield has been reduced to 50-70.
Geofri's Sanctuary: Maximum Energy Shield has been reduced to 30-40.
Heretic's Veil: Increased Evasion and Energy Shield has been reduced to 90-110%.
The Gull: Maximum Energy Shield down has been reduced to 30-45.
Brinerot Whalers: Maximum Energy Shield has been reduced to 80-100.
Atziri's Splendour: Maximum Energy Shield has been reduced to 70-80 on all variants

that had added Maximum Energy Shield.
Atziri's Mirror: Increased Evasion Rating has been increased to 180-200%.
The Blood Reaper: Now has 180%-200% increased Physical Damage.
Bloodseeker: Now has 150%-170% increased Physical Damage.
Widowmaker: Now has (35-40) to (55-60) added Physical Damage.
Frostbreath: Now has (26-32) to (36-42) added Physical Damage, and (26-32) to (36-

42) added Cold Damage.
Chober Chaber: Now has 200%-220% increased Physical Damage.
Allure: Now has 110%-130% increased Physical Damage, and now grants 10 seconds of

Phasing on using a vaal skill.
Doomsower: Now has (65-75) to (100-110) added Physical Damage.
Hyaon's Fury: Now increases damage taken by 1% per Frenzy Charge.
Bisco's Collar: Now grants 50-100% increased Quantity of Items from slain Normal

monsters, and 100-150% increased Rarity of Items from slain Magic monsters.
Moonsorrow: Now has 250%-275% increased Physical Damage.
Ornament of the East: Now has 150%-170% increased Physical Damage.
Mindspiral: Now grants +100-120 Maximum Mana.
The Searing Touch: Increased Fire Damage increased to 70-90%. Increased Spell

Damage lowered to 0%.
Emberwake: Chance to Ignite increased to 10%. Increased Fire Damage increased to

30-40%. Note that important non-divinable changes for this item can be found

further down.
Heatshiver: Now grants +20-30% Fire Resistance and +20-30% Cold Resistance.
Cloak of Defiance: Now grants +100-150 Maximum Mana.
Maligaro's Virtuosity: Global Critical Strike Multiplier lowered to +20%-30%.
Facebreaker: Global Critical Strike Multiplier lowered to +30%.
Shadows and Dust: Global Critical Strike Multiplier lowered to +20-30%.
Abyssus: Melee Critical Strike Multiplier lowered to +100%-125%.
Grand Spectrum: Cobalt Grant Spectrums now grant 30 Mana per Grand Spectrum.

Crimson Grand Spectrums now grant 200 Armour per Grand Spectrum. Viridian Grand

Spectrums now grant 12% Elemental Damage per Grand Spectrum. Note that important

non-divinable changes for this item can be found further down.
Army of Bones: Renamed to To Dust. No longer grants +2 to Maximum number of

Skeletons. In addition to reducing skeleton duration and increasing minion damage,

it now grants 3-5% increased Skeleton Movement Speed, 7-10% increased Skeleton

Attack Speed, and 7-10% increased Skeleton Cast speed.
Ring of Blades: Now grants 5 additional Projectiles for Ethereal Knives, down from

10.
The Wise Oak: Elemental Damage Penetration lowered to 10-15%.
Witchfire Brew: Increased Damage over Time lowered to 25-40%.
Taste of Hate: Physical Damage added as extra Cold Damage lowered to 15-20%.
Lion's Roar: More Physical Damage lowered to 20-25%.
Atziri's Promise: Physical Damage added as extra Chaos Damage lowered to 15-20%,

Elemental Damage added as extra Chaos Damage lowered to 10-15%.
Vessel of Vinktar: No longer has Lightning Damage Leeched as Mana during Flask

Effect. The Shock aura now increases the damage taken by enemies within it by 10%

(down from 30%).
Dying Sun: Increased Area of Effect lowered to 15-25%.
Kiara's Determination: Reduced Flask Duration increased to 60%.
Breath of the Council: Now grants 80-100% increased Chaos damage.
Choir of the Storm: No longer grants -30% Lightning Resistance. Note that important

non-divinable changes for this item can be found further down.
The following changes CANNOT be obtained by rerolling the item's mods with a Divine

Orb and will only appear on new versions of these items:
Glitterdisc: Now grants Always Ignite while Burning.
Atziri's Mirror: Now has 10% additional Chance to Block while not Cursed. Now has

20% additional Chance to Block Spells while Cursed.
The Dark Seer: No longer grants Mana or Energy Shield on kill. Now grants two of: 1

Maximum Life per level, 1 Maximum Mana per level or 1 Maximum Energy Shield per

level.
Bloodgrip: Now found on a Marble Amulet base type.
Emberwake: Now only allows 1 additional Ignite and 65% slower Burn with Ignites. No

longer prevents you from dealing extra damage with Critical Strikes, and no longer

grants 80% less Burning Damage.
Heatshiver: No longer grants +1 to level of socketed Fire and Cold gems. Now grants

20-30% increased Cold Damage if a Fire skill was used recently, and 20-30%

increased Fire Damage if a Cold skill was used recently.
Mindspiral: Now grants Gain 5-10% of Maximum Mana as Extra Maximum Energy Shield.
The Searing Touch: No longer grants increased Spell Damage.
Ornament of the East: Now supports socketed gems with level 10 Faster Attacks.
Moonsorrow: Now supports socketed gems with level 20 Blind.
Cloak of Defiance: No longer has 40-50% increased Mana Regeneration. Now has an

additional 1% of maximum Mana regenerated per second. Now has 10% of damage taken

from mana before life.
Asphyxia's Wrath: No longer has 40% reduced area effect of curses. No longer has

20% of physical damage converted to cold damage. Now grants 20% of physical damage

added as extra cold damage. Now grants level 5 Frostbite. Doubled the radius at

which curses can spread.
Lioneye's Glare: Now grants Far Shot.
Sidhebreath: Now grants 10-15% reduced Mana Cost of Minion Skills.
Al Dhih: Now grants Trigger level 1 Abyssal Cry on hit.
Doryani's Fist: Now grants the Doryani's Touch skill.
Death's Oath: The chaos damage-over-time aura is now a skill that activates on

equipping Death's Oath, and is modified by socketed support gems as well as

modifiers that affect auras, area of effect, damage over time and chaos damage. It

now also grants +60-70 Maximum Life, and the Physical Attack leeched as Life is now

Attack Damage leeched as Life.
The following changes affect existing items automatically:
Sacrificial Harvest: Now limited to 1.
Grand Spectrum: Now limited to 3. Note that this limit is shared across all

versions of Grand Spectrum.
The Consuming Dark: No longer grants increased Spell Damage. Now grants 40-60%

increased Fire Damage.
Dead Reckoning now grants the ability to summon an additional 5 Skeleton Mages, up

from 3, and is now limited to 3.
Queen's Decree: now grants +1 to maximum number of Skeletons, down from +2.
Alberon's Warpath: now grants +1 to maximum number of Skeletons, down from +2.
Midnight Bargain: now grants +1 to maximum number of Skeletons, down from +2.
Prismweave: Increased Weapon Elemental Damage while using a Flask has been replaced

with Increased Elemental Damage with Attack Skills while using a Flask.
Essentia Sanguis: Ghost Reaver has been replaced with Life Leech is applied to

Energy Shield instead. This does not change the functionality of Essentia Sanguis

at all.
Atziri's Acuity: Now grants Gain Life and Mana from Leech instantly on Critical

Strike (can no longer instantly leech to Energy Shield).
Growing Agony: Now grants 2% increased damage with Viper Strike hits and Poison per

Poison on the enemy while the threshold is met (as opposed to just increasing the

attack damage).
Vessel of Vinktar: The original versions now grant Gain Life and Mana from Leech

instantly (can no longer instantly leech to Energy Shield).
The Dancing Dervish: Improved the behaviour of the Manifested weapon minion.
Sentari's Answer: Now ignores your curse limit.
Praxis: The Damage Taken gained as Mana when Hit now occurs over 4 seconds.
Mindspiral: The Damage Taken gained as Mana when Hit now occurs over 4 seconds.
Victario's Flight: The Damage Taken gained as Mana when Hit now occurs over 4

seconds.
Spirited Response: The Damage Taken gained as Mana when Hit during Rallying Cry now

occurs over 4 seconds.
Voice of the Storm/Choir of the Storm: No longer grants increased Critical Strike

Chance based on your Uncapped Lightning Resistance. Instead, it grants increased

Critical Strike Chance based on your Lightning Resistance (which is typically

capped at 75%).

Items that Inflict Bleeding or Poison:
All weapons which previously inflicted Bleeding or Poison on hit (or critical

strike) now only inflict Bleeding or Poison on hits (or critical strikes) with that

specific weapon.
Goredrill: Melee Critical Strikes cause Bleeding has been changed to 50% chance to

cause Bleeding with Melee Critical Strikes with this Weapon.
Slivertongue: Now has a 50% chance to inflict Bleeding with Piercing arrows (down

from 100%).
The Blood Reaper: Now has a 50% chance to inflict Bleeding on hit (down from 100%).
Many other weapons which previously inflicted Bleeding on hit with a 100% chance

now only have a 25% chance to inflict Bleeding. This affects the following weapons:

The Blood Reaper, Atzir's Disfavour, Jack, the Axe, Rigwald's Savagery, Rive, Uul-

Netol's Kiss, Uul-Netol's Embrace, Slivertongue, all weapons with Vagan's crafted

mod, all weapons with Tora's vendor mod, .

One-time Passive Skill Reset:
Due to balance changes, every existing character has been granted an optional full

passive skill reset.
This process will also reset your allocated Ascendancy points.
To perform this operation, click the "Reset all Passives" button on the passive

skill screen. Note that you must use this before allocating or refunding any other

points otherwise the option will go away.

Passive Tree Balance
Due to the significant changes made to Damage over Time, many bleeding-, burning-

and poison-focused passive skills have been readjusted. New clusters have been

added for bleeding damage and poison damage, and many existing passive skills have

also gained stats that affect damage over time:
Passive skills that granted melee attacks a chance to cause Bleeding now grant that

chance to all attacks (not just melee).
All weapon passive skill clusters except those for wands and staves now grant some

increased Damage with ailments from Attacks.
Added a new Keystone between the Scion and the Shadow - Perfect Agony: Modifiers

from Critical Strike Multiplier also apply to Damage Multiplier for Ailments from

Critical Strikes at 30% of their value. 30% less Damage with Hits.
Added a new Keystone near the Duelist - Crimson Dance: 50% less Bleeding Damage.

Bleeding can be stacked up to 8 times. Bleeding doesn't do extra damage while the

target is moving.
Dirty Techniques, near the Duelist, now specifically provides increases to Bleeding

and Poison damage and chance.
Added a new cluster near the Duelist which enhances Bleeding and Poison chance and

damage, with a notable named Dirty Techniques.
Added a new small cluster between the Duelist and the ranger which enhances Poison

chance and damage, with a notable named Toxic Strikes.
Holy Fire near the Templar now grants 60% increased Burning Damage (up from 40%),

and the passives preceding it now grant 20% increased Burning Damage (up from 15%).
The first passive skill on the Razor's Edge branch near the Marauder now grants 10%

chance to cause Bleeding with Attacks.
Cleaving, near the Marauder, and the passive skills preceding it now grant a total

of 25% chance to cause Bleeding with Attacks.
Two of the passive skills leading to Heavy Draw near the Ranger now grant a total

of 25% chance to cause Bleeding with Bow Attacks
The passive skills leading to Brutal Blade near the Ranger now grant a total of 20%

Chance to Poison on Hit.
The passive skills leading to Bloody Bludgeon, between the Marauder and Duelist,

now grant a total of 25% chance to cause Bleeding with Attacks.
Added a small cluster with a notable named Red Storm near Iron Grip. It grants

improves Bleeding and Physical damage.
Added Master Fletcher between the Duelist and Ranger. It grants chance to Poison on

Hit with Attacks and increases to Bow damage.
Added a new notable at the back of the Shadow's Claw wheel: Poisonous Fangs. It and

nearby passives grant a 20% chance to Poison on Hit, and increased Physical Damage

with Claws.
Martial Experience between the Templar and Marauder now grants 30% increased Damage

with Bleeding instead of Accuracy, and the passives preceding it now grant 10%

increased Damage with Bleeding.
Fencing between the Duelist and Ranger now grants 30% increased Damage with

Bleeding, and the passives preceding it from the south now each grant 10% increased

Damage with Bleeding. The Accuracy with One Handed Weapons passive in this cluster

has been changed to One Handed Critical Strike Chance.
Breath of Flames near the Witch now grants 10% increased Ignite duration on

Enemies, 30% increased Burning Damage, and 5% chance to Ignite. The passive skills

preceding it now grant 20% increased Burning damage rather than 10% increased Fire

damage.
The Bloodletting cluster near the Duelist has been expanded and now specifically

only increases damage with Bleeding. The Increase to Damage with Bleeding on the

notable has been ...increased... to 70% (from 30%), and the increased Attack Damage

against Bleeding Enemies is now 40% (up from 25%).
The Fatal Toxins cluster near the Shadow has been expanded, and the notable now

grants 70% increased Damage with Poison (up from 50%).

Due to the changes to Shock and Chill, the following passive skills have changed:
Breath of Rime now grants 10% chance to Freeze (up from 5%), 12% increased Cold

Damage (up from 10%), and 15% increased Chill Effect. The preceding skills have

also changed: the first now grants 12% Increased Cold Damage (Up from 10%) and the

rest now grant 8% increased Cold Damage, and an additional bonus to either Chill

Duration, Freeze Duration, Chill Effect or Chance to Freeze.
Breath of Lightning now grants 10% chance to Shock (up from 5%), 12% increased

Lightning Damage (up from 10%) and 15% increased Shock Effect. The preceding skills

have also changed: the first now grants 12% increased Lightning Damage (Up from

10%), and the rest now grant 8% increased Lightning Damage, and an additional bonus

to either Shock Duration, Shock Effect or Chance to Shock.
Fingers of Frost now gives 10% chance to Freeze Enemies which are Chilled (rather

than 5% chance to Freeze), 12% increased Cold Damage, and 10% increased Chill

Effect. The preceding skills have also changed: They now all give 8% Cold Damage

and an additional bonus to either Chill Duration, Freeze Duration, Chill Effect or

Freeze Chance.
Fangs of Frost now grants 10% increased Chill Effect.
Arcing Blows now grants 10% increased Shock Effect.
Flash Freeze now grants 10% increased Chill Effect.
Celestial Punishment now grants 30% increased Burning Damage and 15% increased

Effect of Non-Damaging Ailments.
The Cold Damage passive skill leading to Storm Weaver now also grants 10% increased

Chill Effect.
The Lightning Damage passive skill leading to Storm Weaver now also grants 10%

increased Shock Effect.
Elemental Focus near the Shadow now also grants 10% increased Effect of Non-

Damaging Ailments.
Static Blows near the Witch now also grants 15% increased Shock Effect and 12%

increased Lightning Damage.
Crackling Speed between the Witch and Shadow now also grants 10% increased Shock

Effect.
Mind over Matter now applies to Damage over Time as well as Hits.
Passives which granted increased Weapon Elemental Damage or increases to specific

elements with weapons now grant increases to those elements with Attack Skills

instead.
Several of the passives which granted Chance to Pierce near the Shadow now grant

increased Projectile damage.
The passive skills behind Chaos Inoculation have been removed.
Assassination near the Shadow has had its Critical Strike Multiplier reduced to

+35%.
Adder's Touch near the Shadow has had its Critical Strike Multiplier with Daggers

reduced to +30%, Chance to Poison on Critical Strike with Daggers increased to 40%,

and it now grants 40% increased Poison Damage.
Heartseeker near the Ranger has had its Critical Strike Multiplier reduced to +30%.
Lethality near the Ranger has had its Critical Strike Multiplier with Bows reduced

to +30%.
Serpent Stance between the Witch and Templar has had its Global Critical Strike

Multiplier while wielding a Staff reduced to 35%.
Lord of the Dead now +1 skeleton, down from +2.
Herd the Flock no longer grants +1 skeleton.
The location of the Heart and Soul cluster near the Witch has moved to above

Practical Application and grants 5% increased Maximum Life and 8% increased Maximum

Mana per passive on the smaller passives, and 8% increased Maximum Life and 12%

increaed Maximum Mana on the notable.
Arcane Focus near the Witch has been rearranged to integrate the notable into the

path through it.
The Annihilation Spell Critical Strike Chance cluster, and the Blast Radius Area of

Effect cluster, both near the witch, are now closed loops.
Ghost Reaver now grants 50% less Energy Shield Recharge Rate in addition to

granting leeched Life as Energy Shield.
Vaal Pact now only applies to leeched life.
Moved the Exceptional Performance cluster (near the Scion) slightly away from the

projectile damage and resistances wheel next to it.
Battle Rouse between the Duelist and Marauder now grants Damage Taken gained as

Mana when Hit over 4 Seconds.
Alchemist near the Witch now grants 10% increased Flask effect (down from 14%) and

10% increased Flask duration (down from 12%).

Ascendancy Tree Balance
The Pathfinder's Master Herbalist skill now grants 60% chance to poison while using

a Flask.
The Juggernaut's Unflinching skill now grants a 30% chance to gain an Endurance

Charge when you are Hit (up from 20%).
The Chieftain's Tukohama, War's Herald skill now grants Totems Reflect 15% of their

maximum Life as Fire Damage to nearby Enemies when Hit (up from 8%).
The Deadeye's Powerful Precision skill now grants Projectiles Pierce Nearby

Enemies, and 100% increased Critical Strike Chance for Piercing Projectiles. It no

longer grants chance to Pierce that slowly drops based on the distance the

Projectiles travel, or increased Projectile Critical Strike Chance based on Arrow

Pierce Chance.
The Inquisitor's Sanctify skill now grants a 30% chance to create Consecrated

Ground when hit, as well as a 30% chance to create Consecrated Ground on kill (both

up from 25%).
The Inquisitor's Pious Path skill now grants 6% of Maximum Energy Shield and Mana

regenerated per second while on Consecrated Ground (up from 4%).
The Inquisitor's Righteous Providence skill now grants 20% increased Effect of

Non-Damaging Ailments.
The Hierophant's Sanctuary of Thought skill now grants 30% of Maximum Mana as Extra

Maximum Energy Shield (up from 25%).
The Hierophant's Pursuit of Faith skill now grants 6% increased Damage per Enemy

Killed by you or your Totems Recently, and 10% increased Attack and Cast Speed

while you have a Totem (up from 4% and 8% respectively).
The Hierophant's Ritual of Awakening skill now grants 7% less Totem Damage per

Totem (down from 8%).
The Trickster's Patient Reaper skill now grants 70% increased Recovery Rate of

Life, Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over

Time Recently (up from 60%).
The Trickster's Swift Killer skill now also grants +1 to Maximum Power Charges, and

5% increased Damage over Time per Frenzy and Power charge.
The Assassin's Toxic Delivery skill has been reduced to 30% more damage with

Bleeding and Poison from Bleeding and Poison inflicted by Critical Strikes (down

from 100%).
The Assassin's Deadly Infusion skill no longer grants +0.5% Critical Strike Chance

per Power Charge. It now grants +1 to maximum Power Charges, and +2% to Critical

Strike Chance while at maximum Power Charges.
The Necromancer's Commander of Darkness skill now grants 3% increased Attack and

Cast Speed to you and Allies per aura (down from 5%), and 30% increased Damage for

you and Allies affected by your Auras (instead of 10% increased Damage for you and

Allies per aura).
The Elementalist's Beacon of Ruin skill now grants 20% increased Effect of Non-

Damaging Ailments.

The Ascendant has been heavily modified:
The Ascendant's Path of the Marauder, Duelist, Ranger, Shadow, Witch and Templar

skills now each grant 2 passive skill points in addition to allowing you to place

passive points at their respective starting locations.
The Ascendant's Juggernaut skill now grants a 20% chance to gain an Endurance

Charge when you are Hit (up from 10%).
The Ascendant's Berserker skill now grants 20% increased Attack, Cast and Movement

Speed if you've taken a Savage Hit recently (instead of 25% increased Attack and

Cast Speed if you've taken a Savage Hit recently).
The Ascendant's Raider skill now grants a 10% chance to gain a Frenzy Charge when

you hit a Rare or Unique enemy (rather than on kill) and 10% increased Movement

Speed (rather than 25% chance to avoid elemental status ailments).
The Ascendant's Deadeye skill now grants Projectiles gain Damage as they travel

further, dealing up to 50% increased Damage to targets (up from 30%). The Deadeye

also now grants 30% increased Projectile Speed, but no longer grants 15% chance to

cause Bleeding with Attacks. As part of the Pierce rework, the Deadeye's 30% Pierce

chance has become +2 Pierces.
The Ascendant's Pathfinder skill now grants 30% increased Damage while using a

Flask (up from 25%), 10% increased Movement Speed while using a flask, 10% chance

for your Flasks to not consume Charges, and a 50% chance to gain a Flask charge

when you deal a Critical Strike. It no longer grants 50% increased Flask Charges

gained, 50% chance to avoid Freeze, Shock, Ignite and Bleeding while using a Flask,

or 4% reduced Elemental Damage taken while using a Flask.
The Ascendant's Elementalist now grants Elemental Conflux for 6 seconds when you

kill a Rare or Unique Enemy (up from 4 seconds), Damage Penetrates 6% of Enemy

Elemental Resistances (up from 5%), +1 to the number of Golems you can have active,

and 50% reduced reflected Elemental damage taken. It no longer grants 30% increased

Damage of each Damage Type for which you have a matching Golem, or 4% reduced

Elemental damage taken.
The Ascendant's Necromancer skill now grants 30% increased damage for You and

Allies affected by Auras you Cast (up from 15%), +20% Chaos resistance for You and

Allies affected by Auras you Cast, and 20% increased Skill Effect Duration. It no

longer grants 15% increased effect of Offering spells.
The Ascendant's Slayer skill now grants 40% increased Damage to Rare and Unique

Enemies (up from 30%), 50% reduced reflected Physical Damage taken, and Life Leech

does not stop at Full Life. It no longer grants 10% of Overkill Damage is Leeched

as Life.
The Ascendant's Gladiator skill now grants 5% additional Block chance (up from 3%),

and Attacks have 20% chance to cause Bleeding (up from 15%).
The Ascendant's Champion skill now grants 20% chance to Fortify on Melee Hit (up

from 10%), 30% increased Damage for you and nearby Allies while you have Fortify

(up from 15%) and 5% reduced Damage taken from Taunted Enemies (up from 4%).
The Ascendant's Inquisitor skill now grants 30% chance to create Consecrated Ground

on Kill (up from 20%), and 25% increased Elemental Damage (up from 20%).
The Ascendant's Hierophant skill now grants 50% chance to gain a Power Charge when

you place a Totem (up from 20%).
The Ascendant's Guardian skill now grants You and Allies affected by your Auras

have 10% increased Attack, Cast and Movement Speed (instead of 12% increased Attack

and Cast Speed for You and Allies affected by Auras you Cast), 5% additional Block

chance for you and Allies affected by your Auras (up from 3% and no longer simply

affecting you), and 25% reduced effect of Curses on you. The Ascendant's Guardian

no longer removes Curses and Ailments from you every 5 seconds.
The Ascendant's Assassin skill now grants 20% chance to gain a Power Charge on Hit

against Enemies that are on Full Life (up from 10%), and +1.5% to Critical Strike

Chance (up from 1%).
The Ascendant's Trickster skill now grants 50% increased Recovery Rate of Life,

Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over Time

Recently (up from 30%), and 15 Mana Regenerated per second if you've used a

Movement Skill recently (rather than 100% increased Mana Regeneration if you've

used a Movement Skill Recently).
The Ascendant's Saboteur skill now grants 10% increased Movement Speed if you have

placed a Mine or thrown a Trap recently, and Trap and Mine Damage Penetrate 6%

Elemental Resistances. It no longer grants 6% Elemental Resistance Penetration if

you've detonated a Mine recently, or 20% increased Trap and Mine cooldown recovery

speed.

Monster Balance
The crabs in the Coast in Act 1 have been cured of their infestation... for now.
Dreadwheel monsters can now be found in The Climb in Act 1.
Scarecrow monsters can now be found in the Old Fields in Act 2.
The Touch of God skill used by Dominus now deals damage in an area that more

accurately matches its visual effect.
The Pale Council encounter has been rebalanced and is, in general, be more

difficult. Defeating the Pale Council will earn you one of four new unique items

exclusively available from them.
Monsters that are created as part of a Prophecy now use the Prophecy-holder's level

to determine their level, up to a cap of level 70 in non-map areas. In map areas,

monsters created by Prophecies will be the same level as the map area.
Many unique monsters which were previously immune to Ailments have had their

immunities removed, with the exception of Freeze. Notably, this includes several

Beyond Demons, the Atziri Trio, Atziri herself, The Shaper and his Guardians, among

others.
The Volatile Flameblood, Volatile Iceblood and Volatile Stormblood Nemesis mods

have been disabled and replaced by Volatile Core. Volatile Core monsters create an

entity on death which pursues players until it explodes.
The Banshee monsters in the Crystal Veins have been renamed Shriekers.
The damage dealt by the Lightning Orb skill used by rare monsters in Esh breaches

has been reduced by 8%. The Lightning Orbs can no longer stun players.
Increased the life of all Invasion bosses by 50%.
The Bloodlines mod Bonds of Chaos has been disabled.
Rhoas in the Mud Flats now enrage if you destroy their nests.
Pale Blackguards now enrage when below 75% life (up from 50%).
Plague Retch has returned from his sabbatical and once again taken up residence in

Chamber of Sins while he works on his memoirs. We are excited to hear all about his

journeys.
Slaying Hillock will guarantee that he drops a three-socket, three-colour starter

weapon for your class.
Marceus the Defaced has had his item drops greatly reduced due to his proximity to

the Marketplace waypoint.
Tormented Spirits no longer possess hidden monsters.
The average experience per monster has been slightly reduced at high levels.

Map Balance
Map boss life has been adjusted. In general, map boss life has increased

significantly, and most map boss encounters within the same tier will have similar

total life pools The gap between the life of tier 15 map bosses and the tier 16

Guardians is much smaller. The life of the tier 16 Guardians remains unchanged.
Added new mods which can roll on all map tiers as prefixes. These mods cause

Solaris fanatics, Lunaris fanatics and Ghosts to inhabit the map.
Breaches can now be encountered in 10% of maps by default. A sextant mod has been

added which guarantees a Breach in the affected maps but does not override the 10%

chance to find a Breach naturally.
The Shaper now prevents players from opening portals while fighting him. Zana has

50% more life during the Shaper encounter. The grace period when re-entering the

Shaper encounter mid-fight has been reduced to 3 seconds.
Lair of the Hydra: The Hydra's Teleport Shot cooldown has been increased to 25

seconds (from 20). Reduced the damage dealt by the Hydra Turrets by 10% and reduced

their firing rate by up to 30% as the Hydra's life drops. Increased the damage of

the Hydra's Barrage and Doom Arrow by 20%.
Overgrown Ruin: The boss room's orientation has been flipped, making it safer to

approach the boss. The boss has been moved further back into the room.
Armoury: Now has its own secret chest, instead of using the Labyrinth's.
Lycius, Midnight's Howl and The Cursed King: Increased the cooldown on the Wolf

Barrage from 10 seconds to 15 seconds, and reduced the damage reduction the boss

gains during the Wolf Barrage (he will take more damage during the barrage than

previously).
Rigwald, the Wolven King, Lycius, Midnight's Howl and The Cursed King: Now

correctly kill most entities created during the fight on death, without killing

other monsters.
Promenade: The Blackguard Tempest unique monsters have a longer cast time for their

Lightning Thorns skill. This is to give players an opportunity to stop attacking.
The Goddess of Justice: Now uses her warp ability more conditionally.
Guardian of the Vault: Now uses his Hide ability less frequently.
It That Fell: Now uses his Hide ability much less frequently.
Monsters that use Blinding Gaze in maps now use it much more quickly.
Porcupine Goliaths in maps now have a 70% chance to release spikes on death (down

from 100%).
Bog and Arid Lake: Defeating the map boss while it is enraged is now more

rewarding.
Added 15 Grandmasters to the Hall of Grandmasters and replaced 2 existing

Grandmasters with updated versions. Balance changes to charges, ailments, damage

over time and pierce have been propagated out to the Grandmasters. Several

Grandmasters have been adjusted as a result of these balance changes.
Temple: The portals in the boss room no longer have massive hitboxes that extend

far beyond the portals themselves.
Mesa: The location where players appear in the boss room has been moved farther

away from the exit. The boss has been moved slightly farther away to prevent

players from accidentally engaging the boss from this new spot.
Burial Chambers: The boss's cauldrons have been moved farther away from each other.
Further balanced the monster density of end-game maps. Some have been lowered and

some have been raised.
You can no longer appear in the middle of a pack of monsters on a fresh Barrows

map.
The Quay map has been renamed Port.
 
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Zana League Mods Available During 3.0.0:
Level 2: Onslaught (costs 2 Chaos Orbs): Monsters have 20% increased attack and

cast speed, 20% increased quantity of items found.
Level 3: Bloodlines (costs 3 Chaos Orbs): Magic monster packs each have a

Bloodlines mod, 25% more Magic monsters, 20% increased quantity of items found.
Level 4: Beyond (costs 3 Chaos Orbs): Slaying enemies close together can attract

monsters from Beyond, 20% increased quantity of items found.
Level 5: Ambush (costs 4 Chaos Orbs): Areas contain 3 extra Strongboxes.
Level 6: Perandus (costs 4 Chaos Orbs): Areas contain 3 extra Perandus chests, and

there's a chance for Cadiro Perandus to appear.
Level 7: Nemesis (costs 5 Chaos Orbs): Rare monsters each have a Nemesis mod, 50%

more Rare monsters, 20% increased quantity of items found.
Level 8: Breach (costs 6 Chaos Orbs): Areas contain 2 extra Breaches.

PvP Balance:
PvP premade characters have been updated to work with the current Passive Skill

Tree.
Skills linked to Cast While Channeling now do 70% less damage in PvP.
Scorching Ray now assumes a cast time of 4 seconds for calculating damage in PvP,

down from 30 seconds. This will result in significantly reduced damage in PvP.

World Balance:
A Waypoint has been added to The Solaris Temple Level 1.
The Waypoint in Chamber of Sins Level 2 has been moved to Chamber of Sins Level 1.
The Waypoint in The Marketplace has been moved near Marceus the Defaced.
The Waypoint in The Ebony Barracks has been moved closer to the entrance to the

sewers.
Blackguards and Ribbons in the Battlefront now fight each other.
The exit portal in Piety's boss room in Lunaris Temple Level 2 now stay active

until you have engaged Piety.
Several Prophecies have been updated to work with monsters introduced in The Fall

of Oriath.
Increased the likelihood that the Prophecy 'Ambitious Bandit I' would trigger in

Act II areas.
The Vaal Side Area in the Battlefront will no longer spawn within sight of the

waypoint.
Reduced the number of monsters that appear in the Dried Lake.

Bug Fixes:
Fixed a bug related to the behaviour of the Bonespire Talisman monster effect when

you leave and re-enter its vicinity.
Fixed a bug where cloned characters (via Blink/Mirror arrow for example) would only

have one cloned pet rather than two.
Fixed a bug where gems transformed into Totems/Traps/Mines would not highlight the

correct Support Gems when hovered over.
Fixed a bug where map bosses that are already possessed occasionally showed the

Tormented Spirit as you enter the arena.
Fixed a bug where monsters could turn to face a nearby chest when taunting.
Fixed a bug where some looping sounds would occasionally not play.
Fixed a bug where attempting to drop an item with a cosmetic skin would ask if you

wanted to destroy it, when that wouldn't actually occur due to the presence of the

skin.
Fixed rounding issues with Support Gem mana cost multipliers. You can no longer

influence the final result by putting the gems in a different order.
Fixed bugs where some on-kill Prophecies would trigger when player minions die.
Fixed a bug where Blink and Mirror arrow clones would have Energy Shield protecting

their life if your Energy Shield was actually protecting your mana.
Fixed an evasion sync bug that could occur with Blade Flurry.
Fixed various display bugs that could occur if you left and rejoined the Rigwald

encounter.
Fixed desync that could occur in Pit Fights.
Fixed a bug where PvP-only characters could get bandit reward books stuck in their

inventory.
Fixed a bug where the name of certain Russian players was not correct on the

overlay map.
Fixed a bug where a character's name on the social screen can clip into the

level/class display.
Fixed a bug where the Gloom Wings microtransaction behaved incorrectly on the

Ranger and Duelist.
Fixed typos in several story glyphs.
Fixed numerous typos and formatting issues across Brazillian Portuguese, Russian,

Thai, and English texts.
Fixed a bug where the unique jewel The Vigil would grant Fortify to nearby allies

from any source of Fortify, not just Vigilant Strike.
Fixed a bug where the unique body armour The Covenant would cause spontaneous hair

growth or a severe case of having-no-face when combined with certain

Microtransactions on the Witch and Scion.
Fixed a bug where removing Headhunter would not remove the buffs being granted by

Headhunter.
Fixed a bug where Skeleton Beasts in the Library would be off-centre on their

plinths.
Fixed a bug where monsters could spawn outside of the walkable terrain in some

areas.
Fixed the spelling of Ezomyte on the Ezomyte Shell fish hook.
Fixed a bug where Rek'tar, the Breaker would use the incorrect idle animation.
Fixed a bug that would cause some of the dart traps in the Labyrinth to misfire.
Fixed a bug where bodies would spawn embedded in the stairs leading to Piety's boss

room in the Temple of Lunaris.
Fixed a bug where Fireball's audio would not play at very close distances.
Fixed a bug where Jikeji would play its death audio too loudly.
Fixed a bug where items could fall into inaccessible areas in the Vault map.
Fixed a bug where you could potentially lock out the ability to obtain prophecies

on a character.
Fixed a bug which prevented Ambrosia in the Cavern of Anger from using her Fireball

and Firestorm skills.
Fixed a bug which prevented your language settings from appropriately placing you

into a chat channel.
Fixed a bug where certain guild tag text colours appeared incorrectly.
Fixed an exploit where vendor inventories could be predictably repeated by

deleveling a character.
Fixed a bug where non-monster entities could in some cases potentially use the

wrong level value when calculating damage.
Fixed a bug where you could take an unconnected passive point.
Fixed a bug where more than the allowed number of players could spectate a PvP

match.
Fixed a bug where you could force other players into a PvP match.
Fixed a bug on the Mao Kun map which caused items to be generated at the wrong

level.
Fixed a bug where clicking parts of the master crafting bench windows would close

the window and cause your character to move.
Fixed a bug where allocating and then unallocating Eldritch Battery would cause the

UI to display the wrong Energy Shield value.
Fixed a bug where skills that dealt chaos damage over time would add their damage

over time values to any Decay they also applied.
Fixed a bug where certain buffs from Tempests would cause the player to have

extremely high or low values on some stats.
Fixed a bug where the Item Requirements reminder on the passive skill tree would

ignore the Reduced Attribute Requirements from Atziri's Foible.
Fixed several interactions with The Perfect Form, Arctic Armour and other sources

of mana reservation that could cause incorrect behaviour.
Fixed a possible source of desync with Blink Arrow and Mirror Arrow.
Fixed multiple bugs around changing screen resolutions and windowed/full-screen

modes.
Fixed a bug where sources of increased Golem Maximum Life were not taken into

account when showing minion life values.
Fixed a client crash that could occur when post-processing was turned off and a

breach was activated for computers with AMD processors and video cards.
Fixed a bug where stats with the "while stationary" condition would erroneously

stay active in certain cases while using Cyclone.
Fixed a bug that prevented Tolman from screaming when entering the Crematorium.
Fixed a bug where Flame Surge was not being affected by some modifiers to Area of

Effect.
Fixed a bug where Righteous Fire could snapshot the effects of Concentrated Effect

and increases to area damage.
Fixed a bug where, on the character select screen, the Join button for races would

not be greyed out if you were at your maximum character capacity.
Fixed a bug where you could be disconnected from chat channels that were full while

changing areas.
Fixed a bug where Essence monoliths would fail to spawn when an area's monsters had

been overridden.
Fixed a bug where a character with an expired name could cause bad interactions

with other characters that use that name.
Fixed a bug where a returning projectile could sometimes incorrectly hit a monster

more times than it was allowed to.
Fixed a bug where placing a Lightning Warp remote mine could prevent you from

interacting with NPCs.
Fixed a bug where Ichimonji could prevent you from being affected by your own

Consecrated Ground.
Fixed a bug which prevented The Baron from properly leeching to your Energy Shield

if you had Ghost Reaver.
Fixed a bug where Berek's Respite could cause you to be shocked with an infinite

duration.
Fixed a bug where killing a monster which changed teams on death with an Ignite

could cause it to die and grant experience twice.
Fixed a bug which could cause the Phoenix map boss to be locked in place.
Fixed a bug where sources of Ignite/Shock Nearby Enemies on Kill could cause those

ailments to persist indefinitely.
Fixed a bug where Wild Strike's lightning could chain to enemies farther away that

it was meant to.
Fixed a bug where Fairgraves in the Mao Kun map would kill monsters in Essence

Monoliths and others that he was not meant to. Shame on you, Fairgraves.
Fixed a bug where Lightning Warp would sometimes not play an effect or would make

the player character become invisible if triggered from Cast while Channelling

Support.
Fixed the ordering of some stats in the Character panel.
Fixed a bug where some attack-only stats would show for spells in the Character

panel.
Fixed a bug where some enemies had small amounts of chaos resistance when they

weren't meant to.
Fixed a bug where channeled spells supported by Cast while Channeling would say

'You cannot Cast this Spell directly' when you could.
Fixed a bug where some Mesa maps could generate with broken layouts.
Fixed a bug where unequipping then re-equipping a Righteous Fire gem while

Righteous Fire was active would cause the visual effect to disappear, despite the

damage persisting.
Fixed a bug where skills would not correctly convert damage when the total amount

of damage being converted exceeded 100%.
You can no longer wander into Oyun's cages in Highgate.
 
Hab die heute Morgen vor der Arbeit überflogen, krass was da alles im Patch drin ist!

Vor allem wer die Beta nicht kennt wird viel neues kennenlernen. ;)
 
Ne das war's @nik ;) Siehst ja wie kurz Teil 3 im Vergleich zu den vorherigen ist.
Ja es ist viel passiert mit dem Patch. Deswegen auch 3.0.0 statt z.b. 2.6.1 oder 2.7 :) Jetzt kann jeder überlegen was er spielen wird ;) Ich warte auf ein Update von den ganzen Tools (Lootfilter, Path of Building, poeplanner.com etc.).

Btw stehen die Harbinger Support Packs noch aus.
 
Denke mal die Supporterpacks kommen Morgen, ich denke mal die sind Blau vom Style her... :D

Naja, nette MTX für Waffen, Umhang... Mal schauen.
 
meeh, ich mache das wie in d3. ich lese kein patchnotes sondern nerve euch dann :D *scherz*. habe immer alles in d3 auf mich zukommen lassen :D

Reduced the number of monsters that appear in the Dried Lake.
menno
 
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Dried Lake Akt 4 dürfte ab Freitag kein Farmgebiet mehr sein... ;)

Könnte aber in Akt 9 wieder sein, wobei wohl eher ein Akt 10 Gebiet? Wir werden sehen.
 
Mich juckt Storm Burst als Skill sehr in den Fingern. Hat jemand eine Idee, wie man das mit als Crit-Inquisitor und Totems kombinieren könnte?

Channelling sollte mit Totems ja gehen, da diese auch mit Flameblast umgehen können.

Ohne Totems wäre mir das als HC-Build zu heikel, ka, wie oft mein Storm Call Inquisitor damals gestorben ist...
 
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Esox Lucius schrieb:
Komme in Kürze darauf zurück.

Nur als Info, man kann Dein Profil nicht sehen, nimm mal die Privacy Settings Häkchen raus (Overview --> Privacy Settings unten rechts) ;).

Ansonsten gerne Fragen zum Char, Skillung etc. :)

ChrisM schrieb:
Mich juckt Storm Burst als Skill sehr in den Fingern.

Mich auch! :D

ChrisM schrieb:
Channelling sollte mit Totems ja gehen, da diese auch mit Flameblast umgehen können.

Sollten funzen, denke mal die Storm Burst Kugeln fliegen so lange weiter, bis ein Gegner in Reichweite ist, und explodieren dann automatisch. :confused_alt:
_____________________________________

Starterbuilds für 3.0, falls noch jemand unentschlossen ist ;):

https://www.youtube.com/watch?v=bGkRgabUMBQ
 
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Falls ihr vorhabt in den ersten Tagen intensiv zu spielen und sich einen Berg von Currency zu erarbeiten empfehle ich das Uber Lab zu Farmen. Als Jugger ghet das mit billigen Rares. Entweder Warchief oder EQ/Sunder.
 
Bin immer noch absolut unschlüssig bzgl. Build, schwanke noch zwischen Blade Flurry, Ice Crash und Sunder. Storm Burst wird gechannelt, oder? Da bin ich nicht so ein Fan von.

Fragen zum Sunder:

Spielt sich Sunder im Mid-/Endgame flüssig/schnell? Sprich rennt man rum und castet/haut gleichzeitig oder muss man immer stehen bleiben?

Ist das ausschliesslich ein League-Starter-Build oder auch endgametauglich?
 
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