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    Path of Exile Questions Thread - July 26, 2021

    Path of Exile Questions Thread - July 26, 2021


    Questions Thread - July 26, 2021

    Posted: 25 Jul 2021 05:00 PM PDT

    Questions Thread

    This is a general question thread on. You can find the previous question threads here.

    Remember to check the wiki first.

    You can also ask questions in any of the questions channels under the "help" category in our official Discord.

    The idea is for anyone to be able to ask anything related to PoE:

    • New player questions
    • Mechanics
    • Build Advice
    • League related questions
    • Trading
    • Endgame
    • Price checks
    • Etc.

    No question is too big or too small!

    We encourage experienced players to sort this thread by new.

    We'd like to thank those who answered questions in the last thread! You guys are the best.

    submitted by /u/AutoModerator
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    Alkaizerx's take on what Reddit players want in Path of Exile

    Posted: 26 Jul 2021 07:51 AM PDT

    And in today's top news....

    Posted: 26 Jul 2021 06:52 AM PDT

    Raiz take on redditors - "GGG doesn't want you around, they want you to leave"

    Posted: 26 Jul 2021 01:26 AM PDT

    Trigger mechanics costing mana is complete nonsense

    Posted: 26 Jul 2021 06:31 AM PDT

    A trigger is a condition. The "normal" condition is using mana and cast time to use a spell.

    When i trigger a spell with (most commonly) Cast on Crit or Cast while Channeling i effectively turn a 6L into a 4L (Attack/Channel skill + Trigger support gem) to remove the mana cost and need for cast speed. Thats a tradeoff.

    CoC builds needing Attack + Spell crit is a tradeoff.

    CwC builds having a hard limit on cast speed is a tradeoff.

    Needing a very rare modifier + other good modifiers, making it very rare/expensive (or wasting an entire slot for one good mod + one crafted mod) was the tradeoff for curse rings.

    Why was this entire thing nerfed into the ground? My roughly 500ex value legacy gear level 95 assassin in standard is having a hard time proccing CoC because im just out of mana. I cant even shield charge twice in a row because its linked to CoC Ice Nova.

    Its day 3 and Cospri's Malice is 10c. FFS

    submitted by /u/A_Erthur
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    What We're Working On

    Posted: 25 Jul 2021 09:15 PM PDT

    Over the weekend, we launched Path of Exile: Expedition! We've been really enjoying watching the community play through the new content and conquer the challenges that lie within. We have deployed many hotfixes and a restartless 3.15.0b patch so far, and have more coming! This post provides more details.

    A lot of players have tried to derive our player concurrency numbers based on the data shown for Steam users, and have expressed concern that fewer people played this expansion than the previous two. To be transparent, the number is that 23% fewer players joined us at launch compared to our all-time record, and this is something we were prepared for. In addition to the normal variance between releases, we completely understand that Path of Exile had a lot of changes in 3.15 and this is definitely unnerving to some players. Thank you to everyone who has tried it out so far. We're really enjoying reading about your experiences playing with the recent changes.

    Since release, we have released the following patches:

    3.15.0 Hotfix 1

    • Applied a tentative fix to a new graphical T-posing issue.
    • Fixed various instance crashes.

    3.15.0 Hotfix 2

    • The Reaper created by the new Summon Reaper skill gem now has better survivability at all levels.
    • Fixed a bug where the bleeding damage modifier on Summon Reaper wasn't applying.
    • Fixed a bug where The Reaper would sometimes try to consume non-minions.
    • Fixed a bug where Boneshatter's self hit didn't trigger when-hit events.
    • Fixed a bug where Unearthed Zombies could be revived by Necromancers into a broken state.

    3.15.0 Hotfix 3

    • Allowed Expedition Vendor Reroll currency items to drop from Excavated Chests as well as Runic Monsters.
    • Fixed an exploit where PvP-only characters could try to buy items from the Expedition vendors.
    • Fixed an instance crash related to Instilling Orbs.

    3.15.0 Hotfix 4:

    • Fixed a bug where some instilled flask mods could remove grace period when entering new areas.
    • Fixed an instance crash.

    3.15.0 Hotfix 5:

    • Fixed a client crash that could occur when using Forbidden Rite.
    • Fixed an instance crash related to Lion's Roar.

    3.15.0b (from earlier today):

    • Applied another tentative fix for the graphical T-posing issue.
    • Fixed a bug where Divergent Eye of Winter did not have a description for its alternate quality effect.
    • Fixed a bug where non-unique Iron Flasks were not dropping.
    • Fixed a bug where you could not sell items to Tane in Tane's Laboratory.
    • Fixed a bug where mini life bars were not shown for allies on full health.
    • Fixed a bug where the audio for player footsteps was too loud.

    Soon:

    • Added the missing affix name for the "Chance to avoid being Stunned during Flask Effect" mod.
    • Added display for quantities of Expedition Currency in vendor windows.
    • Fixed a bug where the art for Alternate-art Flasks was not displaying
    • Fixed a bug where the labels for Delve Chests and Azurite were not displaying.
    • Fixed a bug where Skin of the Loyal was unable to roll blue sockets.
    • Fixed a bug where gaining or losing modifiers that change the effect of Freeze on you, such as from an Aquamarine Flask, would not immediately update the effect that pre-existing freezes were having on you.

    So far today we have been discussing a variety of community feedback and have either explanations or changes planned for a number of topics, which are listed below. Please note that this is not a complete list yet - we're still discussing many other topics but this is the set we are ready to talk about. We'd much rather get this first post out now rather than wait for it to be an exhaustive list.

    Can the Merchant Vendor Windows show you how many Runed Artifacts you have?

    Yes, we are working on making it so that the vendor window displays how many artifacts of the relevant type you have available for trading with the Expedition merchants. We'll release this feature as soon as it's ready (but it may be a few days).

    Expedition Vendor Refresh Currency is too Rare!

    The team are discussing increasing the rate that you find vendor reroll currency items for Rog, Tujen and Dannig. Gwennen's was already 4x as high as the others and is in a good place. We'll probably have a value for this decided by tomorrow.

    Also, we are discussing increasing the stack sizes of vendor reroll currency items and all Expedition currency in higher maps. This should make playing in hard maps more rewarding than trying to farm specific campaign areas.

    Were the Mana Cost Multiplier changes on Support Gems too Extreme?

    Yes, they were too extreme. Based on feedback and data, we are reviewing the mana cost multipliers again and will be reducing many (but not all) of them. While this will ease the impact on your mana by a moderate amount, the goal is still that mana matters a lot more than it did before.

    Are there any Changes coming to Ailment or Curse Immunity?

    Ailment Immunity granted by flasks is being increased from 1 second to 4 seconds. Staunching Flasks will make you immune to Corrupted Blood, if they remove Corrupted Blood from you. Arctic Armour will grant Freeze Immunity. Aquamarine Flask is being buffed from 40% to 60% freeze reduction. The map mods that curse the player no longer apply the curses with increased effect.

    I hate Goatmen. Tell me some good news.

    We're nerfing Goatman Leap Slams and Molten Shells in the late game.

    Why does Expedition have Twenty types of Currency?

    We thought it would be helpful to explain how we ended up with so many currency items in Expedition:

    • Each of the four vendors needs their own type of currency. If we had one unified currency that works across all vendors, then the correct behaviour would be to determine which of the vendors technically has the best expected value, and to spend all of your currency with them. As it stands, there's incentive to use each of the different novel trade methods and not ignore any.
    • Each of the vendors needs several tiers of currency. We experimented with just one tier internally, but this basically became a gold system. By having multiple tiers that do different things and have uncertain exchange rates between them, we get all the advantages of Path of Exile's currency system and avoid the dangers that having gold would cause. Here's a very old news post from over 10 years ago that describes our philosophy here!
    • Each of the vendors has a separate currency for rerolling their inventory that differs from the ones that you spend buying things from them. This is intentionally different so that you have competing scarcity - sometimes rerolls bottleneck you and sometimes purchasing items does. Again, trying to prevent the bad consequences of having something similar to gold.
    • Dannig exchanges his artifacts for ones from other vendors, giving you a limited ability to smooth out temporary shortages in currency availability. Also, all the vendors will wait for you if you have to go and come back with currency later.

    This results in twenty currency items for use at the vendors, which does feel like a lot. However, because you can immediately stash them into the Expedition Locker after an encounter, the variety of currency types doesn't really cause additional inconvenience. Regardless of whether we had one type, four types or twenty types, you'd still have to pick up a few items and stash them.

    We feel that the gameplay benefits described above (plus the ability to immediately stash them in the field) justify the number of currency items that the league uses. Having said that, we hear you. There are too many types of splinters in Path of Exile. We will be mindful of this for the design of future releases.

    Where is the Mystery Box?

    We expect to release it tomorrow morning! It's slightly late this cycle because one of our team members had a family emergency, but that's all resolved and everyone is fine.

    Quick PSA about how Remnants Work

    We quickly wanted to clarify this because some players misunderstood it. Sorry for not being more clear!

    Remnants are detonated in a sequence (as your chain of explosives reaches them). When one is detonated, its effects apply to the monsters unearthed by that blast and all subsequent blasts. This is one of the things you need to consider strategically while planning where to place the explosives. You do not need to wait until all explosives have gone off before you start fighting the monsters.

    There are many more topics that we are going through that our discussions haven't reached yet. In the interests of communication, this post represents where we're up to so far. We felt it was better to post this now rather than wait a few days until everything has been discussed. We'll let you know as we decide more stuff on other topics. Thanks for the ongoing feedback!

    submitted by /u/chris_wilson
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    Monsters should never be immune. 90% resistances reduction? Sure. But immune?

    Posted: 26 Jul 2021 07:49 AM PDT

    If players can't be immune to damage indefinitely then neither should monsters. Having a portion of league content inaccessible by design when it's already pretty unrewarding is not cool.

    Give what monsters are currently immune a loreweave-like 90% resistance status (and make the same for divine shrines).

    submitted by /u/-Dargs
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    If Arctic Armour Grants Freeze immunity, then why not add Shock mitigation to Tempest shield and Ignite mitigation to molten shell?

    Posted: 26 Jul 2021 06:00 AM PDT

    Infact i feel like there are quite a lot of thematic offerings you could add with the blue(lightning), green(cold), red(fire) and it's related skills/attribute.

    Maybe even something with charges, if discharge can use charges to deal X-type damage, maybe we could have something that uses charges to mitigate X-type ailment/damage.

    edit: I mentioned mitigation not immunity, just something defensive that's alligned with charge/colour type. Obviously different skills have different investment costs so there would need to be appropriate mitigation for it.

    submitted by /u/emiracles
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    Crafted a true meme jewel with Rog, a rare jewel with ZERO mods.

    Posted: 26 Jul 2021 11:10 AM PDT

    PoE 3.15 aka Mathil saves the game from casuals masquerading as HC players.

    Posted: 26 Jul 2021 09:41 AM PDT

    It's honestly been the best part of the league and I hope he stays HCSSF for the entire 3 months just to force these men to play with honor. They'll thank him for it later after they have finally gotten good.

    submitted by /u/Juggs_gotcha
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    Stop with the garbage after-death effects that trigger upwards of 7-10+ seconds later

    Posted: 26 Jul 2021 09:51 AM PDT

    Just randomly died at least 7 seconds after killing a super low level Maven encounter (3 bosses)...

    Killed everything, looked around didn't notice anything... looted everything... looked at my other monitor quick... looked back and I was still alive.

    Walked up to the center thing to pick points and while half done reading them, I got killed. I took me at least 7-10+ seconds to do all of that if not more.

    The fact that something existed on the map that long to kill me after everything was dead is unacceptable. This is a great example of shit that is pushing people away from this game (including myself who has 5900+ hours in steam alone).

    Don't get me wrong, I don't mind difficult gameplay. I think many of the new changes are actually pretty fun in this league (3.15)... But it has never been fun and will never be fun to die WAY after the enemies have all been killed by stuff that crawls/floats around the map looking to kill you...

    FYI, this issue is 100x worse for minion builds.

    submitted by /u/LogitUndone
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    I think a lot of people misunderstand how and why the PoE meta became what it is.

    Posted: 26 Jul 2021 05:03 AM PDT

    PoE only became so zoom zoom in the first place because GGG wanted to avoid intruding on player freedom

    GGG never set out to make a game where the goal was just to have things get faster and faster over time.

    Their primary objective from the start was to provide an unbridled amount of freedom relative to other ARPGs on the market.

    Hence the insanely huge skill tree that made most people shit themselves the first time they saw it and the lack of any real limiters on a lot of skills for most of PoE's lifespan. GGG used to put out "build of the week" videos, and they would frequently express astonishment at the kind of wacky shit the community came up with. Over time, this meant players made more and more powerful builds as they started to understand the game better.

    A ton of the game's biggest strengths and weaknesses have come out of that core design philosophy. For example, players having a ton of freedom when it comes to attack speed/cast speed is one of the primary reasons why performance has been such a difficult thing to rein in. A game like D3 has an easier time with that because they very tightly control how crazy a character can get in that game. They even have BiS sets designed specifically to have players play the way they intend. You don't "make" a build in D3, so much as choose one that the devs lay out for you.

    That freedom also came with a price. Freedom to create such crazy things also meant giving players the freedom to fail, which is something that a lot of devs are very afraid of doing in modern game design. It's very hard to create a truly bad character in many games, but PoE definitely isn't one of those and has never advertised itself to suggest otherwise.

    Again, that focus on freedom is also why the leagues were designed the way they were for so long. Right now, there are a lot of players who are upset that we're getting so many nerfs when so many of the league mechanics are designed around speed. That's a fair enough argument, but you have to understand why they were made like that in the first place.

    The speed requirements came about primarily because players were achieving levels of power that kept getting more and more ridiculous, as GGG added more mechanics that gave players more and more options to build ever more insane characters. At some point, the devs realized that that the only real way to challenge anyone anymore was to either force them to clear faster or to kill them faster -- leading to the one-shot or get one-shot meta that has become more and more contentious over the last 2 years or so. Remember, the point of a league is not just finding new ways to give players more loot, but also new ways of challenging them.

    I think at some point, the devs realized this was a dead-end design-wise. There was nowhere else to go from one-shot or get one-shot, which is why they're doing the unpopular thing and pulling the reins back on player power before PoE 2 launches, so they have time to test/tweak things, and players have more time to adjust VS just getting a huge shock with PoE 2. The #1 comment I saw on PoE 2 videos was that people liked the pace of the combat in those gameplay previews and hoped it wouldn't just devolve back into the "one-shot everything 2 screens away before you get one-shot" meta that PoE 1 is now. I'd imagine GGG noticed that as well.

    So, no, they're not making these changes to spite you, and they're not betraying you by backpedaling on some vision of the game they never had to begin with. They only let the game get that way in the first place because they didn't want to tell players what they could and couldn't do.

    They're making these changes, so that they can continue to design interesting challenges down the road without having to introduce a ton of hard limiters to player freedom like most other ARPGs do because that would actually go against their core design philosophy.

    The game is probably going to be in a slightly awkward spot for the next few leagues as a result, but I can almost guarantee that PoE 2's going to be in a lot better shape because of it. This isn't just going to end at bringing player power down either. They said themselves this is going to be an incremental process, so once they feel that stuff's in a good spot, I can almost guarantee their next step is to look at monster power, league mechanics, etc.

    If that makes you not want to play for the next little while, that's perfectly understandable, but I think it's important to understand the history of how/why things got the way they are now, and why they think it's important to shift gears now when they still have time before PoE 2 drops.

    submitted by /u/moal09
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    Some say GGG doesn't care about player counts. Yet...

    Posted: 26 Jul 2021 05:05 AM PDT

    Game update stole my Exalted

    Posted: 26 Jul 2021 03:27 AM PDT

    Path of Building Community v2.5.0: 3.15 Skill Gems

    Posted: 25 Jul 2021 09:58 PM PDT

    Announcement

    3.15 Skill gems update with pretty much full support for all the gems.

    Sorry for being a little slow on getting these out. I encountered some technical issues yesterday where my PC would just constantly shut down after 30 -60 mins. It corrupted a bunch of the code I was working on multiple times so I lost 3 or so hours of work and spent many more hours trying to fix it. Finally got it fixed earlier today with a bios reset.

    If you find a bug, make a report on our GitHub page here: https://github.com/PathOfBuildingCommunity/PathOfBuilding/issues/new/choose

    Changes

    • Add full support for new 3.15 Skill Gems ( LocalIdentity ) ( ifnjeff ) ( tcid )
      • Absolution
      • Behead Support
      • Boneshatter
      • Defiance Banner
      • Explosive Concoction
      • Eye of Winter
      • Forbidden Rite
      • Manabond
      • Rage Vortex
      • Shield Crush
      • Spectral Helix
      • Storm Rain
      • Summon Reaper
      • Voltaxic Burst
    • Add partial support for new 3.15 Skill Gems
      • Ambush
      • Battlemage's Cry
      • Blade Trap
      • Earthbreaker Support
      • Focused Ballista Support
    • Update enchantments with 3.15 changes ( Nostrademous ) ( LocalIdentity )
    • Update item mods to 3.15 stats ( LocalIdentity )
    • Update minions with 3.15 changes ( LocalIdentity )
    • Update Pantheons with 3.15 changes ( Nostrademous )
    • Add new item bases ( Wires77 )
    • Add support for Timeless jewel edits to persist when updating to a new tree version ( Wires77 )
    • Add documentation for colour codes to the Notes tab ( Wires77 )
    • Update poison damage tooltip from 20% to 30% ( pundm )
    • Fix Mana Reservation Rounding ( LocalIdentity )
    • Fix skills turned into mines not having reservation ( PJacek )
    • Fix for downloading tree data if missing ( Wires77 )
    • Fix triggered skills not showing the right mana cost ( LocalIdentity )
    • Fix Hexproof to be unaffected by curses, not immune ( Wires77 )
    • Fix level progress calculations ( ifnjeff )
    • Fix Anomalous Pride quality didn't increase "chance to bleed" ( Typepluto )
    • Fix Bladestorm to always bleeds in Blood Stance ( Wires77 )
    • Fix Hollow Palm Technique parsing ( Helyos96 )

    Resources

    If you'd like to spread the word about our project, link to our website:https://pathofbuilding.community/

    If you want to download our fork, head here: https://github.com/PathOfBuildingCommunity/PathOfBuilding/releases

    If you're interested in contributing to the fork, head here: https://github.com/PathOfBuildingCommunity/PathOfBuilding/blob/master/CONTRIBUTING.md

    submitted by /u/LocalIdentity1
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    Someone at GGG Must've Forgotten Monsters Have Six Times Less Bleed Scaling When Designing Reaper

    Posted: 26 Jul 2021 05:40 AM PDT

    So, PoB dropped, went to theorycrafting a Reaper build, and the first thing I notice is that the bleeding damage is pathetic. Went to check calculations, and what I find is that the bleeding only scales to 12% damage (as opposed to 70% with players). Now, I don't think this is a mistake on PoB, seeing as the wiki says 10% (was likely raised in Ultimatum and the wiki is outdated as always). And, well, it makes sense to do it like that so that players aren't taking 3k nearly-unavoidable phys DoT from any l84 white mob.

    What this does mean is: the Reaper does six times less damage than I thought it would, and honestly it's pretty pathetic for a minion that has 200% more Bleed damage baked in (aside from the 90% in the gem, it has additional modifiers on its skills themselves). I think that was an oversight on GGG's part in forgetting that minions use monster statuses and as such their bleeding scaling is as pathetic as it gets. As it stands, a level 31 six-linked Reaper does a third of the bleed damage of a Gladiator with some random 200 damage unique on a four-link.

    submitted by /u/MisterKaos
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    "We can't make these 20 splinters auto pickup because they can be traded"

    Posted: 25 Jul 2021 09:38 PM PDT

    Well.... make them non-tradable? I'm pretty sure the vast majority of the playerbase would give up being able to trade these for not having to pick them up.

    They don't need to be tradable.

    submitted by /u/Kaelran
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    Zizaran - "I don't feel heard in some of these changes."

    Posted: 26 Jul 2021 11:53 AM PDT

    Is it only me, or is everyone overreacting?

    Posted: 26 Jul 2021 05:32 AM PDT

    As a casual (in terms of not going for whatever's meta, min maxing everything etc) but long time player who does play a lot every league, this league seems... fine?
    Sure they nerfed things, but a lot of what they nerfed was pretty damn justified.

    Not that they can patch out everything that's broken, there are always going to be crazy things, but does really everyone feel butthurt when incredibly powerful/low investment stuff gets nerfed?
    I do agree, there are some weird ones that got the shaft for no real reason (why did inspiration got hit so hard?), but even still, there is no real difficulty in choosing almost any skill, and being able to do almost anything.

    The league mechanics is also just fine imho. The placing of it and the UI is better than most leagues. It's amusing to me how absolutely garbage harvest was but everyone loved that league because it was a massive powertrip. Even though this league works well mechanics wise, its not uber rewarding and so people seem to dislike it. I feel like everyone just wants candy.

    I quite enjoyed the mechanic, its well executed and designed, especially the logbooks. Its like a better blighted map. Less insanity and weirdness and clutter, but the same basic concept.

    Notable execption of course are the splinters. Nobody enjoys picking them up one by one and having half of the inventory filled with them. I have been suggesting since talisman that these type of league tokens should have a separate "free" inventory, that cant store anything else. I think the original intention of the inventory was to pick up equipment you want to identify or craft, and pick up currency, but anyhow, at least they made them vacuum into the artifact chest when you interact with the normal storage.

    Don't get me wrong, critique is fine, and there would be plenty they would need to shuffle around in terms of balance, but it does seem like people are just spoilt for power.

    submitted by /u/SimonMester
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    Chris Wilson getting back into the office on Monday

    Posted: 25 Jul 2021 03:21 PM PDT

    Arctic Armor changes is the "buffs" most players crave for more skills

    Posted: 26 Jul 2021 10:42 AM PDT

    I'm a big fan of this change. Arctic armor barely got any playtime (I know divergent version gets some though) because it's such an otherwise conditional skill.

    It giving freeze immunity is a perfect buff. Now the skill has more flavor and is actually worth using!

    I'm also a big fan of Dual Strike with might and influence. Sure it's an otherwise unplayed skill, but the effects of might and influence are interesting and unique, and potentially worth building around. But if I was GGG, I'd give it the SST treatment and incorporate Might and Influence straight into the gem.

    submitted by /u/Asteroth555
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    Interview w/ Senior GGG Developer on Expedition League

    Posted: 25 Jul 2021 08:20 PM PDT

    The king is dead long live the king

    Posted: 26 Jul 2021 01:59 AM PDT

    Reaper feedback from current Top1 SSFHC Necromancer

    Posted: 25 Jul 2021 10:58 PM PDT

    yo. sorry for self centered title, wanted to give some context to my experiences with summon reaper so far. I played summon reaper exclusively since the league's release - https://www.pathofexile.com/account/view-profile/Luluguy/characters - and im currently level 92 in the SSFHC expedition league. i have just finished an 18h play session so instead of structuring the post properly i'll do it nietzsche style

    1. reaper is clunky due to very high cast time
    currently it takes me 0.91 second to command reaper to attack. it's yet another downside on top of dozen other downsides of the reaper. ordering him should either be made much quicker or even instant to make gameplay fun and not miserable.

    2. reaper feels like it was supposed to arrive with another gem/tree rework that hasn't yet happened
    the gem really wants us to scale him with bleeding, yet it's not really doable. vulnerability, alt gems for bleed chance, skellies with knockback, yeah - no matter how much you try, his bleed sucks.

    3. lack of logical sequence of reapers minion consumption makes him very clunky to play.
    It seems to be random, to me atleast. Once every five minutes she will eat my carrion golem, and since it's unpredictable and rare I usually notice some time later only.

    4. fun factor - she doesn't really fullfill the "one man army" fantasy at all.
    past early-mid game reaper falls off and requires you to think very, very hard how to even achieve any sort of acceptable clear. How far did it push me? Im running impale on her, on skeletons, dread banner with generosity and steel skill for call of steel ability. all of this to have some kind of way to clear. that's impale scaling though, not bleed hehe

    5. fun point - she gets weird and u might like it
    https://www.youtube.com/watch?v=2cEam7ueSLk - since ordering the reaper to dash is a separate spell from summoning her, it can be used on a trap or even spell totem. actually, it seems u can have 6l reaper and a 2l reaper + spell totem setup, and the totem will command ur reaper to do the dashes.

    6. right now her numbers just overall seem too weak
    unless some godgamer theorycrafter proves me wrong (i actually would love it and I hope it happens lol)

    thanks for giving me a platform to share my views,
    piotr

    submitted by /u/wraafum
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    Inquisitor is down to an all time low 0,3% relative presence

    Posted: 26 Jul 2021 02:40 AM PDT

    The bald man felt the nerfs the most and he's in a worse position than ever.

    He got triple nerfed with the removal of Consecrated Ground base crit and his ailment immunity and with the nerf to Diamond Flasks. The crit route isn't a viable early league build anymore.

    Fanaticism is still a meme, that 4 second window is simply too short to keep a decent uptime on the buff and feels extremely clunky.

    Another playstyle which GGG is actively trying to push is the hybrid battlemage archetype. Battlemage's Cry in its current iteration feels underwhelming. The uptime on it is poor and with the limitation of the warcry only exerting 5 attacks it's optimal use is with slow, hard hitting attacks. It could've been an Aura, something like Battlemage's Presence and Inquis could've got reduced reservation for it on one of it's Ascendancy notables. That way it would be usable even with fast hitting attacks.

    submitted by /u/Sad_Bad_Lad
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    Magefist thoughts about expedition

    Posted: 26 Jul 2021 06:43 AM PDT

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