Path of Exile What We're Working On |
Posted: 27 Oct 2021 01:35 PM PDT A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/238960/announcements/detail/3105788446453622698]here[/url]. |
Posted: 27 Oct 2021 01:35 PM PDT We're just under one week from the launch of Path of Exile: Scourge and have been closely monitoring feedback ever since. We've deployed a number of hotfixes including the most recent {LINK REMOVED} and wanted to let you know what else was on our radar. Here are the patches so far: 3.16.0 Hotfix 1
Scourge Improvements
Standard Map conversion Currently, if you have maps in your old tab that, upon upgrading, turn into another map that you don't have enough room for, the entire tab upgrade fails. We will improve this system so that overflowed maps are given to you in a remove-only tab. This will mean the rest of the conversion will work as intended. We can't give a specific timeline on this just yet but it's a priority to resolve this before 3.17 launches and hopefully much sooner than that. Ballista Totems There is a bug where Ballistas used via Totem Support only have -45% damage taken instead of -80%. This will be fixed in an upcoming patch. Crash with Explosive Arrow Triggering Summon Phantasms We are aware of this and will fix it in an upcoming patch. Elemental Overload There is an issue where Traps, Mines and Totems currently have no way to take advantage of Elemental Overload. Also, Cremation currently doesn't activate Elemental Overload. We have a change for this on the way. Separately, there is another issue where Elemental Overload is not reflected on the tooltip for DPS. This will also be fixed. Scourge Feedback We've been monitoring all feedback related to Scourge and have a few improvements coming which we will outline below. We are aware that the bulk of players' feedback around Scourge revolves around the rewards it provides. We don't have any updates to provide regarding this but we are reviewing the feedback and discussing it. Some players have reported that it's not obvious enough when the Blood Crucible is full. We're making both the sound effect and visual effect more obvious to help with this. We're looking at updating two of the possible Scourge Map modifiers, specifically the "Only Shift into Nightmare on Killing a Rare or Unique Enemy" and "Shift on reaching Full Resource, Killing Enemies Drain Resource" modifiers. The former modifier implies that it is activated on every Rare or Unique kill, and will have its description updated as well as being changed to activate more frequently. The latter modifiers will be modified so that there is a slow Scourge Blood drain over time, so that there is still some time pressure for finding bosses while having a lower Blood drain from kills. Missing Patch Notes In our 3.16.0 Patch Notes, we unfortunately missed two notes: one related to armour-based shields and one related to the Veiled Modifier Damage Over Time Multiplier Bow Craft. Here is the missing patch note for armour-based shields. Problem: Tower Shields provide significantly more armour than the armour/evasion of other shield types, making them a no-brainer for non-crit Shield builds. Solutions: Reduced the armour provided by the top end shields, but raised the average defence of other shields so the difference in base defences isn't as extreme. Skills that scale off these stats will be rebalanced to account for these changes. Here is the missing patch note for the bow craft. Quivers now have additional tiers of Damage Over Time Multiplier. In order to be consistent with other item slots, bows now use one-hand Damage Over Time Multiplier values. We apologise that these patch notes were missed. We'll continue monitoring feedback around Path of Exile: Scourge and making adjustments where appropriate. Thanks so much for all of your support and feedback! |
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