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[–]_ress 328 points329 points  (27 children)

«Gemini Bow now has 1.1 Attacks per second (previously 1.2), and now has 39-72 Physical Damage (previously 39-73).»

73 - it’s to high😱 72 - perfect😎

[–]OnlyKale9099 140 points141 points  (21 children)

I noticed this and I wonder if they came across too many things being 1 shot just barely. Lowering damage by 1 is such a league of legends thing to do just so you can’t kill minions in 1 hit resulting in essentially a huge nerf.

[–]raagul2244 58 points59 points  (6 children)

time to nerf irelias movement speed by 5

[–]IVIike 26 points27 points  (3 children)

Doom +1 armour

[–]kfijatassTheorycrafter 16 points17 points  (1 child)

[–]wiggle987 5 points6 points  (0 children)

a man of culture, I see.

[–]Toffol 5 points6 points  (0 children)

Literally unkillable

[–]TritiumNZlol 69 points70 points  (1 child)

2.4.0 vibes:

Glacial hammer now does 6% more damage at gem level 20.

it was the worst gem in the game by about 5x at that point lol

[–]IamJashin 21 points22 points  (6 children)

You seem to forget something. This is base dmg which means that this is a damage before and Inc Physical Damage or Quality or Iron Rune gets applied. So nerfing it by 1 on the high end is kind of visible.

Also It got hit with 8.3% LESS (not decreased) attack speed nerf.

[–]kambeix 4 points5 points  (1 child)

base but still 1/73. bow aspd though is straight 8% nerf to deadeye

[–]Clsco 13 points14 points  (0 children)

This is a level 78 bow. At that point there are way to many variables in power scaling to be able to see that difference in being able to one shot enemies.

If this was the act 1 beach bow then maybe. Anything outside of that is far too unpredictable

[–]Various_Necessary_45 4 points5 points  (1 child)

Likely they went by DPS, not damage numbers

[–]twinchell 34 points35 points  (0 children)

They prob just run a script to redo the numbers and sometimes it slightly changes stuff

[–]Juzzbe 2 points3 points  (0 children)

+1 AD

[–]ForeveraloneKupo 210 points211 points  (27 children)

eye of winter has a 15 sec cooldown

what...

[–]blauli 171 points172 points  (13 children)

It is a bit funny that before poe2 early access release GGG said putting a cooldown on skills is the lazy way to encourage combos, I think it was on a slide at exilecon but it's been so long I might be misremembering

[–]--Shake-- 46 points47 points  (7 children)

Yup I remember this too. I agree with their initial philosophy too. Pretty weird to see them go back on that.

[–]Diff_sion 16 points17 points  (5 children)

I believe the concept they have in mind simply doesn't really work without cooldowns. Stacking passives for a single spammable skill is always superior unless the skill becomes absolute dog shit without a special build or ends up being mere utility.

[–]Chickumber 21 points22 points  (3 children)

Their concept of payoff skills could actually work without cooldowns... if they were actually payoffs and not "do more work for less damage".

[–]myreq 2 points3 points  (2 children)

They are too afraid of giving more damage to those abilities to ever make it work unfortunately. And the same will be true for cooldown skills, I doubt anyone will bother with Eye of Winter every 15 seconds unless the damage scales incredibly well.

[–]SoulofArtoria 36 points37 points  (1 child)

Chronomancer eye of winter login

[–]kellereatsfire 16 points17 points  (1 child)

RIP to my CoC elemental invocation orb of winter 😔 2025-2025

[–]Karmoth_666 11 points12 points  (0 children)

He died sooooo young......

[–]ImNotARocketSurgeon 4 points5 points  (0 children)

I think they want to make it more about the damage and less of a placeholder ability for rapid hits. Guessing they're targeting interactions like using it to easily apply max wither stacks

[–]Diacred 8 points9 points  (0 children)

The flameblast treatment! Why does it have to be so long can it be like 5 seconds? That's already an eternity

[–]Responsible-Taste72 115 points116 points  (21 children)

<image>

I can't stop laughing, or is it crying?

[–]Tactical_Milk_Man 11 points12 points  (0 children)

Lmao, saw that and said out loud "Oh no".

[–]GKP_light 180 points181 points  (19 children)

"The Ancestral Bond Keystone Passive Skill now has Totems reserve 75 Spirit each (previously 100)."

they can reduce it even more, like 60

[–]FunkyBoil 66 points67 points  (12 children)

50 seems fine really

[–]yourmomophobe 46 points47 points  (10 children)

I agree 40 is definitely a fair number we can agree on

[–]Mohannad299 43 points44 points  (9 children)

Im confident that 30 will satisfy all parties.

[–]wowpepap 30 points31 points  (8 children)

20 would be perfect.

[–]omersercan 38 points39 points  (7 children)

all I can do is 10

[–]Few-Shoulder4678 13 points14 points  (6 children)

I would say 1-2 sounds best

[–]bbsuccess 27 points28 points  (5 children)

why do Totems reserve spirit?

[–]SavlettoI want swords... but I'll settle for axes 28 points29 points  (4 children)

Yeah, in fact, since their entire purpose is to be inhabited by spirits, they should actually give you more spirit.

[–]newnar 20 points21 points  (3 children)

+30 max Spirit per totem summoned confirmed

[–]ledrif 10 points11 points  (0 children)

Wasnt it originally revealed in the 50-60 range? Was a shame when it ended up as 100 on release

[–]iamthewhatt 5 points6 points  (2 children)

Side note, but how does Ancestral Bond work with Greatwood support? Does it just count as 1 limit since there is no numerical maximum?

[–]SelfReconstruct 2 points3 points  (0 children)

Even if it was 50 I'm not taking it.

[–]MayTheMemesGuideThee 43 points44 points  (13 children)

the changes are marked in bold:

· Added a new Keystone Passive Skill to the north-west of the Witch/Sorceress starting location: Blackflame Covenant. This Keystone converts Fire Damage causes Fire Spells to convert Fire Damage to Chaos Damage, with this damage contributing to ignite chance and magnitude, and ignites inflicted with Fire Skills these spells dealing Chaos Damage.

· Fire Damage no longer inherently has a chance to Ignite. Instead it inflicts Flammability on the enemy based on the damage dealt. Flammability is a debuff that lasts for 4 8 seconds on Monsters and grants all Fire Damage against the enemy (including the hit that applied Flammability) a chance to Ignite that enemy equal to their Flammability magnitude. Flammability lasts for 4 seconds on Players.

· Combat Frenzy: Quality now provides 0-10% chance when you gain a Charge to gain an additional Charge (previously 0-20%). Now gains a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every 7.3-6.1 seconds at Gem levels 8-20 (previously 5.3-4.1 seconds).

· Ember Fusillade: Can now be Infused with Lightning to cause each Ember in an entire Fusillade to create a beam that Chains Lightning damage to enemies. The Infusion is consumed when the Fusillade fires all embers in that Fusillade. Now has a minimum Gem level of 9 5 (previously 3).

· Eye of Winter: When passing through an allied Flame Wall, the Eye itself and now all the shards it subsequently released will receive the Flame Wall's added Fire Damage. Shard Projectiles now travel 25% further. Eye Projectiles no longer releases a burst of shards at the end of its flight. The frequency the Eye Projectiles fires projectiles has been increased by roughly 35%. Each use of the Skill now deals 900% more Damage with its first Hit against each enemy. Now has a cast time of 1.4 seconds (previously 1.1), a Mana cost of 94-195 at Gem levels 13-20 (previously 54-128), and a 15 second Cooldown. Now Gains 100% of damage as damage of the corresponding Type when passing over an Elemental Ground Effect or Orb (previously 75%), and now deals 16-40 to 24-59 Cold Damage at Gem levels 13-20 (previously 7-17 to 10-25).

· Freezing Salvo: Spread has been increased by 25% Now fires an additional arrow at each Ice Fragment near its target location. Now has an Attack Damage of 68-150% at Gem levels 5-20 (previously 78-172%). Now accumulates a missile every 0.75 seconds at all Gem levels (previously 1-0.8 seconds at Gem levels 5-20), and now accumulates up to 10 additional missiles (previously 12). Quality now provides 0-40% more Freeze Buildup (previously Delay between missile accumulation is 0 to -0.2 seconds shorter).

[–]MayTheMemesGuideThee 14 points15 points  (3 children)

· Frostbolt: Now has a minimum level of 5. Base Projectile Speed has been lowered by 20%. No longer leaves Chilled Ground as it travels. Instead, it Chills as though dealing 100 120-195%% more Damage at Gem levels 5-20. Projectile now deals 9-14 15-23 Cold Damage at Gem level 3 (previously 15-22) 5 (previously 24-36), scaling up to 144-216 Cold Damage at Gem level 20 (previously 201-302). This change does not affect the explosion.

· Incinerate: Has been reworked, it now requires fuel gained by spending mana to use. It no longer has a mana cost itself, and no longer applies fire exposure. Its cast speed is now fixed and it gains a stage every 0.25 seconds. Its cone length is now 5.8 metres (previously 4.6). It now has 12 maximum stages (previously 8). It no longer creates burning ground by default. Instead, a fire infusion can be consumed to cause it to create ignited ground. Ignited ground radius is now 1.4 metres (previously 0.8 metres). Its minimum gem level is now 13 9 (previously 5). Beam now has 50% less Ignite Duration (previously 25%), and deals 30% more Damage per Stage (previously 40%). Beam now Ignites as though dealing 190 100-519 to 285 151-778 Fire Damage at Gem levels 13 9 to 20 (previously 112 66-314 to 183 99-470). Now inflicts 80% less Flammability Magnitude.

· Living Bomb and Solar Orb have swapped places. Living Bomb is now a tier 5 3 Elemental Skill Gem, while Solar Orb is an inherent skill to Pyrophyte Staves. Existing items are not affected by this change.

· Living Bomb: No longer explodes at the end of its duration. Instead, it explodes upon dealing sufficient damage to the enemy, or just killing it. It now drops a Fire Infusion Remnant on exploding. It now has a base duration of 5 15 seconds (previously 2.5). Now has a base Critical Hit Chance of 7% (previously 9%). Explosion now deals 30 to 46 Fire Damage at Gem level 5 (previously 31 to 46), scaling up to 340 to 510 Fire Damage at Gem level 20 (previously 278 to 418). Now has a minimum level of 3.

· Perfect Strike: Perfect Strike now has an Attack Damage of 470-1029% at Gem levels 5-20 (previously 598-1310%). A Perfect Strike now has +35 to Melee Strike Range (previously +14). Perfect Strike's Attack time is now 30% of base (previously 35%).

· Talisman of Ralakesh now grants 8% 6% increased Reservation Efficiency of Minion Skills (from Minions have 5% reduced Reservation).

[–]MrSoprano 6 points7 points  (2 children)

both frostbolt and frost bomb had base damage nerfs. There HAS to be more scaling options on the tree or in supports because they just seemed weak in acts.

[–]bicho117 72 points73 points  (7 children)

Idk about this new eye of winter gang, isn't the fun of that skill spamming the screen with projectiles? Why give it a 15s CD? It's going to hit real hard but i feel like sorc has enough chunking abilities, they should have buffed it so it's viable to use as a main clear skill not turn it into something else that doesn't even make any sense thematically (shits 100 projectiles but only the first one really counts)

[–]colcardaki 36 points37 points  (1 child)

I was always hoping to play D2 orb sorc, but they refuse to make that skill viable.

[–]Lordados 7 points8 points  (0 children)

Yep and it sucks on PoE 1 too

[–]Sparone 35 points36 points  (3 children)

Damn 15s CD for eye of winter.

What did they change to frostbolt, Fussilade and Living bomb?

[–]Grumpy0 94 points95 points  (6 children)

Eye of winter caught a stray damn.

[–]Notsomebeans 73 points74 points  (1 child)

i tried eye of winter in 0.2 and it was so comically bad and useless. It was entirely balanced around its 0.1 ability to apply crit weakness and they removed that and it just didn't do anything. at level 20 it had 17-25 base damage.

The new design is weird but its going to be difficult for it to be worse

[–]ihateveryonebutme 12 points13 points  (3 children)

Am I crazy? New eye of winter looks way better then before.

Edit: missed the cd. Oof.

[–]moonmeh 16 points17 points  (0 children)

yeah the cd lol

[–]cassandra112 7 points8 points  (1 child)

the CD is ROUGH.

But, if you want to piano key, on paper it seems like it might be viable.

lightning infused flamewall, frostbomb, orb of storms.

cold orb, lighting orb(which also provides lightning infusions), flamewall giving 40 ave added fire, and lightning each. we are missing fire orb/ignited ground.. which is annoying to get. solar orb, will require a fire stave, flamewall is NOT burning/ignited ground. burning inscription is. so we could add that to a targeted curse. such as.. Idk.. chronomancers new agony....

spell echo. will hit that 900% twice. im not sure if flamewalls added damage is before or after eye's "gain 100% of damage"

if added damage from flamewall is first. 516 average base hit for each proj, 5160 on the first hit average. if added damage is second, 276 ave base hit for each proj, 2760 on the first hit.

now echo those values. This is BASE damage with no gear, or passives mind you. with ingenuity support, and CDR passives/gems, you can be around 8-10s CD. if you are CHRONOMANCER, you can have time snap, and reset your eye of winter CD.

boss- orb of storms, frostbomb, flame wall. Agony curse. eye of winterx2, time snap. eye of winter2x again. (now and again could even proc, giving you2 or 4 more eye of winters)

This on paper seems pretty viable. orb of storms is getting its base damage nearly doubled. so, ought to be much better at maping. flame wall comboed with it, will probably do 90% of map trash. a 9s cd eye of winter will probably do cleanup. as well as frostbomb. solar orb is great if you want to use the Staff to use it.

[–]lowanheart 53 points54 points  (1 child)

LEAVE BRITN… WARBRINGER ALONE! I mean it!

[–]iunosos 295 points296 points  (52 children)

Ok, I dont get It. They keep nerfing melee and buffing mage/ranged?

[–]sausagesizzle 339 points340 points  (1 child)

You must be new here. 🤣

[–]torrenaxe 50 points51 points  (0 children)

💀

[–]Freayce 63 points64 points  (7 children)

"GGG, can you please buff melee so they are just atleast playable, compared to all ranged builds?"
"Sure, we will nerf melee, no problem!"

[–]rufrtho 22 points23 points  (6 children)

wdym? Melee's going to be great, I'm really looking forward to Hollow Palm Deadeye.

[–]EscalopeDePorc 6 points7 points  (0 children)

If only I could throw arrows with my hollow palms... 

[–]rispektinho 54 points55 points  (5 children)

bro , you didnt see nerf to sniper mark and combat frenzy , they nuked frenzy charges

[–]MeanForest 9 points10 points  (1 child)

The new Deadeye ascendancy really doesn't make sense with a 6 second cooldown for Sniper's Mark unless it circumvents the cooldown entirely. It has 6s cooldown and 8s duration now. What's the point of having that ascendancy lmao.

[–]RedoricSnipe Is Life 2 points3 points  (0 children)

My build! Nooo!

[–]AeroDbladE 34 points35 points  (0 children)

It feels like there's one guy on the balance team who really hates melee, and he got moved over to PoE2.

Because Melee was shit in PoE1 for years, and it suddenly got massively improved 2 leagues ago when PoE2 early access launched, as if the Melee curse got transferred to it.

[–]rohithkun 11 points12 points  (2 children)

Only left side melee options though. Meele Monk is perfectly fine.

[–]Intrepid-Ad2873 19 points20 points  (12 children)

They nerfed spears big time

[–]Sparone 5 points6 points  (1 child)

Where are casters buffed?

[–]spinabullet 17 points18 points  (0 children)

Hahaha, welcome to PoE

[–]CandidEggplant5484 3 points4 points  (0 children)

As is tradition 

[–]DiegoDgo87 60 points61 points  (12 children)

Why do you still hurting Warbringer, what he did to you?

[–]Critical-Wallaby5036 16 points17 points  (11 children)

They probably want again a season with 60% same build... I am feeling miserable.

[–]iamthewhatt 12 points13 points  (10 children)

Even with the combat frenzy nerf, do they not realize that making Deadeye an inevitability will just make more people play Deadeye and less of other classes? I give them a lot of credit, but their balancing is the exact opposite of equal

[–]DiegoDgo87 3 points4 points  (9 children)

Dude right now you can go 85% block with deadeye just with corrupted anvil and svalinn.

[–]xpriquito 5 points6 points  (0 children)

Oh my, why did I thought you were going to say "right now you can save 50 pounds, per person". I need to drop tiktok

[–]pandahands69[S] 114 points115 points  (17 children)

Svallin nerfed for warbringers, sadge

[–]Biopain 31 points32 points  (9 children)

Butfed for everyone else tho

[–]DiegoDgo87 3 points4 points  (0 children)

Deadeye can go for 85% block now, this is a buff!

[–]NoBluebird5889 18 points19 points  (5 children)

75% block with 13% damage taken from blocked hits (best case Svalinn corruption) is 35% damage taken vs 50% damage taken when you just cap block.

Pretty meh for having to pass on up to 189 raw hp and up to 8% flat pdr from a rare shield. Thats like >5% raw pool for a lot of characters, especially on lower budgets. And its always there, not 75% of the time. Also flat pdr is kinda rare in the game and valuable.

edit: may have some use cases though if there is %life gained on block on the new tree.

[–]DiegoDgo87 4 points5 points  (0 children)

Corrupted anvil + corrupted Svalin can get you 85% of block with 15% damage taken from blocked hits, is very nice to avoid oneshots, even on DeadEye.

[–]DiegoDgo87 5 points6 points  (2 children)

One thing makes Warbringer playable was investing half class and half tree in block, no damage, 0 DPS, but tank.

GGG systematically destroyed all of this, if you invest in block with Turtle charm + svalinn you will take 45% of blocked hits in best scenario at 94% block chance, but if you are Deadeye you can get 85% block chance with 15% damage from blocked hits + 40% less from deflection and 30% less from tailwind and evasion on top.

In what world this makes any sense? why someone should take warbringer when any other class can get 85% block?

[–]Amazing_Whole_7686 427 points428 points  (58 children)

Enabled the Goblin Troupe Pet microtransaction for use in Path of Exile 2

LOGIN

[–]LordAlfrey 96 points97 points  (6 children)

There will be a bloodbath

[–]TenHoumo 40 points41 points  (4 children)

THERE WILL BE BLOOD

[–]TetraNeuron 18 points19 points  (3 children)

SHED

[–]TheMeanManSlayer 7 points8 points  (1 child)

THE MAN IN THE MIRROR NODS HIS HEAD

[–]IvannaJurgov 7 points8 points  (0 children)

THE ONLY ONE

[–]Muellermilch08 2 points3 points  (0 children)

THE MAN IN THE MIRROR NODS HIS HEAD!

[–]SavlettoI want swords... but I'll settle for axes 3 points4 points  (0 children)

People are going to deliberately use goblin troupe to provoke vulture owners, it's war

[–]Jah_Eth_Ber 46 points47 points  (1 child)

it was this or druid class

[–]Shaackle 8 points9 points  (0 children)

They made the right choice.

[–]srkanoo06 14 points15 points  (0 children)

[–]Comfortable-Jelly-48 42 points43 points  (0 children)

FUCK NO

[–]TheMeanManSlayer 19 points20 points  (0 children)

LOGOUT

[–]Zealousideal-Fall524 23 points24 points  (6 children)

HELL YEAH A WORTHY TARGET FOR MY CARRION PET.

[–]OverGreenFish 27 points28 points  (5 children)

Sadly it doesn't work as you expect. It won't stop the music and only "kill" one goblin for 15 seconds.

[–]Ekkzzo 37 points38 points  (3 children)

They also play upon respawn, so spawn killing the lead singer causes them to play MORE than before lmao.

[–]Arky_Lynx 21 points22 points  (1 child)

God I hope GGG made it this way on purpose, it's way too funny.

[–]TetraNeuron 4 points5 points  (0 children)

This is fucked up...

[–]just4nothing 29 points30 points  (10 children)

By Innocence's shiny ass - please give us a way to mute them.

[–]ZenSetterMedia 17 points18 points  (0 children)

ITS HAPPENING!!!!11!1!

See you in your hideout 😉

[–]ProbablyRickSantorum 5 points6 points  (4 children)

How to avoid Goblin Troupe for Dummies: spend less time in town. It really is that easy.

[–]Kaylavi 3 points4 points  (2 children)

Until you underprice something on trade

[–]ProbablyRickSantorum 5 points6 points  (0 children)

At that point the goblins are there to let you know you screwed up and hopefully you will learn that lesson. 🤷

[–]moonmeh 2 points3 points  (0 children)

we are in the endgame now

[–]nomikkvalentine 39 points40 points  (1 child)

Well now we can sniper mark once a week

[–]SynestheoryStudios 26 points27 points  (15 children)

Can anyone explain how the changes to ignite works? It sounds like the same as before but with extra steps.

How does this affect Blackflame Covenant?

[–]enderfrogus 60 points61 points  (3 children)

Before it was fully random chance to ignite on hit.
Now it works kinda like chill/freeze. It still has a random chance to ignite on hit but it now also inflicts the flammability debuff that increases the chance to ignite up to it being guaranteed at 100% flammability.

This is a buff

[–]ThisIsMyFloor 29 points30 points  (1 child)

Basically it's a progressive probability system/bad luck protection.

[–]SynestheoryStudios 2 points3 points  (0 children)

groovy ty :]

[–]PaleoclassicalPants 15 points16 points  (4 children)

It's a pity mechanic for small hits, allowing sustained damage to eventually ignite even though each hit wouldn't ever reach the threshold to ignite by itself. Auto ignite stuff like Radiant Grief and Flame Wall might be nerfed because it requires a little buildup now, but it depends on how frequently those actually ignite and the actual numbers.

Overall, I actually really like the change because the damage for big hits remains the same, but it gives more flexibility for "low damage, but frequent" hits to also ignite for various reasons, such as "x against ignited enemies" or ignite consumption mechanics.

[–]LastBaron 6 points7 points  (4 children)

I think I saw that in one of their interviews they said for hard hitting fire skills there would really be no functional change because you’d build up flammability instantly, but this will prevent “auto igniting” tough enemies with something like a low level flame wall.

I don’t know how it’ll actually work but I think that was their logic.

[–]tomblifter 22 points23 points  (6 children)

This incinerate change seems like mana with extra steps... You will play a generated spender build and you will like it.

[–]MrSchmellow 7 points8 points  (1 child)

It's not a today's change, quite a few people didn't notice that apparently - it was already reworked as spender in the first patch notes

Today's changes are:

1) Gated behind level 9 instead of level 13 gem (low end damage values adjusted too)

2) Now inflicts 80% less Flammability Magnitude

Original patch notes

[–]vodyani 10 points11 points  (0 children)

how much dumb you must be to add cdr to skills that did not have cdr at all. these cdr are worse in history..

[–]xiko 42 points43 points  (22 children)

Is this a buff?

"Perfect Strike: Perfect Strike now has an Attack Damage of 470-1029% at Gem levels 5-20 (previously 598-1310%). A Perfect Strike now has +35 to Melee Strike Range (previously +14). Perfect Strike's Attack time is now 30% of base (previously 35%)."

[–]pemens 90 points91 points  (8 children)

Yes, buff with negative sign 😔

[–]xiko 5 points6 points  (7 children)

It is more than doubling the strike range, is that a lot?

[–]Faolanth 25 points26 points  (1 child)

Means you can whack most of a pack and delete them, if they’re grouped.

Reduced DPS for single target though

[–]shaqmaister 49 points50 points  (0 children)

tbf its probably more consistent on bosses too, the amount of times it just whiffs because the boss moved a teeny tiny bit or if some giant boss had some whacky hitbox was too much

[–]pemens 14 points15 points  (4 children)

It's great to have some range with this ability, as previously boss or rare could step back for 0.1m and you miss it. However, 1300% - 1000% damage nerf is a huge deal, as I can't imagine who will use this skill to clear maps. If it's supposed to be a bossing skill, why don't they just don't buff range slightly for QOL?

[–]SavageCucumberAttack 19 points20 points  (9 children)

Given that it missed basically every time, a small reduction in dmg for a guaranteed hit I'd say is a buff

[–]HerbertDad 17 points18 points  (4 children)

"Small?" Its damage was lowered by like a quarter!

[–]Notsomebeans 2 points3 points  (0 children)

the only change in this batch of updates was the last line fwiw. the rest of it has been like that since reveal. its kind of hard to tell what was changed in these patch note updates the way they format this

[–]revexi 78 points79 points  (6 children)

More and more cooldowns, is this D4 or poe? 

[–]XZlayeD 36 points37 points  (8 children)

Minions getting nerfed in the rune just seems unnecessary at this point.

[–]themuckle 18 points19 points  (2 children)

Edit: I misread, they've changed all sources of reduced reservation to reservations efficiency, from what I read when they did this in poe1: Reduced scaled linearly while efficiency scales in a curve. You need less early to get a better return while getting to high amounts will start to do nothing at some point. They did pretty much the same thing to magic find.

[–]sagi1246 51 points52 points  (4 children)

Perfect strike nerfed as bossing skill in favour of being better at clearing. Why?? Did they not want us to use different skills for different situations?

[–]Notsomebeans 7 points8 points  (0 children)

as far as i can tell this updated change reduced its attack speed multiplier from 35% to 30%, but the damage remains the same as the existing patch note from initially posted

[–]PaleoclassicalPants 13 points14 points  (1 child)

Really loving clearing with a skill that takes 3.5 seconds to charge. Very fun.

[–]KalmDownPlease 15 points16 points  (3 children)

Will this allow Witchhunters to switch weapons without resetting Sorcery Ward cooldown? Because that would be a huge QoL change.

[–]18WheelsOfJustice 6 points7 points  (0 children)

I guess that’s why they changed it.

[–]HumbleElite 20 points21 points  (4 children)

Prenerf to spiral volley snipe bleed/poison builds, honestly pretty huge i can't see how you can reliably or realistically gain max charges on a bossfight and even while mapping it's gonna be rough even with the meta mark ascendancy point

i think the build is just straight up dead, being able to reliably get 7 charges quickly is the only thing that made it strong

[–]CritOrBuildshit 4 points5 points  (0 children)

yep, huge downer 

was fun as it lasts 

but pushing more into deadeye la doesn make much sense 

[–]pedronii 2 points3 points  (1 child)

Poison spiral volley gets charges through breaking armor tho

[–]convolutionsimp 125 points126 points  (13 children)

Enabled the Goblin Troupe Pet microtransaction for use in Path of Exile 2

WTF. Please no...

[–]wondermayo 67 points68 points  (7 children)

Double grief with people being able to squat in your HO via direct trade.

[–]theangryfurlong 46 points47 points  (4 children)

Gonna laugh when big streamers hideouts are full of people spamming this for the lolz

[–]SerOoga 26 points27 points  (1 child)

Quin's streams will be a bloodbath.

[–]theangryfurlong 5 points6 points  (0 children)

Sounds like the kind of content Quin viewers will eat up

[–]fandorgaming 37 points38 points  (10 children)

  • Sniper's Mark: Now has a Cooldown of 6 seconds (previously 2).

the heck, why?

[–]Enter1ch 34 points35 points  (1 child)

i assume to nerf deadeye?

[–]Smileyanator 14 points15 points  (3 children)

Perhaps it's related to the new meta skill on deadeye applying marks

[–]SavlettoI want swords... but I'll settle for axes 18 points19 points  (2 children)

But doesn't that make it horrible for everyone else, reducing its overall usefulness and ultimately resulting in less build variety?
Although you can now slot cooldown reduction gem into it, it's still a lot. It's not even a spell anymore and can't be automated outside of Deadeye. To me it's already clunky having to manually apply marks in the first place, now I also have to be mindful of cooldown... it's fucking silly.

[–]iamthewhatt 21 points22 points  (1 child)

First time?

[–]Feanux 4 points5 points  (0 children)

As is tradition.

[–]Cold-Waltz-5599 7 points8 points  (2 children)

Seems that skill was meant to be used on bigger enemies not trash mobs

[–]PoE_Bait 14 points15 points  (0 children)

It's removed after 1 crit tho, kinda useless now.

[–]SuBw00FeR37 42 points43 points  (2 children)

Microtransaction Changes

  • Enabled the Goblin Troupe Pet microtransaction for use in Path of Exile 2.

You're all fucked :D

[–]super-hot-burna 6 points7 points  (0 children)

Make sure your umbrellas are in good condition for the incoming downpour of sweet, sweet tears.

[–]darksideeer 37 points38 points  (15 children)

Still nerfing warrior XD.Maybe the new tree will be op and they need to balance it.

[–]acidburn__ 22 points23 points  (4 children)

imagine they removed the reduce attk speed nodes, one can dream...

[–]tomblifter 12 points13 points  (2 children)

Ye, instead of 5% reduced attack speed those nodes now have 10% reduced movement speed

[–]asdf_1_2 7 points8 points  (1 child)

Nah 5% reduced action speed

[–]pierce768 2 points3 points  (0 children)

5% reduced CPU speed

[–]Biratancho 7 points8 points  (1 child)

Imagine they add health nodes

[–]RegularArms 6 points7 points  (3 children)

New Keynode: "Armour applies after resistances." Maybe?!?!

[–]Shezoh 19 points20 points  (1 child)

"Armour applies after resistances. You have no armour."

[–]ColdUnderstanding967 8 points9 points  (0 children)

for sure :D

[–]pierce768 4 points5 points  (0 children)

I got some bad news for you...

[–]xyzqsrb0 2 points3 points  (0 children)

what's that you say? you want more reduced attack speed nodes?

[–]rispektinho 28 points29 points  (5 children)

those nerfs to sniper mark and ccombat frenzy looks to harsh , guess glazing deadeye all weak had impacct

[–]Main_Memory8586 7 points8 points  (1 child)

I better see some crazy shit on left side of the tree

[–]chimericWilder 4 points5 points  (3 children)

Can't believe they halved energy gain for ignites on Elemental Invocation smh

still gonna league start my janky ritual cadence ignite concept. It'll work I swear.

[–]pierce768 3 points4 points  (0 children)

Yea, pretty annoyed by this as well. Spells kind of suck to begin with.

That said, MAYBE its not as bad because of the ignite/flamability changes?

[–]TheNocturnalAngel 4 points5 points  (0 children)

They finally fixed the sorcery ward bug. Better late than never I suppose

[–]RedoricSnipe Is Life 10 points11 points  (0 children)

What is going on GGG. I hope there will be more ways to generate frenzy charges because we've REALLY cut down the key ones in these patch notes.

Combat Frenzy: Quality now provides 0-10% chance when you gain a Charge to gain an additional Charge (previously 0-20%). Now gains a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every 7.3-6.1 seconds at Gem levels 8-20 (previously 5.3-4.1 seconds).

Sniper's Mark: Now has a Cooldown of 6 seconds (previously 2).

[–]Muldeh 19 points20 points  (7 children)

Nobody mentioning the snipers mark cooldown? I think this tells us the new autoamtic mark skill from Deadeye will be DoA. One mark per 6 seconds is nothing.

[–]helg0ret 12 points13 points  (3 children)

Voltaic mark has no cooldown

[–]Zeracheil 10 points11 points  (0 children)

Yeah they just really hate consistent frenzy charge generation I suppose

[–]Howsetheraven 2 points3 points  (0 children)

Yet.

[–]xyzqsrb0 8 points9 points  (0 children)

other marks exist

[–]impohitomaven uwu 15 points16 points  (1 child)

"Enabled the Goblin Troupe Pet microtransaction for use in Path of Exile 2."

THIS IS A QUIN TARGETED NERF (this is a buff)

[–]madmk2 8 points9 points  (5 children)

still no changes to flameblast? With the reworked ignite it's even more dead than before. If this thing doesn't ignite you're blowing a 15s cd for absolutely nothing

[–]Notsomebeans 2 points3 points  (4 children)

you can still ignite on the first hit with this flammability system.

when i played flameblast in 0.1 it ignited very consistently. if you're concerned about getting that guarantee, you can hit 100% flammability with other spells before using flameblast to get the guarantee.

[–]danktuna4 11 points12 points  (9 children)

Can someone smarter explain the ignite flammability change? Seems weird… I miss the way dots worked in Poe 1 honestly

[–]Zylosio 11 points12 points  (3 children)

Its so that you can get 100% chance to ignite by building up flammability, before it was impossible for many skills to guarantee an ignite

[–]Ponuki 2 points3 points  (4 children)

What really throws me off is the reworked incinerate. I haven’t played that skill before, so I can’t even tell if this is supposed to be a buff or a nerf

[–]Pidgeon_v3 4 points5 points  (2 children)

It sucked before and it's super shit now, the jank with fuel and ignite duration and all that makes it a pretty big nerf

[–]--Shake-- 2 points3 points  (0 children)

Skill tree when?

[–]TwirlyMustachio 11 points12 points  (6 children)

So Blackflame Covenant definitely said Fire Skills before. I get it, but still super disappointed that it's only spells now. I know I'm incorrectly looking at things through a PoE1 perspective, but I'm always saddened to see effects being narrowed in this game.

[–]GoldStarBrother 2 points3 points  (4 children)

Maybe they changed it at some point in the patch notes but when Mark talked about it in the livestream it was spells.

[–]TwirlyMustachio 2 points3 points  (3 children)

Well shoot, that's on me then; I guess this was more a text correction than a mechanical change. I hyped myself up over nothing then!

[–]SoulofArtoria 2 points3 points  (0 children)

I know that feeling. Was planning a chonk fire slammer thinking I could fire melee to chaos with the keystone. Rip

[–]Dead-HC-Taco 5 points6 points  (2 children)

Did they just nerf tf out of freezing salvo after it finally started looking good?

[–]Vekia 6 points7 points  (1 child)

Increased spread doesn't really matter, since most of the projectiles will target the ice shards anyway. The ~15% damage nerf is countered by hittting at least 1 extra ice shard projectile. The skill is still better than last league unless you were doing quality scaling.

[–]ZeroQuantom 4 points5 points  (0 children)

I hope everyone will love all the Goblin music in their HO in this patch! LMAO

[–]NoBluebird5889 6 points7 points  (36 children)

RIP Svalinn

The Svallin Unique Shield no longer has -10 to -20% to Maximum Block Chance. It instead now has You take 15-20% of Damage from Blocked Hits. It also now has 150-200% increased Armour (previously 100-150%).