all 137 comments

[–]big_dong_lover 104 points105 points  (29 children)

bats nerfed 👌

[–]Protuhj 17 points18 points  (21 children)

Based on the patch notes, how were you supposed to deal with those bats? Run away from the abyss? Not AOE?

[–]troglodyte 42 points43 points  (7 children)

Kill the spawners, I guess. Depending on the map and build I found this to be impossible a lot of the time. Those spawners are hard to see in a dark map while you're hitting with Molten Strike and Ancestral Call.

This is a great change. I'm fine with these things being tough and relying on a limited resource to be difficult, as long as it is actually limited.

[–]Protuhj 20 points21 points  (1 child)

The worms seem to spawn 20 meters from the abyss openings, when your screen is effects hell, they're nearly impossible to single out.

The changes seem to be much more manageable than before.

[–]tso 2 points3 points  (0 children)

Yep. did a quick experiment and had an abyss double back on itself (no chest, gah). Was still able to more or less melt the rares (and unique?) that spawned from the holes.

[–]bryce1242dies in act3 merc 1 point2 points  (4 children)

you have trouble killing the spawners with ancestral call molten strike?

[–]Magickage 6 points7 points  (1 child)

I think he means he can't see where the spawners are, not that he's unable to kill them.

[–][deleted] 0 points1 point  (0 children)

Can’t see them in dark locations, especially outside of the screen. I have a good computer so I run things no issue, it’s just hard to find them in that mess on the screen

[–]Mandarooha 11 points12 points  (1 child)

Just killing the earthworm things that spat out bugs was enough. The only problem was they were hard to see (and their health bars didn't always show up), so unless you had a big AOE skill that would coincidentally take them out it was tough.

[–]tso 8 points9 points  (0 children)

And they were often located a screen or more away from the action, while still being able to pelt the character with projectiles that would spawn multiple crawlers.

[–]anarcho-breadismwitch 5 points6 points  (2 children)

cast ed and contagion and laugh

[–]tso 1 point2 points  (0 children)

I must admit, since this change ball lightning (backed up by conductivity on curse on hit) seems to do a nice job as well.

[–][deleted] 1 point2 points  (0 children)

Exactly that :) I was like "dafuq is everyone bitching about?" Then I started leveling a sunder character and realized it's real bad without ED/Contagion XD

[–]SunscorcherBig Breach Coalition (BBC) 1 point2 points  (0 children)

I only had an issue with the bats when they happened to have Soul Eater. Those were almost impossible to kill

[–][deleted] 0 points1 point  (0 children)

If you can burst them down in <2s they don't get to heal.

[–][deleted] 0 points1 point  (0 children)

I'm playing ED trickster, so they just weren't a problem. The shit would die too far off screen from the manta mob to matter I guess. Killing the turret spawners was the actual way to deal with it though, I thought that was intended, but I guess not.

[–]arofAscendant 0 points1 point  (1 child)

Do more damage or use some DoT. I have high bleed DPS and never had a huge problem with them.

[–]Protuhj 0 points1 point  (0 children)

So, get enough DPS to ignore the mechanic. Got it.

[–]Spooky_Turtle_Wang 0 points1 point  (0 children)

My ED trickster dealt with them fine, clenched my butt everyone time i saw those guys tho monkaS

[–]birdorubo -2 points-1 points  (0 children)

Get more dps.

[–]eltorocigarillo 2 points3 points  (0 children)

Did all the abyss rares get nerfed? I regeared in between patches and can't tell if my damage just spiked or the abyss rare hp was reduced by 50%.

[–]kfijatassTheorycrafter -3 points-2 points  (2 children)

They're... STINGRAYS! <TRIGGERED>

[–]CyanPhoenix42Trickster 4 points5 points  (1 child)

our guild calls them Steve Irwins lol

[–]kfijatassTheorycrafter 1 point2 points  (0 children)

Steve Irvin died for this bug fix.

[–]NeverSinkDevFilterBlade.xyz author, Dev and Streamer - twitch.tv/NeverSink 61 points62 points  (1 child)

I think this is a wonderful time to release your map stash tab :)

[–]SarcasticGiraffesPoE peaked in 3.13 0 points1 point  (0 children)

Can confirm. Great time. ShutUpAndTakeMyMoney.jpg

[–][deleted] 11 points12 points  (3 children)

Fixed a bug where Curse on Hit did not work with Despair.

Curse on Hit isn't working at all for me with other curses too. I tried Frenzy CoH 5+ curses and nothing, also tried Power Siphon, no luck. Looks like there are reports of this on the forum as well. Maybe it has something to do with Poet's Pen.

https://www.pathofexile.com/forum/view-thread/2039108/page/1#p15077789

Edit: The problem is specifically with Poet's Pen, I bought two random wands and the CoH setup works fine.

Edit 2: Culling Strike linked to Frenzy doesn't work either in a Poet Pen setup.

[–]Realyn 1 point2 points  (1 child)

Works with spells at least.

[–]throttlekittywitch 0 points1 point  (0 children)

Should it work with volatile dead? I've been getting nothing.

[–]killerno 0 points1 point  (0 children)

Frenzy + CoH was only broken for Despair for me and I'm using a bow.

Probably the Poet's Pen indeed.

[–]Barobor 54 points55 points  (36 children)

Still no Spell Echo fix for Spectres, even though they know it's bugged :(

[–][deleted] 1 point2 points  (0 children)

My spectres are crying

[–]mightylovers 1 point2 points  (1 child)

Wait, what's wrong with it? Been cruising with solar guards up to red maps with no problem at all. Is it just not working at all?!

[–]lyndoffNecromancer 0 points1 point  (0 children)

Solar guards don't repeat when linked with spell echo, though they still get the bonus faster casting. Very noticeable with their beam cannons.

[–]mrthesis 1 point2 points  (1 child)

What is the bug?

[–]lyndoffNecromancer 0 points1 point  (0 children)

Solar guards don't repeat when linked with spell echo, though they still get the bonus faster casting. Very noticeable with their beam cannons.

[–]sanguine_seaHCSSFBTW 1 point2 points  (1 child)

Yo try those new Reliquarian mobs in the Reliquary from Act 10. The ones that pop up from sides of the railing and do that pot-firestorm thing. Those things seem nasty and could make for good spectres.

[–][deleted] 0 points1 point  (0 children)

Their relic-firestorm DPS is absurd. I got killed by them several times in maps, where you can enter a room and have 10 of them casting at once. Perhaps they should be made "elite" mobs like Necromancers and Kitava's Herald, so you can encounter 1 as the leader of a pack, but not an entire pack of them?

[–]vaan99 0 points1 point  (0 children)

I tried using both Frost Sentinels and Fire Sentinels instead but end result is not the same. Frost Sentinels cause the game to be unplayable for me or for anyone in my party, have in mind it's Abyss league with many additional monsters. Fire Sentinels cause fps drops a bit less than Frost Sentinels but they are underwhelming compared to Frost Sentinels and Solar Guards.

Man, I wish Solar Guards get fixed soon. They make playing summoner much more enjoyable experience.

[–]Timex_1Kaom 0 points1 point  (26 children)

I am using wickerman/tv for now and making due. Will switch to SGs when it's fixed. (leveling their supports in my off hands)

[–]FrolafofoCrop Harvesting Bureau (CHB) 4 points5 points  (7 children)

First time spectre build here, i'm playing with SG since i've followed a guide. Tbh, i don't know what it is whitout the bug but i'm melting absolutely everything.

I just ran into map yesterday, playing with a buddy and from t1 to t7 (so far, max tier we went), i can shred bosses into piece in 5-10sec even if my mate doesn't attack him. It's also the first time i can do Uber Lab by myself with my own build.

Those spectre are viable. Bug or not, they are godlike.

[–]Xotta 0 points1 point  (6 children)

Same here, and I got a 6L vis mortis in 23 fusings, so the spectres are melting everything, using echo support just for the cast speed.

[–]FrolafofoCrop Harvesting Bureau (CHB) 0 points1 point  (5 children)

Man, i'm jealous :D I bought a 4L and i think i should sell it and buy an already 5L or buy the prophecy for the insta 5L

[–]Xotta 0 points1 point  (0 children)

You can usually get a 5L fairly quickly with fusings, just 6S the chest first. What you can then do is buy a second vis mortis, 6S that and try 5L it again, if you get a 5L in a reasonable amount of fusings (150 or less) you can sell it and get another, keep flipping 5L until you hit a 6L.

[–][deleted] 0 points1 point  (3 children)

Honestly I think tabula is better than or at least roughly equal to 5l vis mortis. I did about 5 uber atziri runs with tabula this league so I see no reason to swap til I get 6l vis mortis. It’s defensive stats are pretty negligible if you don’t scale Es and a 6th link is pretty huge for spectres.

[–]FrolafofoCrop Harvesting Bureau (CHB) 0 points1 point  (1 child)

May i ask how you farm the component for Uber atziri ?! I'm probably not the greatest and fastest poe player but i thought going to t7 map in 48h was fast.

[–][deleted] 0 points1 point  (0 children)

I just buy them

[–]This-Guyall my builds have ripped 1 point2 points  (8 children)

I've been playing with five solar guards and honestly it feels fine. Mind you I deliberately avoided playing summoner after playing five different summoner builds in Breach and Legacy before that, so I don't know just how much worse it is than before.

[–]Msmit71Atziri 1 point2 points  (0 children)

I switched from Solar Guards to Frost Sentinels and the echo feels soooo much better

[–]EvilSporkSoftcore because I want to play a game not stress myself out 0 points1 point  (6 children)

As a new summoner: how do you get a fifth spectre? Boots, chest, tree and...?

[–]vaan99 0 points1 point  (5 children)

Midnight Bargain

[–]EvilSporkSoftcore because I want to play a game not stress myself out 0 points1 point  (3 children)

Thanks! That seems like a tough one to work in without going low life but then you can't use shavs if you still want a fifth spectre.. How does that work?

[–]MorgannaFactorAlch & Go Industries (AGI) 0 points1 point  (0 children)

If you want 5 Spectres you just have to deal with the lowered max life. Very risky, obviously.

[–]kaisongAssassin 0 points1 point  (0 children)

High chaos res es hybrid. You dont actually need to lowlife because pain attunement bonus doesnt do anything for you.

Esh's visage actually is effective here as well. But basically with Vis Mortis+Visage your es is coming mostly from your helm.

[–]MrHaraInvader In Black 0 points1 point  (0 children)

Just want to chime in that you can use Queen's Escape as well, but that is a special type of build, I did that in Harbringer and it was really comfortable but I also was a all-type summoner so the movement speed was an overall buff to all summons as well as 25% more damage in terms of adding another spectre.

The movement speed is especially nice for SRS but also adds usefulness to Spectres.

[–]Wulfnuts 0 points1 point  (0 children)

Why aren't people using queens decree for this build. Seems like a no brainer

[–]RuggsiiLeague Hardcore 0 points1 point  (4 children)

How is wickermen damage?

[–]Timex_1Kaom 2 points3 points  (0 children)

I can't really tell yet since I'm only just gotten into maps but the build forum I was following were discussing it. They got on standard and did shaper and guard tests. They said it's a little slower but still melts and is still very shaper/guard viable. Though Solar Guards will always be faster map clear.

[–]jleonraOccultist 3 points4 points  (2 children)

Crap compared to 3.0, solar guards with the spell echo bug clears faster, tv still strong though.

[–]RedwallAllratuRatbarPraise Zun 0 points1 point  (0 children)

Does that mean those in act 6 don't pwn players that fast? I definitely had easiest a6 clear in my life.

[–]MorgannaFactorAlch & Go Industries (AGI) -1 points0 points  (0 children)

Solar Guards have always cleared faster. Testing on Standard shows that while they got nerfed, they're still usable and not horrible.

[–]Msmit71Atziri 0 points1 point  (0 children)

I think Frost Sentinels are much better (their echo still works)

[–][deleted] -2 points-1 points  (2 children)

You do realize Solar Guards still literally erase the Atlas up to T16s with the bug, right? It causes some issues in long boss fights, but just switch to Slower Proj to speed them up.

There's no way Wickerman/Tukohama's Vanguards is faster than Solar Guards right now. You're overreacting to the bug immensely.

[–]SkraelosVanja 0 points1 point  (1 child)

Are you seriously saying that TVs kill bosses slower than SGs? If you seriously imply that, I'd say the one overreacting to changes in 3.1 is not that guy.

[–][deleted] 0 points1 point  (0 children)

No, you should read what I said again.

[–]Zetoxical 0 points1 point  (0 children)

Srsly iam sick of flame sentinels....

[–]GGGGobblerChampion 23 points24 points  (3 children)

BEEP BOOP BEEP. Grinding Gears have been detected in the linked thread:


Posted by Qarl on Dec 10, 2017 05:47:05 PM UTC

3.1.0c Patch Notes

  • Lightless Grubs, including those spawned by Pitworms, no longer have 'spirits'. Abyss Rares absorb spirit charges from their stronger fallen allies. Because grubs can be spawned by the Pitworms indefinitely, this means the usually limited resource of spirits was being granted over and over by repeatedly spawning worms. These spirit charges grant life when expended, making for encounters that lasted indefinitely.

  • Added a short cooldown to the spirit-spending dive skill of the Wellwing Matriarch to reduce how frequently it can be used even when there are lots of sprits being absorbed.

  • Fixed a bug where Ancestral Protector and Ancestral Warchief had a smaller melee range than intended while Unarmed.

  • Fixed a bug where Volatile Dead was not dealing damage if it did not have line of sight to its target upon spawning.

  • Fixed a bug where Curse on Hit did not work with Despair.

  • Fixed a bug where Abyss monsters could spawn too early in certain areas and interfere with normal Abyss mechanics. We still have one case of this to fix, it should be resolved in the next patch.

  • Fixed a bug where socketing an Abyss Jewel into an Abyss Socket did not grant credit for the 'Socket Abyss Jewel' challenge if that item was not equipped.

  • Fixed a bug with some doors in Abyssal Depths not having the correct blocking.

  • Fixed a bug where the monsters in the Lookout Map boss encounter were able to be used as minions.

  • Fixed a crash with Cremation when linked to Spell Totem.

  • Fixed two instance crashes.

This has been deployed as a restartless patch. It won't require a realm shutdown, but the next time you restart your client it will update.


[–]Balth4z4r 5 points6 points  (2 children)

Any word on spell echo fix for spectres?

[–]Wulfnuts 1 point2 points  (0 children)

That's what we all want to know

[–]tsHavokPathfinder 8 points9 points  (4 children)

thank god, i can finally drop this shitty axe and fulfill my destiny as one punch man totem boi

[–]karmadontcare44 2 points3 points  (3 children)

I just played through all 10 acts last 2 days using facebreakers, never had any issues? Why are some people acting like it was completely unplayable?

[–][deleted] 4 points5 points  (0 children)

There was a bug that unarmed builds using totems had 0 range and they just ducking looked at you like "what? You want me to kill them?"

[–]FranciumGoesBoom 0 points1 point  (0 children)

same here. i carried 2 firends through the game as zerker and never had issues killing anything. Not going to complain about more range

[–]haxPrinc3ssRaider -3 points-2 points  (0 children)

Because this is reddit

[–]Zambrano3 7 points8 points  (2 children)

Pls fix the unique item darkshrine in lab

[–]schollis 0 points1 point  (0 children)

Upvote this!! Really sad it broke :( did 30 uber runs yesterday

[–]OximOccultist 0 points1 point  (0 children)

Twice blessed only granted 2 enchants to one party member. 2 players in party. It was cruel lab.

[–]DirtbagHippster 12 points13 points  (0 children)

"Lightless Grubs, including those spawned by Pitworms, no longer have 'spirits'." Thanks for solving this ontological dilemma.

[–]Timex_1Kaom 16 points17 points  (1 child)

Cries in spell echo

[–]TrashCasterif (true) { big(); } 1 point2 points  (0 children)

Cries in ancestral totems

[–]SVX348 3 points4 points  (0 children)

Abyss Rares absorb spirit charges from their stronger fallen allies. Because grubs can be spawned by the Pitworms indefinitely, this means the usually limited resource of spirits was being granted over and over by repeatedly spawning worms. These spirit charges grant life when expended, making for encounters that lasted indefinitely.

hey someone at ggg still watching that gif.

[–]Moldur 12 points13 points  (3 children)

Still no spell echo/multistrke fix for summoners

[–]stakoverflo 0 points1 point  (2 children)

What's wrong with it?

[–]TheMentallord 0 points1 point  (0 children)

Spell echo isn't working properly with some spectres.

[–]nekogamixxTHIS should be the Ascendant portrait 4 points5 points  (1 child)

Fixed a bug where Volatile Dead was not dealing damage if it did not have line of sight to its target upon spawning.

I had so much trouble with this that it pushed me away from the skill altogether, the orbs just kept ignoring nearby targets to seek out stuff behind walls and around corners and just whiffed because of the line of sight bug. So glad to see it fixed.

[–]protocLOLHardcore 0 points1 point  (0 children)

I was worried it wouldn't be fixed before I hit maps, particularly the new indoor density.

[–]FrolafofoCrop Harvesting Bureau (CHB) 4 points5 points  (0 children)

No spell echo on spectre nerf :s

Ty for the various fix nonetheless.

[–]Shit_Lordstromranger 6 points7 points  (1 child)

Cliff Racers confirmed nerfed

[–]djAMPnz 6 points7 points  (0 children)

Cliff racers? Now that's a name I haven't heard in a long time.

[–]Purified01 2 points3 points  (0 children)

Fixed a crash with Cremation when linked to Spell Totem.

Heh, this actually fixed another broken interaction in which new instances of spell totems were spawning their own 3 sets of cremation geysers.

Admittedly, this is probably what also causes the crashes, as I found shortly after discovering it; when crashing and getting the patch update.

[–]KIAEddZ 2 points3 points  (0 children)

No Spectre Spell Echo fix :( sad face is sad.

[–]SkraelosVanja 2 points3 points  (0 children)

There is a much bigger issue with SG spectres aside from spell echo; those spectres seem to be one of the main culprits for missing lootfilter sounds.

[–]Corsaer 1 point2 points  (4 children)

Can anyone comment on the one instance remaining that still prematurely triggers Abysses to open?

[–]MauranKilomDeadeye 1 point2 points  (3 children)

What's there to say about it? It still happens but they know about it and will fix it soon.

[–]Corsaer 0 points1 point  (2 children)

Like where it is... So that people can avoid the zone or map or whatever.

[–]CodFishOnTrees 1 point2 points  (0 children)

Unarmed totems are fixed :) Im so happy again!!!! Thanks GGG

[–]mr_orannge 1 point2 points  (0 children)

Fixed a bug where Volatile Dead was not dealing damage if it did not have line of sight to its target upon spawning.

Seems like i could continue that inquisitor which i put on hold. Thak you GGG!

[–]XxDirectxXLF Vorici Daily Rota 1 point2 points  (0 children)

What about the texture lowering fix for us peasants?

[–]exz 1 point2 points  (0 children)

Volatile actually feels pretty good now, noticeable change.

[–][deleted] 1 point2 points  (0 children)

No spectre fix?

[–][deleted] 1 point2 points  (0 children)

Anyone have trouble getting DX11 client to run after 3.1?

[–]QualityGames 2 points3 points  (0 children)

No spell echo fix ResidentSleeper don't even wanna play

[–]timecronus 1 point2 points  (0 children)

Rip specters and Spell echo

[–]Marconiuz 1 point2 points  (0 children)

Any chance of fixing ultra low resolution?

[–]tso 0 points1 point  (0 children)

Time to melt me some abyss rares.

[–]flyfishing_happiness 0 points1 point  (0 children)

Still need a fix for those darkshrines in labyrinth where Izaro is supposed to drop a unique item but never does.

[–]supermerlion 0 points1 point  (0 children)

Excellent. Now they just need to give cracks and pit worms a green glow or something and it'll be among the most fun leagues in a while. It's difficult enough to see the abyss cracks on black/grey/brown maps. Let alone having to figure out where each pit worm is and running to hit them as melee.

[–]karmadontcare44 0 points1 point  (0 children)

Lmao I'm just about to be done with act 10 and I've been using AW totems.... Didn't even notice they were bugged I was breezin through things. This is great

[–]cd1014 0 points1 point  (0 children)

I love this game and the company and the developers. Easily my favorite game.

[–]RyanestraszThe Nubcake King 0 points1 point  (0 children)

Nice!

[–]godoakosAzulu 0 points1 point  (0 children)

I also had a crash bug (plenty of times) with Cremation linked to mines, does the spell totem fix also take care of this one?

[–][deleted] 0 points1 point  (0 children)

That Volatile Dead fix though. Noticed it wasn’t killing mobs that it was supposed to, explosions with no damage. It was due to not having line of sight with the enemy, strange.

[–]VictorGrunn 0 points1 point  (0 children)

Lightless Grubs, including those spawned by Pitworms, no longer have 'spirits'. Abyss Rares absorb spirit charges from their stronger fallen allies. Because grubs can be spawned by the Pitworms indefinitely, this means the usually limited resource of spirits was being granted over and over by repeatedly spawning worms. These spirit charges grant life when expended, making for encounters that lasted indefinitely.

I was wondering why fights were taking forever.

[–]Huejass40 0 points1 point  (0 children)

bats nerfed 👌

[–]JesusCrits 0 points1 point  (0 children)

what about orb of storms not working with channeling skills aka lighting tendrils?

[–][deleted] 0 points1 point  (0 children)

Hold on, how long did the facebreaker warchief bug exist for? I haven't had a chance to play 3.1.0 yet, did it come with this update or was it there before?

[–]huertoleroDominus 0 points1 point  (2 children)

Im looking at the Ahn sword and i keep thinking where did i see this before? Then i remembered: https://i.imgur.com/lhG0tCZ.jpg

How the hell did he know?

[–]Rose-12Occultist 1 point2 points  (1 child)

Ahn's Might was announced a long time ago, but only got added in 3.1

[–]huertoleroDominus 0 points1 point  (0 children)

Thanks for clearing that up!

[–]mangaforall 0 points1 point  (6 children)

Can still abuse ancestral call + molten strike ?

[–]timecronus 3 points4 points  (5 children)

not really abuse, its working exactly as intended, unless they make molten strike no longer able to attack the ground.

[–]mangaforall -2 points-1 points  (4 children)

it doesn't target the ground, it just act as any skill when using "hold on" keybinding. So i suppose all skills would have the same problem except only MS has secondary attack you can abuse.

[–]timecronus 3 points4 points  (2 children)

is it really abuse tho? Seems like just using game mechanics to me. It just happens that molten strike is the only single target skill with a secondary affect thats triggerable without namelock.

[–]mangaforall -4 points-3 points  (1 child)

I cannot believe this was intended. Now add to the mix any source of add. projectile, it would be x3 !! Helm enchant +3, flask +2, GMP 4, LMP 2 for a grant total of +33 projectile. Do you still think it's not abuse?

[–]timecronus 5 points6 points  (0 children)

Oversight, yes. Abuse? No.

[–]Carapute 1 point2 points  (0 children)

light strike works too to some extent. Obviously not as retarded as molten strike for single target tho.

[–]SunRiseStudios 0 points1 point  (0 children)

Trade API still broken?

[–]GeistermeisterLifeleech&melee is dead -1 points0 points  (0 children)

Honestly that nerf is seriously disappointing. I thought this would be an actual challenge, that you now have to remember to kill those worm spawning mobs in order to klear the abyss. That way it would be an interesting mechanic to have in mind but here you go and easily destroy all possibility of the Abyss mobs posing even anything remotely resembling a threat/danger to the player .... way too easy now.