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# Patch 3.19 卡蘭德迷湖賽季 改版公告 ## 市集優化 - 提高了市集下拉列表的行間距。 - 市集物品標價界面置頂通貨順序混沌石、崇高石、卡蘭德的魔鏡。 - 添加了一個市集高亮過濾功能,流放者可以按照一口價、預期價格、所有價格和最高單元價格對搜索結果進行高亮過濾。 ## 新內容和機制 - 添加了一個新的主動智慧技能寶石- 電流場:給你加一個增益效果,提高你感電敵人的機率。當你擁有這個增益效果感電敵人時,對敵人造成一個環形的電流場,這個電流場會對他所附著的敵人和周圍的敵人造成商店傷害。電流場的強度會根據你感電的力度而增強。 - 添加了一個新的主動智慧技能寶石- 閃電通道:電擊所有在目標區域被感電的敵人,然後移除他們的感電效果。使用這個技能時範圍內敵人的感電狀態無法結束。無法被釋放或多重施法輔助。 - 添加了一個新的輔助智慧技能寶石- 充能支架:輔助任何擊中敵人的技能,給予他們感電機率並且使他們的總傷降低。被輔助的技能造成感電從而提升傷害效果。 - 添加了一個新的主動敏捷技能寶石- 煉金師之印:詛咒一個敵人,你擊中被詛咒的敵人時獲得藥劑充能。當你點然被詛咒的敵人,在他們的腳下創造燃燒地面,使被詛咒的敵人中毒則在他們的腳下製造腐蝕地面。傷害詞綴不作用於這些地面的傷害。你只能擁有一個印記。 - 添加了14 個新的暗金,其中1 個是異界首殺獲獎者設計,1 個是支持者設計的。 - 添加了15 張新的命運卡,12 張由我們的支持者設計,3 張為首殺獲獎者設計。 - 添加了5 個新的戒指底子,通過卡蘭德之湖獲取 - 添加了異界記憶為新的核心機制。給異界地圖添加了一個新的稀有掉落:記憶物品,這個物品代表了NPC 對以往的一個記憶。按照順序刷記憶回溯裡的圖,難度和獎勵會逐步提高。 - 添加了稀有的特殊圖標的巔峰守衛暗金,這些的功能和普通的一樣,只是閃閃發光的。 - 試(仇)煉(恨)使(熔)者(爐) 回歸了!試煉使者可以通過新的暗金地圖:磨難之塔遭遇。 - 添加了折射之油,使你可以附魔已復制的物品。 - 當你從商人購買物品時,會優先消耗你背包裡的通貨,然後消耗你在當前副本開啟過的倉庫頁,以通貨類型倉庫頁優先,然後最左邊的倉庫頁續之。 - 持續優化音效、藝術、特效和場景。 ## 賽季機制重做 ### 罪惡枷鎖 我們重審了稀有和魔法怪物對流放之路的作用,包括魔法和稀有怪物的數量、難度和擊敗他們所獲得的獎勵。 之前的賽季機制通過生成大量的稀有怪物來提高難度。有些情況下,賽季機制生成的稀有怪物數量是基礎的8 倍。現在因為我們有更多的詞綴可以提高一個遭遇的難度,我們並不需要這麼多的稀有怪來提高機制的難度。我們重新平衡了所有機制生成的稀有怪物數量,有些賽季內容的稀有怪數量銳減。流放者應該不會再碰到屏幕上有幾十隻稀有怪物的情況了。在適當的情況下,我們提升了獎勵作為平衡。 另外,罪惡枷鎖怪物的獎勵也被重審了。詞綴的數量直接影響物品掉落加成,佔據第三和第四條的詞綴也會有新的獎勵轉換系統,和前兩條詞綴的物品掉落稀有度和數量疊加。 ### 細節: - 降低了各種遭遇生成的魔法怪物和稀有怪物數量。 - 降低了神聖大教堂,寒頂之巔和花園迷宮首領遭遇生成的稀有怪數量。 - 降低了多里亞尼迷宮,懦者試煉生成的稀有和魔法怪物數量。 - 災變體不再在各種生命門檻時召喚其他怪物了。 - 祭壇獻祭稀有怪物的神恩數量提高了。 - 迴盪免疫異界天賦大點現在導致枯萎遭遇生成50% 更多非傳奇怪物(之前為100%),導致枯萎怪物出現的速度提高100%(之前為150%) - 深淵大軍天賦大點現在導致地圖裡的深淵生成的怪物數量提高50% (之前為100%) - 莫名冒犯天賦大點不再使你地圖裡的先驅者生成60% 更多召喚物 - 血肉裂隙現在使區域裡的裂隙範圍提高20%(之前30%)怪物密度提高20%(之前30%) - 劇情遇到的稀有怪物只會有1-2 條詞綴 - 異界裡不會再出現只有1 條詞綴的稀有怪物了,稀有怪物大多是2-3 詞綴的,並有機率遇見4 詞綴的稀有怪物。 - 部分強大的怪物詞綴現在使用了我們的全新的獎勵轉換系統。比如說,如果你擊敗一個擁有腐化者詞綴的怪物,他所有的掉落將會是被腐化的。日耀之觸的怪物會把所有掉落變成地圖。奇塔弗之觸會使獎勵稀有度升高一級,魔法變稀有,稀有變傳奇等等。如果你幸運的話,如果糾纏者是第三條詞綴,奇塔弗之觸是第四條詞綴,這個稀有怪物本身就具有極高的稀有度和掉落數量,會導致他的獎勵轉換為珠寶,然後升級稀有度等級,掉落大量的暗金珠寶。獎勵轉換機製完全配合你的物品掉落數量,和物品掉落稀有度。 ### 黑暗峽谷異界天賦大點被移除了,意識流取代了他的位置。 魔法怪物的詞綴池雖然被限制了,但是他們仍然會製造地面效果和靈體火球。這些對玩家的威脅因為魔法怪物數量遠遠高於稀有怪,有時候會讓流放者措不及防。 我們調整了能夠出現在魔法怪物上的詞綴,使他們的詞綴更加屬性化。副本里相似或一樣的魔法怪會有同樣的詞綴而不是每個都重擲一次。 細節: - 以下詞綴不會出現在不屬於魔法怪物群的魔法怪物身上了:奉獻者,烈焰行走者,寒霜行走者,冰霜行走者和毒。 - 幻象,靈柩爆破者,冰牢詞綴不會再出現在魔法怪物上了 - 擁有閃電行走者詞綴的魔法怪物不會在被擊中時釋放閃電彈了 - 擁有烈焰行走者詞綴的魔法怪物不會在被擊中時釋放烈焰彈了 - 擁有冰霜行走者詞綴的魔法怪物不會在被擊中時釋放冰霜彈了 - 擁有哨兵詞綴的魔法怪物不會在被擊中時延遲發射清算技能了 - 擁有刺客詞綴的魔法怪物不會再傳送到遠方敵人的位置並且製造煙霧了 以下的罪惡枷鎖詞綴被改名字了: - 呼喚師改為棱光 - 湧動改為觸電 問題:有格擋率的怪物格擋時會承受少量傷害而不是格擋所有的傷害。但是罪惡枷鎖詞綴有機率格擋100% 傷害。 解決方案:擁有哨兵或仁慈護衛詞綴的怪物格擋時承受20% 傷害 ### 超越 超越有數個問題。首先怪物的設計是我們8 年前做的,已經過於老破。第二,這個機制生成的魔法和稀有怪物數量過多,提供了過高的經驗和掉落,對於刷高密度圖的玩家以外的玩家毫無用處。生成的稀有怪物數量也和罪惡枷鎖詞綴產生了矛盾。 天災怪物替代了超越。從超越召喚的怪物現在會是天災怪物和天災首領。我們完全重新平衡了超越怪物和首領出現的數量。新的超越怪物有機率掉落污穢通貨(用於洗腐化物品)。 細節: - 超越傳送門現在會生成天災怪物。天災怪物還是被分為3 個種族,一張圖只能出一個種族的天災怪物 - 擊殺怪物創建超越傳送門的基礎機率為15%,所以你無法堆疊這個屬性了。 - 召喚超越首領不再需要密集擊殺超越怪物。現在改為副本里擊殺足夠的超越怪物就會百分百生成超越首領,每個副本只能出現一個超越首領。當超越首領出現後,該副本不會再出現超越傳送門。 - 超越怪物有時會掉落污穢通貨,超越首領必定會掉落多個污穢通貨。污穢鏈接石、污穢工匠石、污穢神秘石的效果比重也調整了,使他們適合加入核心遊戲。 - 所有污穢通貨會在異域面板(通貨倉庫頁)擁有自己的格子。 - 超越機率的六分儀改為提高超越怪物群規模。 - 新的超越怪物不掉落天災物品。 以下是對應的異界天賦樹改動: - 惡魔的財寶顯著天賦現在導致你地圖裡的稀有超越怪物掉落一個額外的基礎通貨(之前是25%機率),它前方的小點現在提供5% 污穢通貨掉落數量(之前為8% 物品掉落數量) - 血之香現在不提供吸引超越怪物機率了,現在提供:你的地圖有10%機率吸引來自超越的怪物。 - 帷幕破碎現在不再提供:強大的超越怪物所需的傳送門-1,現在提供:你的超越傳送門出現超越首領的機率提高30%。小天賦從“5% 機率召喚一個額外的超越怪物”改為“地圖裡擊敗怪物生成超越傳送門的機率提高15%” ### 豐收忌劫 完成收割會給你一個物品化的可交易的對應顏色的生命力通貨。這個生命力可以在莊園工藝台消耗。工藝選項改為消耗一定數量的生命力。 T4 首領現在出現的概率大大提高,他們會掉落遭遇莊園化身歐萊娜的鑰匙。擊敗[[奧莎比]] 獲取特殊的生命力,用於特殊的工藝。 我們平衡了所有的莊園工藝,在新的莊園工藝系統裡移除了許多過於稀有的工藝和濫竽充數的工藝。許多提供特殊物品的工藝比如特殊的女神祭品被移除了,他們被移到了更加合適的掉落地點。 這些改動的結果就是,當你完成一個收割,你不會面對30 多個必須立刻使用的工藝,或者高風險的交易給其他玩家。現在則是保存生命力用到你想要的工藝上。現在莊園遭遇也簡單的多了,進入、刷怪然後繼續清圖。 就像超越和罪惡枷鎖,我們也降低了莊園遭遇戰稀有怪物的數量。並且,現在的莊園根據地圖品質和怪物群數量提高獎勵(之前莊園工藝不會根據地圖難度改變)。 細節: - 莊園怪物不給予工藝了,而是對應的生命力。 - 生命力分為三種,藍,黃,紫,這些物品可交易並且可以放入通貨倉庫頁。 - 生命力可以在莊園工藝台上使用。工藝台會顯示所有可以選擇的工藝和他們的生命力價格。 - 每個工藝都會消耗生命力,只要你有足夠的生命力就可以無限使用這些工藝。 - 莊園的首領比如莊園化身歐萊娜出現的機率提高了。 - 莊園化身歐萊娜不再掉落灌注的降臨之地,特殊女神祭品,灌注的製箱岩,透鏡或誘餌。現在她會掉落結晶的生命力,用於特殊的工藝。 - 工藝選項被重做了,許多工藝選項被重新平衡了,有些被徹底移除或移到其他地方了。 - 莊園工藝台裡儲存的工藝選項會在S20 開啟時刪除。 - 特殊女神的祭品會在迷宮最終獎勵箱子裡掉落。 - 灌注的降臨之地會從普通的T15 降臨之地首領掉落了。 - 誘餌和灌注的製箱岩將不可被獲得。 - 大豐收現在不再提供:古靈莊園含有一個額外的收割,現在提供:地圖裡的古靈莊園有50% 機率含有一次額外收割。 - 莊園之心現在不提供:莊園首領掉落一個神聖之花,現在提供:古靈莊園內的收割含有T4 作物的機率提高60% - 碩果累累現在提供:收割的作物有10% 機率額外生成一個怪物(之前50%) - 小的莊園天賦“地圖裡的作物有3% 機率提供額外工藝選項”改為“地圖裡的作物給予的生命值提高3%” - “地圖裡的作物給更多稀有的工藝選項”六分儀詞綴改為“使你掉落的生命力翻倍”。 - 里奧的辛迪加工藝改為:重置插槽顏色,數量和鏈接50 次,取最稀有的結果。 ### 崇高石與神聖石 [[Exalted Orb]]與[[Divine Orb]]的野生掉率是一樣的,但是崇高石的價值遠遠超過了神聖石,因為崇高沒有很常用商店配方的獲取方法,並且工藝也會消耗崇高石。 這兩個通貨之間,我們希望神聖石更稀有,使高數值的暗金更有價值,並且玩家更熱衷於用崇高石砸裝備。 我們因此做出兩個改動。首先,許多工藝桌工藝的價格會從崇高改為神聖。第二我們會改變六連商店配方,改為20 個鏈接而不是一個神聖。 細節: - “前綴無法改變”、“後綴無法改變”、“可擁有3 個工藝詞綴”的詞綴價格從2 崇高改為2 神聖 - “無法擲出攻擊詞綴”從1 崇高改為1 神聖 - “無法擲出法術詞綴”從5 祝福改為1 神聖 - 消耗神聖的辛迪加工藝詞綴改為1 崇高石或1 混沌石了 - 圖金和驅靈祭壇神聖石的價格會和崇高石一致 - 奪寶裝備富豪變神聖的機率最高階梯改為4% 機率(之前5%)這樣就和富豪變崇高是一個機率了 - 混沌變神聖的奪寶裝備也和混沌變崇高的機率一致了 - 軍帽,軍帽卡,賭神戒指和賭神戒指卡的掉率也因為這個改動而提高了。 - 重置詞綴數值的魔物園配方改為:將鍍金聖甲蟲升級為有翼聖甲蟲 ## 暗金物品平衡 問題:許多流放之路的暗金強度過低。隨著流放版本數量的推動,雖然說暗金掉落數量在提高,但是這也降低了掉落暗金的喜悅。 解決方案:降低暗金的掉落率,重新平衡一些暗金使他們在對應等級時更有意思和更有自己的特性。這次平衡的暗金都是劇情的暗金,我們會在之後的版本考慮平衡高級暗金。 細節: - 廉價建設、廉價建設【仿品】、切特斯之針、七彩碟、伊澤洛之謎、伊澤洛之亂、腐朽軍團、先驅之脊、疾風的沉思、毒蛇之度和世界雕刻者無法掉落了。 除非特殊註明,神聖石能夠更新這些暗金詞綴的數值,但是無法使暗金獲取新的詞綴。 -[[Alberon's Warpath]]的【+1 最大魔侍】改為【魔侍為永久性召喚物】現在給予【 13-19% 混沌抗性(原先9 - 12%),移動速度提高25% (原先20%)】 -[[Allelopathy]]基底由【術士手套】改為【絲絨手套】不再有【提高20-30% 持續性傷害】 -[[Ambu's Charge]]的【受到暴擊時獲得1 個耐力球與周圍玩家分享耐力球若你近期內被擊中,則每秒回复2% 生命】改為【受到暴擊時獲得最大耐力球,周圍隊友耐力球數量和你相同】 -[[The Anvil]]現在有10-15%的機率格擋攻擊傷害(以前是8%)。神聖石可將舊詞綴更新到新詞綴。 -[[Apep's Rage]]你造成的中毒的傷害生效速度加快30-50%(以前是20%)神聖石可將舊詞綴更新到新詞綴。 -[[Araku Tiki]]的【低血時閃避值提高+100,低血時每秒回复1% 生命】改為【閃避值隨著生命減少提高150-250,低血時獲得靈巧,低血時獲得暗影迷踪】 -[[Asenath's Mark]]的【攻擊速度提高(10–15)%,施法速度提高(10–15)%,移動速度提高5%,暈眩回復和格擋回复提高(10–15)%】改為【你用弓類攻擊時觸發一個插入的法術,它有0.3 秒冷卻時間,法術傷害提高30-60%】 -[[Ashcaller]]不再有【+(15–25)% 火焰持續傷害加成,燃燒傷害提高(20–30)%,有(16–22)% 的機率點燃】現在【命中敵人時有10% 的機率使敵人【灰燼纏身】給法術附加(20–24) 到(38–46) 點火焰傷害(以前是4-6到7-9)】並且【擊敗敵人時有25% 的機率觸發10 級的【召喚憤怒狂靈】(以前有10%的機率觸發8級)】 -[[Ashrend]]不再有【此物品上的技能石受到10 級的附加火焰傷害輔助,+(30–50) 最大生命】現在【遠程武器攻擊的物理傷害提高(75–150)%(以前是10-15%),攻擊擊中承受(-30–-60) 物理傷害(以前是-5 -7)】 -[[The Beast Fur Shawl]]不再【+(15–25) 最大能量護盾】它現在【該裝備的能量護盾提高(120–160)%(以前是110-130%),能量護盾回复率提高(50–100)%(以前是30-40%),承受傷害提高10%(以前是5%)】 -[[Bitterdream]]現在【此物品上的技能石受到15 級的徹骨,急凍,霜咬,冰霜穿透,啟迪,附加冰霜傷害輔助(以前是1級或10級)】神聖石可將舊詞綴更新到新詞綴。 -[[Replica Bitterdream]]現在【此物品上的技能石受到15 級的元素穿透,獻祭,異常爆發,霜咬,啟迪,閃電支配輔助(以前是1級或10級)】神聖石可將舊詞綴更新到新詞綴。 -[[Blackheart]]不再提供【全局物理傷害提高5%,+(20–30) 最大生命】現在【攻擊附加(10-15)- (20-25) 基礎混沌傷害(以前是1到3點),生命每秒再生(10–15)(以前是2-4點)】 -[[Blood of Corruption]]現在需求等級為5級(以前是20級)。 -[[Bramblejack]]不再【攻擊附加2 - 4 基礎物理傷害】它現在【+(30–60) 最大生命(以前是+12-20),攻擊擊中承受(-10)-(-15) 物理傷害(以前是-2),受到近戰物理傷害的1000% 會反射給攻擊者(以前是40%)】神聖石可將舊詞綴更新到新詞綴。 -[[The Brine Crown]]不再有【承受的冰霜傷害降低5%,靜止時魔力回复提高60%,+(30–50)% 冰霜抗性】它現在【+3%冰霜抗性上限】 -[[The Bringer of Rain]]現在有【此物品上的技能石受到30 級的近戰物理傷害,快速攻擊,致盲輔助(以前是18級),+(200–300) 最大生命(以前+200-220)】神聖石可將舊詞綴更新到新詞綴。 -[[Briskwrap]]基底從【扣環皮甲】改為【日光皮甲】並且不再【攻擊速度提高10%,移動速度提高5%】改為【每15敏捷增加1%傷害,藥劑給予的魔力恢復提高(60–100)%(以前是20-25%)】 -[[Bronn's Lithe]]不再【若你近期內使用過位移技能,則攻擊和施法速度提高15%】現在【此物品上裝備的【位移技能石】等級+5(以前是+2),移動技能傷害提高(35–50)%(以前是35-50%)】 -[[Chalice of Horrors]]不再有【該裝備+5% 攻擊格擋率,+(40–50) 最大生命,對受詛咒敵人造成傷害的1% 轉化為生命偷取】它現在有【此物品上裝備的【詛咒技能石】等級+3(以前是+1),+20%被詛咒怪物攻擊格擋率,格擋時有100% 的機率使怪物逃跑(以前是10%),對受詛咒敵人造成腐爛,每秒700點混沌傷害,持續8秒】 -[[Clayshaper]]不再有【召喚生物的最大生命提高(20–30)%,召喚生物造成(5–8) 到(12–16) 點額外物理攻擊傷害】它現在有【魔像造成96-120到132-160附加攻擊物理傷害】 -[[Cloak of Flame]]不再有【有10% 的機率點燃,受到擊中物理傷害的20% 轉化為火焰傷害】它現在有【+(50–75)% 火焰抗性(之前是+30-50%),敵人被點燃的持續時間延長(40–75)%(之前是30-50%),反射100 火焰傷害給近戰攻擊者(之前是15),受到物理傷害的40% 轉化為火焰傷害】 -[[Corpsewalker]]不再有【若你近期內有消耗靈柩,則傷害提高(20–40)%,周圍每個靈樞都使你每秒再生0.25% 生命,最多3%】取而代之的是【周圍每個靈樞都使你增加1%的移動速度,周圍每個靈樞都使你每秒再生8 生命】 -[[The Covenant]]不再【插入的技能石同時消耗生命並保留生命而非消耗和保留魔力】取而代之的是【此物品上的技能石受到29 級的附加混沌傷害輔助(以前是15級),插入的技能石消耗等同於魔力消耗100%的生命】 -[[Crown of the Pale King]]現在【被擊中時,你反射給敵人的100% 傷害變為生命偷取(以前是30%】 -[[Crown of Thorns]]現在【+(150–225) 最大能量護盾(以前增加60-80),攻擊擊中承受+25 物理傷害(以前是+5)】神聖石可將舊詞綴更新到新詞綴。 -[[Cybil's Paw]]現在【施法速度提高(15–20)%(以前是8-12%),生命在你每次用法術擊中敵人時+(15–20)(以前是5-8點)】神聖石可將舊詞綴更新到新詞綴。 -[[Daresso's Courage]]不再有【全局物理傷害提高20%,該裝備+(3–6)% 攻擊格擋率】現在【該裝備的護甲與閃避提高(200–250)%(以前是100-120%),+(20–30)% 所有元素抗性(以前是10-20%),若你近期內格擋過法術傷害,攻擊傷害格擋機率+100%(之前是+20%),若你近期內格擋過攻擊傷害,則+100% 法術傷害格擋率(之前是+20%)】 -[[Daresso's Defiance]]現在【物理攻擊傷害的2% 會轉化為生命偷取(以前是0.4-0.6%),【猛攻】效果提高100%(以前是60-100%)】神聖石可將舊詞綴更新到新詞綴。 -[[Death's Harp]]現在【弓類攻擊發射2支額外箭矢(以前是一支)】 -[[Death Rush]]重新設計,不再有任何舊詞綴,現在【擊殺時恢復5%生命值,擊殺時獲得腎上腺素,持續3秒。 -[[Deerstalker]]不再有【+(35–45) 最大生命】現在【此物品上的技能石受到15 級的陷阱輔助(以前是11級陷阱)】神聖石可將舊詞綴更新到新詞綴。 -[[Deidbell]]不再有【近戰傷害提高20%,攻擊附加10 - 20 基礎物理傷害】取而代之的是【助力的攻擊有20-30% 的機率不消耗助力次數】 -[[Demon Stitcher]]現在是【+(100–120) 最大能量護盾(之前是+50-70),+(100–120) 最大生命(之前是+50-70),你施法時,獻祭生命的5-12% 來獲得等量的能量護盾(之前是5%)】神聖石可將舊詞綴更新到新詞綴。 -[[Dialla's Malefaction]]現在【紅色插槽內的技能石+2 等級(以前是+1),綠色插槽內的技能石+30% 品質(以前是+10%),藍色插槽內的技能石額外獲得100% 經驗(以前是25%)】神聖石可將舊詞綴更新到新詞綴。 -[[Doedre's Damning]]現在【+(5–20) 智慧(以前是5-10),+5-20% 所有元素抗性(以前是5),擊敗敵人回复+5-20 魔力(以前是5)】神聖石可將舊詞綴更新到新詞綴。 -[[Doedre's Scorn]]不再有【元素傷害提高20%,擊中和異常狀態傷害按照敵人身上每個詛咒提高(10–20)%】現在【敵人身上每1 個詛咒使你對他附加37-71點混沌傷害】 -[[德瑞的精神手套]]不再提供【+32 最大能量護盾】它們現在提供【+20-50 智慧(以前是+20),法術傷害提高100%(以前是50-60%),施法速度降低15-25%(以前是15%)】 -[[滅世]]不再【獲得等同武器物理傷害100% 的隨機一種額外火焰,冰霜,或者閃電傷害】相反,它現在【獲得等同武器物理傷害100% 火焰,冰霜,閃電傷害】 -[[迎暮]]不再有【+(20–30) 最大生命,暈眩回復和格擋回复提高50%】它現在有【移動速度提高20%(以前是15%),該裝備的護甲與閃避提高(60–100)%(以前是40-60%),藥劑持續期間,攻擊和法術附加(30–40)-(50–60) 基礎混沌傷害(以前是15-20到25-30)】 -[[帝王的戒心]]不再有【生命上限提高(10–15)%,你沒有能量護盾時無法格擋】現在【該裝備的護甲與能量護盾提高1000%(以前是300% -400%)】 -[[影殞]]不再有【物理傷害提高150%,物理攻擊傷害的(0.6–1)% 轉化為魔力偷取】它現在增加【附加1-75閃電傷害,攻擊附加等同於最大能量護盾20%的閃電傷害,生命上限降低25%(以前是10%)】 -[[艾茲麥的榮光]]不再有【全局物理傷害提高20%,無法閃避敵人攻擊】它現在賦予【烈士意志,範圍效果15-20%,+(75–100) 護甲(以前+15-25)】 -[[費爾之帽]]不再有【+(15–30) 最大魔力,暈眩回復和格擋回复提高15%】它現在【你可以被罪魂附身,攻擊附加15 -25 基礎冰霜傷害(以前是6到12)】 -【卓識】不再提供【每個作用於這張圖的六分儀使你的元素傷害提高10%】,現在【有25-50% 機率燒灼敵人(之前25%)】 -[[狐毛鎧]]不再有【攻擊附加5 - 12 基礎物理傷害,移動速度提高10%】它現在【滿血時增加30%移動速度,滿血時閃避值提高+1000(以前是+500),滿血時敵人擊中傷害是不幸的】 -[[風視]]不再提供【每個作用於這張圖的六分儀使你的元素傷害提高10%】,現在【有25-50% 機率對敵人造成脆弱(之前25%)】 -[[吉爾菲的榮光]]不再有【此物品上裝備的技能石等級+1,【召喚聖物】的冷卻恢復速度降低(20–25)%】現在【該裝備的護甲與能量護盾提高(120–150)%(以前是60-80%),火焰,寒冷和閃電抗性+(20–30)%(以前是+15-20%)】 -[[Giantsbane]]現在有【-10%攻擊速度,箭矢穿透2個額外目標,攻擊附加(5–8) - (12–16) 基礎物理傷害(以前是3-6到10-12)】 -[[Gruthkul's Pelt]]不再有【+(20–40)% 冰霜抗性】它現在有【護甲和閃避提高300-400%,+(240–300) 最大生命(以前是200-240),生命每秒再生10%(以前是5%)】 -[[裂心刃]]不再有【+50 最大能量護盾】它現在是【+(60–100) 最大魔力(以前+40-50),能量護盾充能時間提前(40-80%)(以前是10%)】 -[[Replica Heartbreaker]]不再有【+50 最大能量護盾】它現在是【+(30–50) 最大生命(以前+40-50),能量護盾充能時間提前40-80%(以前是10%)】 -[[寒焰]]不再【若你近期內使用過火焰技能,則冰霜傷害提高(20–30)%,若你近期內使用過冰霜技能,則火焰傷害提高(20–30)%】改為【若敵人冰緩,每1%冰緩效果獲得1%冰霜傷害的額外火焰傷害,若敵人冰凍,獲得100%冰霜傷害的額外火焰傷害】 -[[The Highwayman]]不再有【若你的耐力球、狂怒球或暴擊球總共有5 個時,將傷害的0.5% 轉化為生命偷取】它現是【移動速度提高5-10%(以前是5%),將傷害的1% 轉化為生命偷取,擊中時有100% 的機率偷取暴擊,狂怒和耐力球(以前是25%)】 -[[私慾的光輝]]現在是【此物品上裝備的技能石等級+2(以前是+1-2),攻擊和法術附加1 - 30 基礎閃電傷害(以前是1到13)】神聖石可將舊詞綴更新到新詞綴。 -[[冰冷之眼]]不再有【攻擊和法術附加(5–7) - (13–15) 基礎冰霜傷害】它現在【100% 的物理傷害轉換為冰霜傷害(以前是50%),反射100冰霜傷害給近戰攻擊者(以前是10)】 -[[Hyrri's Truth]]不再有【攻擊附加(12–15) - (24–28) 基礎物理傷害,攻擊附加(11–15) - (23–28) 基礎冰霜傷害,物理攻擊傷害的(0.8–1)% 會轉化為生命偷取】它現在有【弓攻擊終結,+(25–50)% 攻擊和法術暴擊傷害加成(以前+23-28%),+(40–80) 敏捷(以前+25-35)】 -[[冰息]]的【敵人被冰緩的持續時間延長150%】改為【 敵人擊中你時有20%機率被凍結,持續1秒】 -[[烈陽徽記]]不再提供【+10 敏捷】現在是【+20% 照亮範圍,周圍敵人致盲,攻擊附加(18-24) -(32-40) 基礎火焰傷害(以前是12到24)】 -[[永生]]現在是【生命每秒再生(200–350)(以前是66.7-75點)】神聖石可將舊詞綴更新到新詞綴。 -[[煉獄之心]]不再有【火焰傷害提高(25–35)%】它現在【此物品上裝備的【火焰技能石】等級+3(以前是+1),低魔時受到的法術傷害提高100%(以前是15%)】 -[[岡姆的遠見]]不再有【你的攻擊擊中每個敵人會回复+(2–4) 生命】改為【獲得10級主動技能堅決戰吼】 -[[基加薩魯]]現在【生命每級每秒再生3 點(以前是1點)】神聖石可將舊詞綴更新到新詞綴。 -[[金繕]]不再有【+(60–80) 最大生命】現在是【閃避值提高(120–160)%(以前是100-120%),若你近期內未被擊中,則受到的傷害總降35%(以前是20%),若你近期內被擊中,則閃避值提高100%(以前是50%)】 -[[Law of the Wilds]]中召喚幽狼攻擊速度更快 -[[共鳴之面]]現在是【傷害降低25%(以前是30%),+(60–100) 最大生命(以前是20-30),+(60–100) 最大魔力(以前是20-30),你和友軍的傷害提高50%(以前是15%)】神聖石可將舊詞綴更新到新詞綴。 -[[雷語]]現在是【受到擊中物理傷害的50% 轉化為閃電傷害(以前是30%)】神聖石可將舊詞綴更新到新詞綴。 -[[意識之緣]]不再有【+(20–30) 最大生命】現在是【擊敗敵人時有10-15% 的機率獲得1 個隨機能量球(以前是10%)】 -[[堅毅之環]]不再有【全局物理傷害提高(25–40)%】現在是【至少有200 點力量時,+(20–25)% 元素抗性,10%造成2倍傷害。至少有400 點力量時,5%機率造成3倍傷害】 -[[瑪拉凱的祭具]]不再有【法術傷害提高(15–30)%,閃電傷害提高(20–30)%】現在是【法術有20%機率造成雙倍傷害,+25-30% 閃電抗性(以前是+10%)】 -[[瑪拉凱的遠見]]現在是【所有身上裝備的物品皆為已腐化時,每秒回复400 能量護盾(以前是250)】 -[[Mark of the Red Covenant]]不再有【召喚生物的移動速度提高(25–45)%】現在【召喚憤怒狂靈的傷害提高(175–250)%(以前是130-150%)】 -[[Marohi Erqi]]不再有【此物品上的技能石受到15 級的【粉碎】輔助,附加30 - 40 基礎物理傷害,移動速度降低10%】它現在【攻擊速度降低25%(以前是10%),-500 命中值(以前是-100),物理傷害提高(400–500)%(以前是200-230%)】 -[[遠祖之顱]]現在是【格擋時噴灑焦油(以前是暴擊時),你技能給予召喚生物的非詛咒光環效果提高20%(以前是10%),你技能的非詛咒類光環效果提高20%(以前是10%)】 -[[梅吉諾德的力量泉源]]現在是【攻擊附加10 - 20 基礎物理傷害(以前是5到15)】神聖石可將舊詞綴更新到新詞綴。 -[[梅吉諾德的巨力腕甲]]不再有【全局物理傷害提高10%,至少有400 點力量時,每秒回复2% 生命】它現在有【近戰攻擊擊退敵人,增加100%擊退距離。近戰攻擊技能對目標周圍濺射,+50 力量(以前是+100)】 -[[靈漩]]不再有【冰霜傷害提高(10–15)%,閃電傷害提高(10–15)%】它現在有【獲得等同(10–15)% 魔力的額外能量護盾(以前是5-10%)。將承受傷害的(10–20)% 吸納為魔力(以前是5-10%)】 -[[明恩的慧心]]現在是【能量護盾上限降低25%(原來是5-10%)。生命上限降低25%(原來是5-10%)。獲得額外混沌傷害,其數值等同於物理傷害的40-60%(原來是20%)。】神聖石可將舊詞綴更新到新詞綴。 -[[莫考之擁]]不再有【火焰傷害提高(15–25)%,有(5–10)% 的機率點燃】它現在有【所有擊中傷害都能點燃你。被點燃時攻擊速度提高25-40%,被點燃時施法速度提高25-40%(之前都是20%)】 -[[凋靈魔爪]]現在是【魔衛復甦物理傷害總增(100–125)%(以前是80-100%)。被魔衛的擊中擊敗的敵人會爆炸,造成其生命50% 的火焰傷害(以前是20%)】 -[[Ngamahu's Sign]]現在【攻擊和法術附加(20–25)-(30–35) 基礎火焰傷害(以前是8-10到12-14)】神聖石可將舊詞綴更新到新詞綴。 -[[奈可妲之燈]]不再有【此物品上裝備的【火焰技能石】等級+2。此物品上的技能石受到10 級的火焰穿透輔助。插入的技能石附加63 到94 點火焰傷害。法術傷害提高(20–30)%。攻擊擊中每個敵人會回复+(6–10) 生命】現在是【戰鬥法師。附加(76-89)-(161-176)火焰基礎傷害。照亮範圍擴大50%(以前是25%)】 -[[抹滅]]不再有【附加(25–50) - (85–125) 基礎物理傷害。該裝備的攻擊暴擊率提高(26–32)%】它現在有【獲得額外混沌傷害,其數值等同於物理傷害的(30–40)%(以前是13-15%)】 -[[恩德的迅影]]現在是【攻擊附加(1-4)-(30-50) 基礎閃電傷害(以前是1到13)。+(100–200) 命中值(以前是50-80)】神聖石可將舊詞綴更新到新詞綴。 -[[幻彩菱織]]不再有【攻擊技能的元素傷害提高10%】它現在是【攻擊附加(14–16) - (30–32) 基礎火焰傷害(以前7-8到15-16)。攻擊附加(10–12) - (24–28) 基礎冰霜傷害(以前5-6到12-14)。攻擊附加1 - (60–68) 基礎閃電傷害(以前1到30-34)。+(6–15)% 所有元素抗性(以前是+6-8%)】 -[[Replica Prismweave]]不再有【元素傷害提高10%】它現在是【給法術附加(14–16) 到(30–32) 點火焰傷害(以前7-8到15-16)。法術附加(10–12) - (24–28) 基礎冰霜傷害(以前5-6到12-14)。法術附加1 - (60–68) 基礎閃電傷害(以前1到30-34)。+(6–15)% 所有元素抗性(以前是+6-8%)】 -[[Ralakesh's Impatience]]不再有【當你靜止時,獲得等同你最高狂怒球,耐力球和暴擊球的最小狂怒,耐力和暴擊球】它現是【當你靜止時,獲得最大狂怒球,耐力球,暴擊球。移動速度提高30%(以前是20%)】 -[[虹幕]]不再有【該裝備的能量護盾提高(140–180)%】現在是【移動速度提高20%(原來是25%)。(15–20)% 法術傷害格擋機率(原來是4-6%)】 -[[拉什卡德的耐心]]不再有【5% 的機率使敵人受到冰凍,感電與點燃。無法獲得暴擊球】現在改為【100% 的機率使敵人受到冰凍,感電與點燃。敵人受到的元素異常狀態時間減少20%(以前是延長20%)。裝備和技能石的屬性需求提高10%(以前是降低10%), 需求等級從61 下調至48】 -[[疫鼠囚籠]]不再有【-50% 火焰抗性。受到的火焰傷害提高20%】它現在是【100% 所承受的火焰傷害轉化為物理傷害。+(200–300) 最大生命(以前是+160-200)】 -[[獻祭之心]]現在是【當你使用或觸發法術技能時,獻祭10% 的生命(以前是4%)。每100 點玩家最大生命使法術暴擊率提高5%(以前是2%)。每100 玩家點最大生命使法術傷害提高5%(以前是2%)】 -[[悔悟之掌]]不再有【法術傷害降低(0–30)%。+(8–16) 最大能量護盾】現在是【力量提高6-12%。該裝備的護甲與能量護盾提高(400–500)%(以前是120-180%)】 -[[無盡之衛]]現在是【每個狂怒球可使移動速度提高4%(以前是1%)。生命按照每個耐力球每秒再生75 點(以前是20-30)。耐力球,狂怒球,以及暴擊球的持續時間延長100-200%(以前是100%)】神聖石可將舊詞綴更新到新詞綴。 -[[Retaliation Charm]]不再有【對致盲的敵人的擊中和異常狀態傷害提高(25–40)%。對致盲的敵人時,攻擊和法術暴擊率提高(30–50)%。暴擊時有(40–50)% 的機率致盲敵人】它現在是【被擊中時10-20%機率獲得狂怒球。擊中時10-20%機率使敵人致盲】 -[[混響]]現在新增【此物品上的技能石受到10 級的秘術增強輔助。此物品上的技能石受到10 級的精準破壞輔助】 -[[瑞佛的奮戰長劍]]新增【最近擊敗敵人時,獲得15%移動速度】 -[[瑞佛之冠]]不再有【火焰傷害提高(20–30)%。冰霜傷害提高(20–30)%】現在是【擊敗敵人時觸發10 級【召喚幽狼】(以前有10%的機率觸發)】召喚幽靈現在攻擊速度更快。 -[[酷寒的凝視]]不再有【冰霜傷害提高30%】它現在是【+50% 冰霜持續傷害加成(以前是16-22%)。該裝備的能量護盾提高50%(以前是140-160%)。+(25–75) 最大魔力(以前是+40-60)】 -[[烈炎之翼]]不再有【+(40–60) 最大生命】它現在是【該裝備的護甲與能量護盾提高(240–300)%(以前是80-100%)。生命每秒再生(100–120)(以前是15-20)。】 -[[蘿絲之觸]]不再有【攻擊速度提高(4–8)%】它現是【技能可以連鎖彈射+2 次(以前是+1)。攻擊技能的元素傷害提高(60–80)%(以前是20-40%)。】 -[[薩費爾的智慧]]現在是【(20–30)% 法術傷害格擋機率(以前是15-20%)。+20-30% 所有元素抗性(以前是10%)】神聖石可將舊詞綴更新到新詞綴。 -[[塑界者之籽]]現在是【魔力再生率提高(60–100)%(以前是30-50%)。生命每秒再生4%(以前是2%)。周圍友軍的生命每秒再生4%(以前是2%)。周圍友軍的魔力再生率提高80%(以前是40%)】神聖石可將舊詞綴更新到新詞綴。 -[[薛朗的秘術長靴]]不再有【+10 敏捷】現在是【暈眩回復和格擋回复提高(150–200)%(以前是10-15%)。】 -[[薛朗的啟示之環]]現在是【右戒指欄位:每秒回复6% 能量護盾(以前是3%)。右戒指欄位:+250 最大魔力(以前是+100)。左戒指欄位:+250 最大能量護盾(以前是+100)】神聖石可將舊詞綴更新到新詞綴。 -[[魔靈之符]]不再有【召喚生物的移動速度提高(10–15)%。召喚生物技能的魔力消耗降低(10–15)%】它現在是【召喚生物50%物理傷害轉化為冰霜傷害,且不能造成非冰霜傷害。召喚生物附加(25–35) - (60–65) 基礎冰霜傷害(以前是5-9到11-15)】 -[[奇異]]現在是【法術附加(1–10) - (150–200) 基礎閃電傷害(以前是30-40到60-70)。擊中和異常狀態對被干擾敵人的傷害提高100%(以前是60-80%)】 -[[光輝之顱]]不再有【+(50–70) 最大生命。+(50–70) 最大魔力。召喚生物有+(300–350) 點護甲】現在是【召喚生物有+25% 法術傷害格擋機率,格擋時召喚生物回复10%生命。召喚生物有+25% 攻擊傷害格擋機率(以前是+10%)】 -[[新生之徽]]不再有【生命每秒再生3%。低血時每秒回复3% 生命】它現在是【你被冰凍的持續時間縮短80%(以前是50%)。每秒再生30-50生命。低血時每秒回复100 生命】 -[[南方]]不再有【【寒冰之捷】的傷害提高50%】現在是【攻擊附加(60–72) - (88–100) 基礎冰霜傷害(以前是30-36到44-50)。敵人被冰凍的持續時間延長100%(以前是25%)】 -[[拉茲瓦的靈石]]現在是【施法速度提高(15–20)%(以前是10-15%)。+(40–70) 最大魔力(以前是+30-50)】神聖石可將舊詞綴更新到新詞綴。 -[[Stormcharger]]不再有【物理傷害的30% 轉換為閃電傷害】它現在是【移動速度提高1-40%(以前是20%)。免疫感電地面。閃電異常狀態持續時間延長1-100%(以前是50%)。閃電異常狀態效果提高50%(以前是15-25%)】 -[[日炎]]不再有【陷阱傷害提高(30–40)%。魔力再生率提高20%】它現在是【投擲1-3個額外陷阱。目標方向隨機投擲。陷阱不能被敵人觸發。陷阱持續時間縮短50%(以前是80%)】 -[[純淨之淚]]現在需要5級(以前是20級)。它現在是【+(10–20) 全屬性(以前是+5-10)。+5-10% 所有元素抗性(以前是+5%)】神聖石可將舊詞綴更新到新詞綴。 -[[竊罪]]現在是【+(25–40)% 所有元素抗性(以前+16-24%)】神聖石可將舊詞綴更新到新詞綴。 -[[Thousand Ribbons]]現在是【攻擊和法術附加(2-4)-(5-9) 基礎火焰傷害(以前2到3)。攻擊和法術附加(2-4)-(5-9) 基礎冰霜傷害(以前2到3)。攻擊和法術附加1-(4-12) 基礎閃電傷害(以前1到4)。+(30–60) 點閃避值(以前+10-20)。+(30–60) 最大能量護盾(以前+10-20)。+25-50最大生命(以前+6)。+25-50 最大魔力(以前+6)。+(15–30)% 火焰抗性(以前是+5-10%)。+(15–30)% 冰霜抗性(以前是+5-10%)。+(15–30)% 閃電抗性(以前是+5-10%)】神聖石可將舊詞綴更新到新詞綴。 -[[千齒]]不再有【被擊中時,你反射給敵人的10% 傷害變為回復生命】它現在是【該裝備+10% 攻擊格擋率(以前是+5%)。攻擊者格擋時反射1000 到10000 物理傷害(以前是1到1000)】 -[[轟天雷]]不再有【攻擊附加1 - 100 基礎閃電傷害。(25–30) 最大能量護盾。敵人被暈眩時間延長10%。閃電異常狀態持續時間延長100%】現在是【此物品上的技能石受到30 級的附加閃電傷害輔助(以前是18級)。閃避和能量護盾提高150-200%。感電效果提高100%】 -[[Thundersight]]不再提供【每個作用於這張圖的六分儀使你的元素傷害提高10%】,現在【有25-50% 機率使敵人筋疲力盡敵人(之前25%)】 -[[時空扭曲]]不再有【+(40–45) 最大能量護盾。魔力再生率提高15%】它現在有【受到的傷害6-12%轉化為生命回复。受到的傷害6-12%轉化為魔力回复。技能效果持續時間縮短(-20–20)%(以前是-10 -10%)。施法速度提高(10–15)%(以前是5-10%)】 -[[瓦爾的靈手]]現在是【此物品上裝備的【瓦爾技能石】等級+5。此物品上裝備的非【瓦爾技能石】等級-5。使用瓦爾技能時,獲得【猛攻】狀態,持續20 秒(先前為5)。】 -[[Victario's Flight]]不再有【將承受傷害的(5–10)% 吸納為魔力。你和周圍友軍的移動速度提高10%】它現在有【移動速度提高10-20%(之前是15%)。低血時移動速度提高10-20%。水銀藥劑也適用於周圍友軍】 -[[福爾的遠見]]現在是【身上未裝備已腐化的物品時,每秒回复400 生命(以前是100點)】神聖石可將舊詞綴更新到新詞綴。 -[[時空扭曲]]不再有【從生命偷取、魔力偷取、能量護盾偷取中獲得的每秒總恢復量提高30%】它現在是【攻擊速度提高(10–25)%(之前是10-15%)。施法速度提高(10–25)%(之前是10-15%)。移動速度提高(10–20)%(之前是10-15%)。技能效果持續時間縮短(10–15)%(之前是10-15%)。負面效果持續時間縮短速度提高100%】 -[[暴雨之舵]]不再有【該裝備+5% 攻擊格擋率。詛咒技能的技能效果持續時間延長100%。+(5–10) 護甲】現在是【閃避和護甲提高20-40。+50-75%閃電抗性】 -[[惡風足跡]]不再有【元素傷害提高(10–20)%】現在是【移動速度提高20%(以前是15%)。蠱咒範圍提高50%】 -[[迴光之跡]]現在是【+(5–30) 力量(以前是+5-10)。+(5–30) 敏捷(以前是+5-10)。+(5–30) 智慧(以前是+5-10)。+(5–30) 最大能量護盾(以前是+10-16)。移動速度提高10-25%(以前是10%)】神聖石可將舊詞綴更新到新詞綴。 -[[Wraithlord]] 不再有【召喚生物每秒回复1% 生命。+1000 靈體最大生命】它現在是【無法擁有非靈體召喚物。+2最大靈體數量】 -[[龍蛻之帶]]現在有41級的等級要求(以前是8級)。【+(20–30)% 冰霜抗性(以前是+10-20%)。物理攻擊傷害的2% 會轉化為生命偷取(以前是0.4%),通過生命偷取的生命恢復率提高500-1000%。物理攻擊傷害的2% 轉化為魔力偷取(以前是0.4%),通過生命偷取的生命恢復率提高500-1000%】物理攻擊傷害吸取的生命和法力修正值現在是2%(以前都是0.4%)。它現在有【生命汲取每秒增加500-1000%總恢復力】和【法力汲取每秒增加500-1000%總恢復力】。它現在還提供【+20-30%的耐寒性(以前是+10-20%)】。 Fated Uniques Problem: When Prophecy was removed from the game in 3.17, some fated unique items were discontinued or merged with their normal version, and the remainder were moved to occasionally drop from map bosses. However, this drop method was always intended to be a temporary measure. Solution: The original plan was to develop a new method of making fated unique items to properly replace Prophecy. However, with a second round of fated uniques merged with their base versions by the changes listed above, it became clear that there were not enough remaining fated unique items to support such a system. We are instead just disabling fated unique items from dropping. Details: Fated Uniques can no longer be acquired. The special modifiers on some Fated Uniques have been moved to the base version of that Unique. More information can be found in the Rebalance of Unique Items section. The A Note in the Wind, Akil's Prophecy, The Mad King, The Transformation, and Vile Power Divination Cards have been temporarily disabled, and existing cards cannot be turned in currently. Added a vendor recipe for Cameria's Avarice. Happy hunting! As a result of this, the Fated Uniques Atlas Passive Cluster, and the Rare cluster opposite it, have been removed and replaced with skills that make it more likely to find specific Master Missions: The Fated Conflict Atlas Notable Passive Skill and the three small Map Boss Rarity Atlas Passive Skills leading to it have been removed from the Atlas Passive Tree. The Spoils of War Atlas Notable Passive Skill and the three small Rare Monster Duplication Atlas Passive Skills leading to it have been removed from the Atlas Passive Tree. Added a new Atlas Notable Passive Skill, Mining Partnership, which causes randomly encountered Masters in your Maps to have a 100% increased chance to be Niko, and Master Missions from completing your Maps to have a 100% increased chance to be Niko. Added a new Atlas Notable Passive Skill, Covert Stakeouts, which causes randomly encountered Masters in your Maps to have a 100% increased chance to be Jun, and Master Missions from completing your Maps to have a 100% increased chance to be Jun. Added a new Atlas Notable Passive Skill, Hunting Season, which causes randomly encountered Masters in your Maps to have a 100% increased chance to be Einhar, and Master Missions from completing your Maps to have a 100% increased chance to be Einhar. Added a new Atlas Notable Passive Skill, Archaeology Tour, which causes randomly encountered Masters in your Maps to have a 100% increased chance to be Alva, and Master Missions from completing your Maps to have a 100% increased chance to be Alva. Defence Balance The substantial changes to character defences contained in the 3.16 expansion had the desired effect of encouraging players to invest more heavily in character defences besides life stacking. We're happy with this direction, but will be making further changes aimed at making some of the most powerful defensive layers require more investment and improving diversity in defensive options. We are making a set of changes with this goal in 3.19, but are also considering further changes for future expansions and will be refining these plans based on discussion and your feedback. Problem: Spell Suppression is intended to be mostly accessible to characters on the right side of the passive skill tree. However, spell suppression values on item modifiers are high enough that any character can reasonably reach 100% spell suppression chance through items alone, and passive skills that grant suppression are relatively weak in comparison. This results in capped spell suppression feeling like a mandatory pickup for most characters that want strong defences, rather than mostly an option to complement evasion-focused builds. Solution: Reduce the values of spell suppression granted by item modifiers. Increase the amount of spell suppression granted by passive skills and a few other sources. Details: Chance to Suppress Spell Damage modifiers on Dexterity Body Armours and Shields can now roll with values of +8–10% at the lowest tier (previously +17–20%), up to +20–22% at the highest tier (previously +32–34%). Crafted versions of these modifiers now have values of +5–7% (previously +8–10%) and +8–10% (previously +11–13%). Chance to Suppress Spell Damage modifiers on Dexterity Helmets, Boots and Gloves can now roll with values of +5–6% at the lowest tier (previously +8–10%), up to +13–14% at the highest tier (previously +20–22%). Crafted versions of these modifiers now have values of +3–4% (previously 5–6%) and +5–6% (previously 7–8%). The Eater of Worlds Implicit modifier on Gloves that grants a chance to Suppress Spell Damage can now roll with values of +5–10% (previously +7–12%). The Eater of Worlds Implicit modifier on Gloves that grants a chance to Suppress Spell Damage while a Unique Enemy is in your Presence can now roll with values of +7–12% (previously +10–15%). The Eater of Worlds Implicit modifier on Gloves that grants a chance to Suppress Spell Damage while a Pinnacle Atlas Boss in your Presence can now roll with values of +10–15% (previously +13–18%). The Corrupted Implicit Boots modifier that grants a +6–9% chance to Suppress Spell Damage now has a level requirement of 45 (previously 1). The Corrupted Implicit Boots modifier that grants a chance to Suppress Spell Damage while moving can no longer roll. The small Passive Skills in the Evasion and Spell Suppression wheel at the centre of the Passive Skill Tree now grant +4% chance to Suppress Spell Damage (previously 3%). The Inveterate Notable Passive Skill now grants +15% chance to Suppress Spell Damage (previously +12%). The small Passive Skills in this cluster now grant +8% chance to Suppress Spell Damage (previously +6%). The Entrench Notable Passive Skill now grants +12% chance to Suppress Spell Damage (previously +10%). The small Passive Skills in this cluster now grant +5% chance to Suppress Spell Damage (previously +4%). The Instinct Notable Passive Skill now grants +12% chance to Suppress Spell Damage (previously +10%). The small Passive Skills in this cluster now grant +5% chance to Suppress Spell Damage (previously +4%). The Quickstep Notable Passive Skill now grants +10% chance to Suppress Spell Damage (previously +6%). The Intuition Notable Passive Skill now grants +8% chance to Suppress Spell Damage (previously +5%). The Resourcefulness Notable Passive Skill now grants +8% chance to Suppress Spell Damage (previously +5%). The Courage Notable Passive Skill now grants +15% chance to Suppress Spell Damage if you've Hit an Enemy Recently (previously +10%). The Dagger Mastery that provides a chance to Suppress Spell Damage for each Dagger you're Wielding now has a value of +10% (previously +8%). The Spell Suppression Mastery that provides a chance to Suppress Spell Damage if your Boots, Helmet and Gloves have Evasion now has a value of +12% (previously +10%). The Spell Suppression Mastery that prevents a percentage of Suppressed Spell Damage now has a value of +3% (previously +2%). The Aerialist Cluster Jewel Notable Passive now grants +10% chance to Suppress Spell Damage (previously +6%). The Darting Movements Cluster Jewel Notable Passive now grants +12% chance to Suppress Spell Damage while moving (previously +8%). The Elegant Form Cluster Jewel Notable Passive now grants +10% chance to Suppress Spell Damage (previously +6%). The Hit and Run Cluster Jewel Notable Passive now grants +10% chance to Suppress Spell Damage if you've Hit an Enemy Recently (previously +6%). The Untouchable Cluster Jewel Notable Passive now grants +10% chance to Suppress Spell Damage (previously +6%). Problem: Arctic Armour does not grant enough defensive power to compete with other defensive reservation skills, particularly since the majority of its protection is only granted when the player is standing still. Solution: Substantially increase the amount of damage reduction while stationary provided by Arctic Armour. We will likely continue to explore more efficient defensive options for characters that spend a lot of time standing still in future content updates. Details: Arctic Armour now grants 11–21% less Physical Damage taken from Hits while stationary at gem levels 1–20 (previously 8–13%), and 11–20% less Fire Damage taken from Hits while stationary at gem levels 1–20 (previously 8–12%). Labyrinth Helmet Enchantments that grant increased Arctic Armour Buff Effect can no longer be obtained. Problem: Flesh and Stone is not powerful enough to warrant 25% mana reservation. Slight improvements to Blind investment outlined below will naturally help it to some extent, but just a little more power is needed to make it a competitive option. Solution: Increase the damage reduction from distant enemies that Flesh and Stone provides when in Sand Stance. Details: Flesh and Stone now causes you to take 11–15% less Damage from Attacks from Enemies that aren't nearby while in Sand Stance at gem levels 1–20 (previously 9–11%) Problem: Defiance Banner provides a substantial percentage increase to armour and evasion, on top of other benefits for a low investment. It therefore grants all characters a way to further scale the large amounts of armour and evasion granted by the Determination and Grace skills. It also disproportionately benefits characters that do not have easy access to armour and evasion scaling on the passive skill tree, and when combined with Determination and Grace allows these characters to use aura effect to scale armour and evasion almost as effectively as characters directly investing into armour and evasion bonuses. This has led to the combination of Defiance Banner, Determination and Grace feeling near mandatory for characters in hardcore leagues, and very attractive elsewhere. Solution: Substantially reduce the armour and evasion granted by Defiance Banner. Details: Defiance Banner now grants you and nearby allies 15–24% increased Armour and Evasion Rating at gem levels 1–20 (previously 30–49%) Defiance Banner now grants nearby enemies 30–40% reduced Critical Strike Chance at gem levels 1–20 (previously 20–29%) Anomalous Defiance Banner quality grants you and nearby allies 0.25% increased Armour and Evasion Rating per quality (previously 0.5%) Problem: The Wind Dancer keystone's drawback of taking 20% more attack damage if you've been hit by an attack recently is too risky to make the keystone feel like a worthwhile trade, even for characters with substantial investment in evasion, as it is too likely that you will be hit again during that time. Solution: Change Wind Dancer to be less risky for characters with large amounts of evasion by allowing a high evasion rating to more effectively mitigate its drawback. Details: The Wind Dancer Keystone Passive Skill no longer provides 40% more Evasion Rating if you have been Hit by an Attack Recently. Instead, it now provides 10% more chance to Evade Attacks if you have been Hit by an Attack Recently. Problem: The Arrow Dancing keystone's penalty to melee evasion chance feels too punishing, even for characters with substantial investment in evasion. Solution: Change Arrow Dancing to provide a less extreme penalty to melee evasion but a less extreme bonus to projectile evasion. Details: The Arrow Dancing Keystone Passive Skill no longer provides 40% more chance to Evade Projectile Attacks, or 20% less chance to Evade Melee Attacks. Instead, it now provides "Evasion Rating is Doubled against Projectile Attacks", and "25% less Evasion Rating against Melee Attacks". Problem: Ward is a relatively niche defensive mechanic, but currently is mainly strong when paired with the Olroth's Resolve unique flask, and not worth investing in otherwise. Solution: Reduce the base ward restoration time, which is already bypassed by Olroth's Resolve but a limiting factor for ward's usefulness in other cases. Allow builds to invest further in faster ward restoration if they so desire. Details: Ward is now instantly restored after 4 seconds (previously 5 seconds). Added 5 tiers of a new Suffix modifier that can roll on Ward base types, granting up to 58% faster Restoration of Ward. The Faithguard Unique Helmet now has 40–60% faster Restoration of Ward (previously 20–30%). Existing versions of this item can be updated to the new values with a Divine Orb. Problem: The Grasping Mail modifier that provides 100% increased global defences provides too much value to a build heavily investing in defences for a single mod slot. Solution: The prefix modifier that can roll on Grasping Mails which provides increased Global Defences now has a value of 50% (previously 100%). Existing items can be made worse with a Divine Orb. Problem: The Gravicius Veiled Modifier on body armour that grants a percentage of your maximum life as energy shield adds a huge amount of survivability to many builds for the low investment of a single bench-crafted modifier. Granting energy shield to life-based builds was often not valuable in the past as those builds would not have a sensible way to recover energy shield in combat, but the recent addition of Ghost Dance and Divine Shield, among other changes, have made obtaining a relatively small amount of energy shield on a life-based build very valuable. The Gravicius modifier trivialises this. Solution: Rework the Gravicius' Veiled Modifier to instead grant a percentage of Physical Damage taken as Fire and Lightning Damage. Details: The Gravicius' Veiled modifier on Body Armours that grants 12–14% of your maximum Life as Energy Shield has been replaced by a modifier that grants a 8–9% of Physical Damage from Hits taken as Fire Damage, and 8–9% of Physical Damage from Hits taken as Lightning Damage. Crafting bench versions of the modifier provide values of 3–4% and 5–6%. Existing items are unaffected by these changes. Problem: Passive skills that grant blind effect do not adequately reward investment in them. Solution: Increase the values of blind effect found on the passive tree. Details: The Silent Steps Notable Passive Skill now grants 40% increased Blind Effect (previously 30%). The small Passive Skills in this cluster that provide Evasion Rating and Blind Effect now grant 15% Blind Effect (previously 10%). The Blind Mastery that grants increased Blind Effect now has a value of 40% (previously 30%). Problem: Mind over Matter, and builds that heavily invest in mana in general, have been left in an underpowered state by various balance changes and the increased power of investing in reservation skills. Solution: As a first step, improve the base power of Mind over Matter and pull that power out of body armour mods. We're aware that this change does not solve all problems currently facing mana builds, and are considering exactly what further changes to make for future expansions. Details: The Mind over Matter Keystone Passive Skill now causes 40% of Damage to be taken from Mana before Life (previously 30%). Damage taken from Mana before Life can no longer roll as an Influence modifier, Synthesised Implicit modifier, or Eldritch Implicit modifier on Body Armour. The Cloak of Defiance Unique Body Armour no longer has 10% of Damage is Taken from Mana before Life. The Veiled modifier that grants Damage taken from Mana before Life while Focused now provides values of 18–22% (previously 28–32%). The crafted versions of this modifier now provide values of 11–15% (previously 21–25%). Problem: Fortification is too difficult to gain for some melee builds, and too frustrating to use for many others. Solution: Make fortification easier to gain and longer lasting. Details: Melee hits that can Fortify now generate roughly twice as many Fortification stacks as previously, based on damage dealt. Fortification generation against magic and rare monsters has been further increased. The base duration of Fortification has been increased to 6 seconds (previously 5). The entry small Passive Skill in the Steadfast cluster that provides increased Fortification for Fortifying Hits now has a value of 30% (previously 20%). The top of the Steadfast cluster now consists of two small Passive Skills that each provide 40% increased Fortification Duration (previously one small Passive Skill that provided 20% increased Fortification for Fortifying Hits). Minion Balance Path of Exile is a game about finding items to improve your character. Minion builds historically got most of their power from their gems, and didn't have as many strong options to benefit from finding better items. The overall goal of these changes is to improve the variety of viable minion builds, but also make minion builds more reliant on items. Problem: There are limited options to invest in minion-related stats on player gear, meaning that their base stats have to be inflated to compensate. This leads to most minion builds caring too little about itemisation, and also limits the potential to scale high-end minion builds with better items. Solution: Lower minion base life and damage, but provide more ways for players to invest into minions on their own gear, allowing minion damage and survivability to each be higher than previously possible for a character with strong items. Details: The damage and life scaling values for minions have been adjusted. This affects all minions other than Raise Spectre, though the damage of Animate Guardian, Animate Weapon, Blink Arrow and Mirror Arrow minions is also unaffected as they gain base damage from items instead. Generally speaking, minion life and damage is unchanged in the very early game, roughly 30% lower in mid acts, roughly 20% lower at level 20 of the minion skill, and roughly 10% lower at level 30 of the minion skill. The base life and damage of minions that are not associated with skill gems have been adjusted to counteract these changes, except for Raised Spiders from Arakaali's Fang. The level of monster created by the Raise Spectre Skill has been lowered, though remains unchanged at gem level 1. It now creates a level 70 monster at gem level 20 (previously 72), and level 76 monster at gem level 25 (previously 77). Added a new Ring base item type: Bone Ring. This Ring has an Implicit Minion Elemental Resistances modifier, and can roll Minion-related modifiers. Bone, Ivory and Fossilised Spirit Shields are now found with a Minions deal increased Damage Implicit modifier (previously increased Spell Damage), and can roll Minion-related modifiers. As a result of these Implicit modifier changes, the Manastorm Unique Shield is now a Lacewood Spirit Shield, and the Kongming's Stratagem Shield is now an Ancient Spirit Shield. Added two new Wand base item types: Calling Wand and Convening Wand. These base types are level 20 and 50 equivalents of the Convoking Wand and can roll Minion-related modifiers. Some of the new Minion-related modifiers have been added to the available pool for these Wands, and some existing modifiers have been adjusted and/or made more common. Helmets can no longer roll +1–3 to Level of socketed Minion Gems. Instead, they can now roll +1–2 to Level of all Minion Skill Gems. The Vendor Recipe for a Helmet with a +1 to Level of socketed Minion Gems modifier has been replaced with a new recipe. Happy hunting! It is now possible to obtain +2 to Level of socketed Minion Gems as a Corrupted Implicit modifier on Helmets, Body Armours, Gloves and Boots. Minions deal additional Damage modifiers on Ghastly Eye Jewels have been buffed by ~50% for all tiers of modifiers. The Prefix modifiers on Ghastly Eye Jewels that grant Minion Life Regeneration have been buffed by 100% for all tiers of modifiers. The Minions have 6-8% increased Attack and Cast Speed if you or your Minions have Killed Recently modifier on Ghastly Eye Jewels can no longer roll. Added 3 new Suffix modifiers that can roll on Ghastly Eye Jewels that grant Minions chance to Poison/Bleed/Ignite. The Minions have a percentage increased maximum Life Crafting Bench modifier can now be crafted on Rings and Shields, instead of Helmets, though only the Rank 1 version can be crafted on Rings. The Indomitable Army Notable Passive Skill no longer has "Minions have 15% increased maximum Life". The small Passive Skills in the Grave Intentions cluster now provide "Minions have 8% increased maximum Life" instead of "Minions have +10% to all Elemental Resistances". Problem: Some minion skills are clear outliers in terms of inherent power, so become the default choice for many minion-focused builds. Solution: Reduce the power of a couple of overperforming minion skills, and increase the power of others, with the goal of providing more minion options that feel good to play. These changes are in addition to the global minion changes detailed above. Details: Absolution: Sentinels of Absolution now deal approximately 25% less damage at gem level 1, scaling to approximately 5% less damage at gem level 20. The player version of the skill now has +0 to radius at gem level 1 (unchanged), up to +6 at gem level 20 (previously +4). Both the player and minion versions of the skill now have 6% base Critical Strike Chance (previously 5%). The regular Minion skill now has 180% Effectiveness of Added Damage (previously 100%), and the empowered version now has 130% (previously 100%). Animate Guardian: Minion's attacks now deal 32–47 additional Physical Damage at gem level 1 (previously 22–34), up to 126–184 at gem level 20 (previously 56–84). Animate Weapon: Now costs 4 mana at gem level 1 (unchanged), up to 16 at gem level 20 (previously 12). Arakaali's Fang: The Viper Strike skill used by Raised Spiders now has a base Poison duration of 4 seconds (previously 8 seconds) and no longer has 25% of Physical Damage as Extra Chaos Damage. Player now gains 15% increased Poison Damage per Spider (previously 12%). Herald of Agony: Agony Crawler now gains 2% increased Attack Speed per Virulence you have at gem level 1 (unchanged), up to 4% at gem level 20 (previously 3%). Herald of Purity: Sentinels of Purity now deal approximately 15% more Damage at all levels. Sentinels' Crusade Slam skill now has a 5 second cooldown (previously 6 seconds) and 100% more Area of Effect (previously 80%). Summon Phantasm Support: Summoned Phantasms now deal approximately 20% more Damage at all gem levels. Supported Skills now have 20% chance to Summon a Phantasm when Supported Skills, or Non-Phantasm Minions from Supported Skills, Hit a Rare or Unique Enemy (previously 10%). Raise Zombie: Gem quality no longer grants 0–20% increased Minion Movement Speed. Now costs 9 mana at gem level 1 (previously 10), up to 28 at gem level 20 (previously 38). Summon Carrion Golem: Gem quality no longer grants 0–20% increased Minion Maximum Life. Now has 30% more base life at all levels. Now has 0% increased Minion Maximum Life at gem level 1 (previously 30%), up to 38% at gem level 20 (previously 68%). Summon Chaos Golem: Gem quality no longer grants 0–20% increased Minion Maximum Life. Now has 20% more base life at all levels. Now has 0% increased Minion Maximum Life at gem level 1 (previously 30%), up to 38% at gem level 20 (previously 68%). The golem's Cascade spell now has an Added Damage Effectiveness of 100% (previously 60%), has a cooldown of 3 seconds (previously 3.5 seconds), has a base Critical Strike chance of 5% (previously 0%), and has approximately 10% higher base Area of Effect. The golem's chaos storm skill now deals up to 25% more damage at gem level 20. Summon Flame Golem: Gem quality no longer grants 0–20% increased Minion Maximum Life. Now has 30% more base life at all levels. Now has 0% increased Minion Maximum Life at gem level 1 (previously 30%), up to 38% at gem level 20 (previously 68%). The golem will now be able to use its mortar spell against targets in close range. Its Mortar spell now has an Added Damage Effectiveness of 200% (previously 100%). Its Incinerate spell now has an Added Damage Effectiveness of 80% (previously 20%). Its Cone spell now deals approximately 30% more Damage at all levels, has an Added Damage Effectiveness of 200% (previously 100%), and has a base Critical Strike chance of 5% (previously 10%). Summon Ice Golem: Gem quality no longer grants 0–20% increased Minion Maximum Life. Now has 20% more base life at all levels. Now has 0% increased Minion Maximum Life at gem level 1 (previously 30%), up to 38% at gem level 20 (previously 68%). The golem's Ice Spear spell now has an Added Damage Effectiveness of 150% (previously 100%). Summon Lightning Golem: Gem quality no longer grants 0–20% increased Minion Maximum Life. Now has 30% more base life at all levels. Now has 0% increased Minion Maximum Life at gem level 1 (previously 30%), up to 38% at gem level 20 (previously 68%). Golem spells now have 6% base Critical Strike chance (previously 5%). The basic lightning projectile spell now has an Added Damage Effectiveness of 250% (previously 100%). Summon Stone Golem: Gem quality no longer grants 0–20% increased Minion Maximum Life. Now has 20% more base life at all levels. Now has 0% increased Minion Maximum Life at gem level 1 (previously 30%), up to 38% at gem level 20 (previously 68%). Summon Holy Relic: The Relic's nova Spell now has 250% Effectiveness of Added Damage at all gem levels (previously scaling from 70% at gem level 1 to 146% at gem level 20). It now grants approximately 50% more Life regenerated per second to Allies and Minions at all gem levels. Helmet Enchantments that grant Summoned Holy Relics increased Buff Effect now have values of 40% and 60% (previously 75% and 100%). Summon Raging Spirit: No longer has Minions gain 15% less Added Damage. Now has Minions deal 0% more Damage at gem level 1, up to 38% more Damage at gem level 20 (previously 0%). Minion base life is now 20% higher at all levels. Now costs 4 mana at gem level 1 (unchanged), up to 16 at gem level 20 (previously 12). The Helmet Enchantments that grant a chance to summon an extra Minion now grant a 16% chance from the Merciless Labyrinth (previously 12%) and a 24% chance from the Eternal Labyrinth (previously 18%). Summon Reaper: The buff granted when consuming a Minion no longer grants 40% increased Damage. It now grants 40% increased Attack Speed (previously 20%), 40% increased Movement Speed (previously 20%) and also now grants 30% increased Area of Effect. The reaper's dash slash attack now has an Added Damage Effectiveness of 150% (previously 250%). Summon Skeletons: No longer has Minions gain 50% more Added Damage. Skeletal Mages now deal approximately 5% less damage at gem level 1, scaling to approximately 25% less damage at gem level 20. Now costs 5 mana at gem level 1 (previously 4), up to 16 at gem level 20 (previously 12). Vorana's March: Fixed a bug where summoned Arbalists had an effective accuracy rating that was approximately 70% lower than intended. Summoned Arbalists now deal approximately 50% more Damage. Almost every modifier that can randomly spawn on Vorana's March has either had its values increased or been disabled. Vorana's March now has 4 modifiers that affect Summoned Arbalists (previously 3). The Tavukai Unique Amulet now causes Summoned Raging Spirits to deal 25-40% increased Damage (previously 60-80%), and causes Summoned Raging Spirits to have 25-40% increased maximum Life (previously 80-100%). A Divine Orb can be used to make existing versions of this unique worse. Problem: Because minions are monsters, they inherit some stats from monsters that can significantly affect build choices and power. As these stats are not detailed anywhere in-game, they are a cause of confusion for a lot of players (as well as rendering minion ailment builds near-impossible except for minions specifically designed around them). The large damage bonuses granted to minions by frenzy and power charges also crowd out alternative options, especially for shield itemisation with Necromantic Aegis and utility-focused spectres. Solution: Split potentially-confusing monster stats into minion and non-minion versions so that minions can behave in the manner players would naturally expect. Details: Minions no longer have hidden penalties to Bleeding, Ignite, and Poison damage. Summon Reaper no longer has a hidden bonus to Bleeding damage that counteracted this penalty. As a result, minions now deal approximately twice as much Poison damage, three and a half times as much Ignite damage, and seven times as much Bleeding damage. Minions now gain the same bonuses from Endurance, Frenzy and Power Charges as players do, rather than the significantly elevated bonuses that other Monsters gain. Problem: Investing in minion critical strikes has been possible in a very niche manner for some time now, but has never been a fully-supported build option. Additionally, the removal of a large amount of potential critical strike chance from power charges in the above change would render critical minion builds near-impossible without further changes. Solution: Add more sources of minion critical strike investment. These changes are not intended to fully compensate for the lost critical strike chance from power charges, but instead to more than make up for the lost damage via the addition of multiple sources of minion critical strike multiplier. Details: The Spirit Offering Skill gem no longer grants Elemental or Chaos Resistance to Minions, and no longer causes Minions to gain a percentage of their Physical Damage as Extra Chaos Damage. It instead now grants Minions 110% increased Critical Strike Chance at gem level 1, up to 148% at gem level 20. It also grants Minions +30% to Critical Strike Multiplier at gem level 1, up to +39% at gem level 20. Quality on the Divergent Spirit Offering now grants Minions 0-20% increased Critical Strike Chance, instead of Minions gain +0-20% to all Elemental Resistances. The Helmet Enchantments that cause Spirit Offering to grant +8% or +12% of Physical Damage as Extra Chaos Damage have been replaced with Enchantments that cause Spirit Offering to grant +8% or +12% to Critical Strike Multiplier. This change affects existing items. The Fearsome Force Passive Skill Tree cluster no longer grants minion area of effect. It is now a larger cluster that grants minion critical strike chance and multiplier. The "Minions have 100% increased Critical Strike Chance" Minion Offence Mastery has been replaced with an option that provides "Minions have 30% increased Area of Effect". The new minion modifiers mentioned above include a family of minion critical strike chance modifiers available on wands and shields, and a family of minion critical strike multiplier modifiers on wands. Problem: The Necromancer's Unnatural Strength notable passive skill is extremely strong for almost all minion builds due to how well minion skills scale with gem level. This skill makes it hard to justify using other ascendancy classes for minion builds. Solution: Change Unnatural Strength to provide a less universally applicable stat, and allow more access to minion gem levels on items instead (as detailed above). Details: The Necromancer's Unnatural Strength Notable Ascendancy Passive Skill no longer provides +2 to Level of all Minion Skill Gems. Instead, it now grants Minions Unholy Might. Problem: When reviewing support for critical minion builds, a small number of monster skills were found to have unintended very high base critical strike chance. This makes monsters using these skills more threatening to players than they are meant to be, and extremely strong when raised as spectres for summoners invested in minion critical strikes. Solution: Lower the critical strike chance of monster skills with unusually high base critical strike chance. Details: The base critical strike chance of Blackguard Stormmage's Storm Call has been lowered from 40% to 6%. The base critical strike chance of Temple Adjudicator's and Baranite Preacher's Ball Lightning has been lowered from 32% to 6%. Miscellaneous Skill and Support Gem Balance Corpse Explosion Skills Problem: Skills that cause corpse explosions (especially those that scale ignite damage) are currently able to deal significantly more damage than intended, due to an oversight that caused Auric Champion and Auric Colossus corpses to have approximately 60% more life than any other corpse that can be spawned by the Desecrate skill. Solution: Reduce the life of Auric Champion and Auric Colossus corpses to be equal to that of other high life corpses, such as Kitava's Heralds. Problem: Skills that cause corpse explosions derive much of their damage scaling from increased maximum corpse life, mostly from skills on the passive skill tree. This pressures builds utilising these skills to choose the Necromancer ascendancy class as it provides a large value of this stat, and means that corpses of enemies you kill are not useful for damage compared to corpses you spawn yourself. Additionally, since the percentage of corpse life dealt as damage by these skills does not scale with skill levels, there is not sufficient incentive to level them up (especially for builds scaling ignite damage). Solution: Remove the increased maximum corpse life stat from the Necromancer ascendancy and reduce the values available elsewhere. Increase the percentage of corpse life dealt as damage for all corpse explosion skills to offset this substantial damage loss, and have this percentage scale with the level of the skill. Details: The Corpse Pact Necromancer Ascendancy Passive no longer has "Corpses you Spawn have 50% increased maximum Life". The small Corpse Life Passive Skills in the Undertaker cluster now grant "Corpses you Spawn have 5% increased maximum Life" (previously 10%). Phantasmal Unearth: Quality now grants "Corpses spawned have 0–20% increased maximum Life" (previously 0–40%). Detonate Dead: Now has "Explosion deals base Fire Damage equal to 6% of the corpse's maximum Life" at gem level 1, up to 7.9% at gem level 20 (previously 6% at all gem levels). Vaal Detonate Dead: Now has "Explosion deals base Fire Damage equal to 6% of the corpse's maximum Life" at gem level 1, up to 7.9% at gem level 20 (previously 9% at all gem levels). Cremation: Now has "Explosion deals base Fire Damage equal to 4% of the corpse's maximum Life" at gem level 1, up to 5% at gem level 20 (previously 4% at all gem levels). Volatile Dead: Now has "Explosion deals base Fire Damage equal to 3% of the corpse's maximum Life" at gem level 1, up to 4% at gem level 20 (previously 3% at all gem levels). Bodyswap: Now has "Explosion deals base Fire Damage equal to 6% of the corpse's maximum Life" at gem level 1, up to 7.9% at gem level 20 (previously 6% at all gem levels). Now deals Fire Spell Damage equal to 4% of your maximum Life as base Fire Damage at all gem levels (previously 3%). Now has an added damage effectiveness of 100% (previously 85%), and now gains additional radius as the gem levels, up to +2 at gem level 20. Fire Trap Problem: When Fire Trap's hit damage was buffed in 3.17.0, the damage over time of its burning ground was also unintentionally buffed. Solution: Reduce the damage of Fire Trap's burning ground to pre-3.17.0 levels. Details: Fire Trap now deals 32.5 Base Fire Damage per second at gem level 1 (previously 30.9), up to 3018.8 Base Fire Damage per second at gem level 20 (previously 4170.7). Trap Cooldown and Duration Problem: Cooldown-based traps are balanced around being mostly a single target damage supplement, with potential to use them more frequently for builds heavily invested in doing so. However, trap builds currently have extremely efficient access to increased trap cooldown recovery rate and increased trap duration, making it easier than intended to rely on these traps as a main source of damage and making their damage uptime over a long-duration fight very high. This issue is most obvious with Seismic Trap in the current state of the game, but also applies to other cooldown trap skills. Solution: Trim the availability of trap cooldown and duration. Compensate the damage of cooldown trap skills that are underperforming as a result. Details: Advanced Traps Support no longer has 10%–29% increased Skill Effect Duration. The Hasty Reconstruction Notable Passive Skill has been renamed to Overprepared and no longer grants 30% increased Cooldown Recovery Rate for throwing Traps. Flamethrower Trap now deals 6 to 9 Fire Damage at gem level 1 (previously 5 to 8), up to 243 to 366 Fire Damage at gem level 20 (previously 211 to 319). Lightning Spire Trap now deals 15 to 45 Lightning Damage at gem level 1 (previously 15 to 46), up to 238 to 713 Lightning Damage at gem level 20 (previously 207 to 622). Now has 85% effectiveness of Added Damage (previously 75%). Seismic Trap Problem: Seismic Trap's damage potential is too high even with the above changes accounted for. Solution: Seismic Trap now deals approximately 30% less damage at all gem levels. Details: Seismic Trap: Now deals 46 to 68 Physical Damage at gem level 1 (previously 65 to 98), up to 597 to 896 at gem level 20 (previously 853 to 1280). Explosive Arrow Problem: Explosive Arrow currently has a single stat for hit and ailment damage per arrow stuck in the target, but this makes it impossible to reduce the damage of overperforming ignite builds without also affecting underperforming hit-based builds. Solution: Split the hit and ailment damage bonus for stacking arrows on a target into two stats. Reduce ailment damage and slightly increase hit damage. Details: Explosive Arrow no longer has "Explosion deals 5% more Damage with Hits and Ailments per Explosive Arrow on Target. Instead, it now has "Explosion deals 6% more Damage with Hits per Explosive Arrow on Target" and "Explosion deals 3% more Damage with Ailments per Explosive Arrow on Target". Cast on Death Support Problem: When spell base damage values were dramatically increased in 3.17.0 and methods of triggering spells had their power reduced in compensation, Cast when Damage Taken Support and Cast on Death Support were omitted. Solution: Increase the damage penalty of Cast when Damage Taken Support and reduce the damage bonus of Cast on Death Support to match the changes made to other trigger mechanisms in 3.17.0. Details: Cast when Damage Taken Support now causes Supported Skills to deal 65% less Damage at gem level 1 (previously 70%), up to 27% less Damage at gem level 20 (previously 6% more Damage). Cast on Death Support now has 0% more Damage while Dead at gem level 1 (unchanged), up to 152% at gem level 20 (previously 304%). Problem: The Anomalous alternate quality of Cast on Death Support makes it too easy to guarantee a critical strike for boss-killing builds using Cast on Death. Solution: Quality on the Anomalous Cast on Death Support now grants "Supported Skills have +0–10% to Critical Strike Chance while Dead" (previously 0–100%). Blessing Skills Problem: Divine Blessing Support is intended to allow characters who do not wish to reserve much of their mana to still use an aura by casting the aura for a normal mana cost every few seconds. The cost of the supported aura is calculated based on that aura's original reservation requirement, and therefore usually requires spending a large portion of your maximum mana. However, due to technical limitations, the cost is still calculated based on the size of your mana pool if it paid using life. This allows players who are reserving most of their mana to support an aura with both Divine Blessing Support and Lifetap Support, and occasionally spend a few thousand life to gain an extra aura beyond the amount they would otherwise be able to run. Solution: Prevent Lifetap Support from supporting Blessing skills, to match its counterpart Arrogance Support. Provide slight compensation for this change on Divine Blessing Support, and update Eternal Blessing Support to match. Details: Blessing Skills can no longer be supported by Lifetap. Skills supported by Divine Blessing Support now have 10% increased Aura Effect at gem level 1 (previously 0%), up to 29% at gem level 20 (previously 19%). Eternal Blessing Support now grants Supported Skills 0% increased Aura Effect at gem level 1 (previously 19% reduced), up to 19% increased at gem level 20 (previously 0% increased). Sniper's Mark Problem: Sniper's Mark provides a large amount of power to projectile builds, but also provides powerful flask charge generation. Generating life flask charges in particular provides a lot of mostly hidden power for builds utilising Sniper's Mark, even though it is rarely a consideration when deciding whether or not to use the skill in a build. The combination of projectile stats and flask charge generation put the skill into a state that is too powerful compared to other mark skills. Solution: Remove the life and mana flask charge generation from Sniper's Mark. Hydrosphere Problem: Hydrosphere was previously commonly used to provide an extra target to hit, allowing many skills to benefit from extra damage splashing, projectile chain and so on against single targets. A cooldown was added to being able to hit Hydrosphere in patch 3.17.0, but this cooldown is necessarily per entity, meaning that Hydrosphere still provides an enormous damage bonus in cases where many different entities are hitting it (most notably minion builds). Solution: Only allow Hydrosphere to be hit by the entity that cast it. Underperforming Skills Problem: Due to Path of Exile's constant evolution, there are sometimes skill and support gems that are left feeling underwhelming to use. Solution: Carry out a routine balance pass on a selection of underperforming skill and support gems, with the aim of making them more attractive options. Details: Artillery Ballista now has 50% Effectiveness of Added Damage at gem level 1 (previously 44%), up to 65% at gem level 20 (previously 57%). It now has a base explosion radius of 20 (previously 18). Arrows now take 250 ms to fall (previously 330 ms) and the delay between arrows is now 100 ms (previously 150 ms). Blazing Salvo now deals 7–10 Fire Damage at gem level 1 (previously 6–9), up to 270–405 at gem level 20 (previously 241–361). Now has 60% Effectiveness of Added Damage (previously 55%). Cleave now has +0 to Radius at gem level 1 (unchanged), up to +10 to Radius at gem level 20 (previously +8). Crackling Lance now has a base Beam Width of 12 (previously 10) and gains +3 to Beam Width per Intensity (previously +2). Decoy Totem now has 0% increased Totem Life at gem level 1 (unchanged), up to 76% at gem level 20 (previously 38%). Devouring Totem now has 20% more base life, and has 0% increased Totem Life at gem level 1 (unchanged), up to 76% at gem level 20 (previously 0%). Energy Blade now has "Two Handed Energy Blades have 70% more Lightning Damage" (previously 50%). Firestorm now has one impact every 0.15 seconds (previously every 0.2 seconds). Haste now grants 10% increased Movement Speed and 15% increased Attack and Cast Speed at gem level 1 (previously 4% and 9%), up to 15% and 24% at gem level 20 (previously 9% and 16%). Vaal Haste now grants 16% increased Movement Speed at gem level 1 (previously 10%), up to 20% at gem level 20 (previously 13%). The Attack and Cast Speed granted by Vaal Haste has not been changed. Reave now has 170% Effectiveness of Added Damage at gem level 1 (previously 150%), up to 250% at gem level 20 (previously 225%). Vaal Reave now has 250% Effectiveness of Added Damage at gem level 1 (previously 200%), up to 350% at gem level 20 (previously 313%). Rejuvenation Totem now has 20% more base life, and has 0% increased Totem Life at gem level 1 (unchanged), up to 76% at gem level 20 (previously 0%). Its Aura now Regenerates 8.6 Life per second at gem level 1 (previously 6.3), up to 317.5 at gem level 20 (previously 162.2). Quality on Divergent Rejuvenation Totem now grants 0–20% increased Aura Effect (previously 0–60%). Scorching Ray now deals 13.4 Base Fire Damage per second at gem level 1 (previously 12.8), up to 780.7 at gem level 20 (previously 696.3). Scourge Arrow now has 30% Damage Effectiveness at gem level 1 (previously 28%), up to 40% at gem level 20 (previously 35%). Shock Nova no longer has 20% chance to Shock Enemies, or increased Effect of Shock. Instead, it now has +10% to maximum Effect of Shock, and Ring always Shocks. Quality on Anomalous Shock Nova no longer provides "Ring has 0–40% chance to Shock". Soulrend now deals 21–31 Chaos damage at gem level 1 (previously 19–28), up to 885–1327 at gem level 20 (previously 716–1074). Now has 170% Effectiveness of Added Damage (previously 150%). It now deals 180.9 Base Chaos Damage per second at gem level 1 (previously 164.9), up to 2642.5 at gem level 20 (previously 2138.5). Spellslinger now grants Added Spell Damage equal to 60% of Damage of Equipped Wand at gem level 1 (previously 50%), up to 174% at gem level 20 (previously 100%). Sunder now has 220% Effectiveness of Added Damage at gem level 1 (previously 175%), up to 325% at gem level 20 (previously 275%). Its damaging wave now travels 60% faster. Vaal Flameblast now has 200% more Spell Damage for each stage (previously 140%). Arrow Nova Support now causes Supported Skills to deal 30% less Projectile Damage at gem level 1 (previously 40%), up to 16% less at gem level 20 (previously 26%). Urgent Orders Support now causes Supported Skills to have 50% increased Warcry Speed at gem level 1 (previously 30%), up to 69% at gem level 20 (previously 49%). Critical Strike Affliction Support now causes Supported Skills to have +70% Damage over Time Multiplier for Ailments from Critical Strikes at gem level 1 (previously +55%), up to +98% at gem level 20 (previously +83%). Vaal Clarity Problem: Vaal Clarity's relatively low soul cost allows you to consistently bypass the mana costs of skills with high costs but long durations with proper timing while clearing areas. It is currently too easy to achieve this. Solution: Increase the soul cost of Vaal Clarity and slightly increase its duration. Details: Vaal Clarity now has a cost 50 Souls per use (previously 30), and has a duration of 10 seconds at all gem levels (previously 8 seconds at gem Level 1, up to 9.90 at gem Level 20). Awakened Hextouch Problem: The stat granted by Awakened Hextouch Support that grants a chance for Hexes to bypass Hexproof was not working as expected. Attempting to reapply a Curse to a Hexproof monster using this stat but failing would still remove the existing Curse on that monster, as if it was overwritten by the new Curse Solution: Failing to apply a Curse to a Hexproof enemy will no longer remove Curses on that enemy. Blood Sacrament Problem: The Blood Sacrament skill is exclusively granted by the Relic of the Pact unique wand. This wand was only available in Ultimatum League (and subsequently in Standard League through trading). Because it has been a legacy item for the past few leagues, the Blood Sacrament skill hasn't received balance adjustments when changes impacting it have been made. Additionally, Blood Sacrament's very short cast time is necessary for the skill to function but also encourages trying to spam it as fast as possible while reserving as much life as possible, which is not a healthy playstyle for the game to support to this extent. Solution: Adjust Blood Sacrament to account for the rework to reservation mechanics, changes to support gem cost multipliers, and various self-cast spell buffs that have occurred since it was last available. Add a very short cooldown to Blood Sacrament to prevent spamming it as fast as possible being the optimal usage strategy. Details: Blood Sacrament, granted by the Relic of the Pact Unique Wand, now deals ~58% more Base Damage. It no longer has 80% more Damage with Hits and Ailments per 10 Life Reserved by this Skill. Instead, it now has 40% more Damage with Ailments per 10 Life Reserved by this Skill, and 80% more Damage with Hits per 10 Life Reserved by this Skill. It now gains +0.3% to Radius per 1% Life Reserved by this Skill (previously +0.4), and has a base Life Reservation of 2% (previously 3%). Now has a 0.35 second cooldown, and a 0.2 second cast time (previously 0.24 second). Ascendancy Balance Trickster Problem: The Trickster ascendancy class has caused multiple balance issues over the years, but changes to the class have increasingly left it lacking a compelling identity or sufficient power. Solution: Rework the Trickster ascendancy, focusing more tightly on thematically-appropriate defences and speed. Details: The Trickster Ascendancy has been reworked. Following is each notable passive, what it now grants, and its prerequisite (if it has one). Heartstopper: Every 10 seconds, Take 40% less Damage from Hits for 5 seconds and Take 40% less damage over Time for 5 seconds. These are consecutive, rather than simultaneous. The small Passive Skill prior grants 14% increased Evasion Rating, 5% increased maximum Energy Shield, and 4% increased Movement Speed. Polymath: 3% more Damage for each different type of Mastery you have Allocated, and Recover 1% of Life, Energy Shield, and Mana on Kill for each different type of Mastery you have Allocated. The small Passive Skill prior grants 10% increased Damage, 14% increased Evasion Rating, and 5% increased maximum Energy Shield. Swift Killer: 200% increased Charge Duration, and +2 to maximum Frenzy Charges. The small Passive Skill prior grants 14% increased Evasion Rating, 5% increased maximum Energy Shield, and 15% increased Frenzy Charge Duration. One Step Ahead: Your Action Speed is at least 108% of base value, and Nearby Enemy Monster's Action Speed is at most 92% of base value. The small Passive Skill prior grants 14% increased Evasion Rating, 5% increased maximum Energy Shield, and 4% increased Attack and Cast Speed. Escape Artist: +5 to Evasion Rating per 1 maximum Energy Shield on Helmet, and +1 to maximum Energy Shield per 6 Evasion Rating on Body Armour. The small Passive Skill prior grants 14% increased Evasion Rating, 5% increased maximum Energy Shield, and 4% increased Movement Speed. Soul Drinker: Requires Escape Artist. 2% of Damage Leeched as Energy Shield, 20% increased Attack and Cast Speed while Leeching Energy Shield, and Energy Shield Leech effects are not removed when Energy Shield is Filled. The small Passive Skill prior grants 14% increased Evasion Rating, 5% increased maximum Energy Shield, and 40% increased total Recovery per second from Energy Shield Leech. Spellbreaker: Requires Escape Artist. +20% chance to Suppress Spell Damage, prevent +10% of Suppressed Spell Damage while on Full Energy Shield, and 50% chance for Energy Shield Recharge to start when you Suppress Spell Damage. The small Passive Skill prior grants 14% increased Evasion Rating, 5% increased maximum Energy Shield, and 10% increased Energy Shield Recharge Rate. The Ascendant's Trickster Ascendancy Passive Skill has been changed as a result of the Trickster Ascendancy rework. It now grants prevent +6% of Suppressed Spell Damage while on Full Energy Shield, 2% more Damage for each different type of Mastery you have Allocated, 2% of Damage Leeched as Energy Shield, and Nearby Enemy Monster's Action Speed is at most 92% of base value. Existing Forbidden Flame and Forbidden Flesh Unique Jewels that provided Trickster Notables that have been removed have been updated as follows: Jewels that allocated Weave the Arcane now allocate One Step Ahead. Jewels that allocated Patient Reaper now allocate Polymath. Jewels that allocated Prolonged Pain now allocate Spellbreaker. The variation of Forbidden Flame and Forbidden Flesh that allocated Soul Drinker now allocates Harness the Void. Juggernaut Problem: Juggernaut's Unbreakable skill is overly complicated and therefore requires each stat granted to be watered down, meaning that Juggernaut players aren't able to focus on the stats they want from the skill. Solution: Split Unbreakable into two narrower but more powerful skills. Details: Juggernaut's Unbreakable Notable Ascendancy Passive Skill no longer grants Regenerate 2% of Life per second, 5% reduced Damage taken, or 1.5% of Physical Damage prevented from Hits in the past 10 seconds is Regenerated as Life per second. It now grants 8% of Armour applies to Elemental Damage from Hits. Added a new Notable Ascendancy Passive Skill to Juggernaut: Untiring. It grants 40% increased Life Regeneration rate and 1.5% of Physical Damage prevented from Hits in the past 10 seconds is Regenerated as Life per second. Chieftain Problem: Chieftain's Tawhoa, Forest's Strength skill doesn't provide enough damage to be attractive to slam-based builds, especially when it has to compensate for not being exertable and not synergising with Fist of War Support. Solution: Slams used by Tawhoa's Chosen now deal 100% more damage (previously 50%). Pathfinder Problem: Pathfinder's Master Alchemist skill is quite weak, which also causes Pathfinder to be pushed mostly towards chaos-based builds as non-chaos builds do not have enough compelling ascendancy skills to choose from. Solution: Add more power to Master Alchemist. Partially compensate by removing extraneous power from the much stronger Nature's Boon. Details: Pathfinder's Master Alchemist Notable Ascendancy Passive Skill no longer grants 20% chance to Freeze, Shock and Ignite during any Flask Effect. Instead, it now causes Magic Utility Flasks applied to you to have 20% increased Effect. Pathfinder's Nature's Boon Notable Ascendancy Passive Skill no longer grants 6% reduced Elemental Damage taken. Unique Item Balance Crystallised Omniscience Problem: Crystallised Omniscience and Ashes of the Stars are powerful unique amulets that have both been adopted by a wide variety of builds since their introduction in Siege of the Atlas. However, while Ashes of the Stars is a relatively standalone item that enhances the individual strengths of a build, Crystallised Omniscience encourages players to devote a substantial portion of their build towards stacking attributes. It also makes it easy to do so by providing the elemental resistances which would otherwise compete for space with attributes on your items. This reduces the diversity of itemisation across a wide variety of elemental builds. Solution: Lower the amount of elemental penetration and resistances granted by Crystallised Omniscience, with the aim of it still being powerful but not the ideal choice for such a large variety of builds. Details: The Crystallised Omniscience Unique Amulet now grants +1% to All Elemental Resistances per 15 Omniscience (previously 10 Omniscience) and "Penetrate 1% Elemental Resistances per 15 Omniscience" (previously 10 Omniscience). This change affects existing items. Melding of the Flesh Problem: Melding of the Flesh is a unique jewel that transfers your highest maximum elemental resistance to your other elemental resistances. Though it comes with a substantial penalty to your base resistances, it is an extremely powerful item that has outcompeted other forms of elemental damage mitigation for well-itemised builds. Solution: Add a penalty to maximum elemental resistances to Melding of the Flesh, forcing builds that want to reach 90% in all elemental resistances to commit more of their build to reaching it. Details: The Melding of the Flesh Unique Jewel now has -4% to -6% to all Maximum Elemental Resistances. This change does not affect existing versions of this Unique. Effect of Shock Problem: Having all sources of maximum shock effect override your maximum rather than add to it prevents investment in multiple sources of maximum shock effect, which becomes less reasonable as more sources are added. However, changing this in isolation may cause attack-focussed unique weapons with shock-related stats to become best-in-slot for the newly added shock spells, which would be an undesirable outcome. Solution: Make sources of maximum shock effect additive with each other. Tweak shock application stats on Voltaxic Rift and Brain Rattler to only apply to shocks with weapon damage. Details: The Voltaxic Rift Unique Bow now has Hits with this Weapon Shock Enemies as though dealing 300% more Damage, instead of Shock Enemies as though dealing 300% more Damage. It also now has +40% to maximum Effect of Shock, instead of Your Shocks can increase Damage taken by up to a maximum of 100%. This change affects existing versions of the unique, unless something has gone terribly wrong. The Brain Rattler Unique Mace now has Hits with this Weapon Shock Enemies as though dealing 300% more Damage, instead of Shock Enemies as though dealing 300% more Damage. Existing versions of this unique are affected by this change. The Lightning Passive Skill Mastery that grants "Your Shocks can increase Damage taken by up to a maximum of 60%" has been replaced with +15% to Maximum Effect of Shock. Miscellaneous Character and Item Balance Brittle Ailment Problem: The base critical strike chance provided by the Brittle ailment serves as an enormous effective damage boost to builds focused on it. As more and more methods of investing in alternate ailments are added to the game, Brittle has begun to overshadow other ailments. Solution: Reduce the amount of critical strike chance provided by Brittle to make it more comparable to Scorch and Shock. Details: The Brittle Ailment now grants up to +6% chance to critically strike afflicted enemies (previously +15%) and now has a default value of +2% (previously +5%). Reservation Efficiency Problem: The introduction of reservation efficiency has encouraged a much larger range of builds to invest in reservation skills to a small or moderate degree. This is not a problem in itself, but currently the options for doing so are similar for every build, and provide slightly too much generic power relative to the investment required. Reservation mastery options are the biggest outliers in power, as they provide larger amounts of power than entire notable passive skills. Solution: Remove the mana reservation efficiency mastery and reduce the power of the aura effect and life reservation efficiency masteries. Details: The Reservation Mastery that granted 15% increased Mana Reservation Efficiency of Skills has been removed from the Passive Skill Tree. The Reservation Mastery that grants increased Life Reservation Efficiency of Skills now has a value of 20% (previously 30%). The Reservation Mastery that causes Auras from your Skills to have an increased Effect on you now has a value of 10% (previously 15%). Flask charges when Hit modifiers Problem: The line of flask modifiers that grant flask charges when you are hit by an enemy make it too easy to keep your flasks active permanently for most non-boss content. Solution: Lower the values of flask modifiers that grant charges when you are hit by an enemy. Details: The Delinquent's and Sinner's modifiers can no longer be rolled on Flasks. The Transgressor's, Masochist's and Flagellant's modifiers now provide 1, 2 and 3 charges when hit by an enemy respectively (previously 4, 6 and 7 charges). Existing items can be updated to these new values using a Divine Orb. Non-Aura Skills Cost no Mana or Life while Focused Veiled modifier Problem: The Veiled and Crafted Modifiers that cause Skills to cost no Mana or Life while Focused undermine the importance of skill costs and constrain design space. As mentioned in the 3.17.0 Patch Notes, we originally planned to disable them in 3.18.0, but this was pushed back due to the freeze on character balance in 3.18.0. Solution: Non-Aura Skills Cost no Mana or Life while Focused can no longer appear as a veiled modifier on Amulets, and the crafted version is no longer available. Chainbreaker Problem: The timeless jewel-exclusive Chainbreaker keystone is too difficult to properly use, while also limiting the potential to provide other sources of rage regeneration. Solution: Rework Chainbreaker to lean into rage as a resource in a more extreme manner, and remove potentially unwanted interactions with other sources of rage regeneration. Details: Chainbreaker has been reworked. It now grants 1 Rage regenerated for every 25 Mana Regeneration per second, Mana Recovery from regeneration is not applied, and Skills cost +3 Rage. Damage taken recouped as Life Problem: Damage taken recouped as life is a relatively new recovery option, and there are not currently enough sources of it available for players who wish to invest heavily in it. Solution: Incrementally improve the availability of this stat by adding it to the jewel modifier pool. Details: Crimson, Viridian and Cobalt Jewels can now roll 4–6% of damage taken recouped as Life as a suffix modifier. Passive Skill Tree Sources of Lightning Damage Problem: Lightning Damage has fewer passive tree clusters than other elemental damage types. Solution: Split out a generic Lightning Mastery stat into a new passive skill tree cluster focused on Lightning Damage and Critical Strikes. Replace the Lightning Mastery option. Details: "80% increased Critical Strike Chance against Shocked Enemies" is no longer a Lightning Mastery option. It has been replaced with "Shocks you inflict spread to other Enemies within a Radius of 10". The Arcing Blows cluster has been moved to the Shadow area of the tree, above Fatal Toxins. A new cluster has been added where Arcing Blows used to be. It grants Critical Strike Multiplier with Lightning Skills and Critical Strike Chance against Shocked enemies. Ailment Duration while Focused mod Problem: The Veiled modifier that grants Ailment Duration while Focused provides an overwhelming amount of single target damage to poison-based builds for the cost of a single modifier slot, even in long-duration fights where its inconsistent uptime is taken into account. Solution: Roughly halve the values of this modifier. Details: The Veiled modifier that grants increased Duration of Ailments you inflict while Focused now has values of 81-90% (previously 161-180%). Crafted versions of this modifier have been adjusted, now provide values of 41-50% at the lowest tier, and 81-90% at the highest tier. Avoid being Stunned Flask modifier Problem: The crafted version of the Veiled modifier on flasks that grants chance to avoid being stunned has higher values than the highest tier of the similar non-crafted modifier family. Bench-crafted modifiers should never be the highest available value of a given modifier. Solution: Buff the values of randomly rolled stun avoidance chance on flasks such that the values of the highest tier are higher than the bench-crafted version. Details: The suffix modifier on Flasks that provides a chance to Avoid being Stunned during Flask Effect now has values of at 31-35% the lowest tier (previously 16-21%), up to 51-55% at the highest tier (previously 40-45%). Wrecking Ball Problem: The two small passive skills prior to the Wrecking Ball Notable provide differing amounts of hit and ailment damage. Solution: The two small Passive Skills prior to the Wrecking Ball Notable now provide "Attacks with Two Handed Melee Weapons deal 12% increased Damage with Ailments" (previously 10%), to match the increased Physical Damage with Two Handed Weapons also provided. Reduced Trap Duration Problem: Sources of reduced Trap duration are currently only useful when combined with the Sunblast unique belt. However, changes to Sunblast make some of them too powerful for this use case. Solution: Change sources of reduced Trap duration to instead grant other stats, avoiding the Sunblast abuse case but making them slightly more powerful for other builds. Details: The Set and Forget Cluster Jewel Notable Passive Skill no longer has 25% reduced Trap Duration, 12% increased Area of Effect. Instead, it now has Skills used by Traps have 15% increased Area of Effect. Quality on the Anomalous Swift Assembly Support Gem now grants Supported Skills have 0-20% increased Trap Duration (previously 0-40% reduced). Molten Shell Buff Effect Enchant Problem: Labyrinth-enchanted helmets can grant increased Molten Shell buff effect. A player could reasonably assume that buff effect in this context applies to the amount of armour granted, the percentage of damage absorbed by the buff, and the maximum amount of damage absorbed by the buff. In reality, however, it only affects the amount of armour granted. This makes the Molten Shell buff effect helmet enchants quite misleading, as well as underpowered. Solution: Disable these helmet enchantments. Details: The Labyrinth Helmet Enchantments that grant increased Molten Shell Buff Effect can no longer be obtained, though existing versions are unaffected. Vaal Breach Problem: Due to a technical limitation, Vaal Breach is not able to be obtained through corrupting Portal Gems. Solution: Vaal Breach now has a chance to drop from killing Breachlords in areas opened from Flawless Breachstones. Recombinators Problem: The use of Recombinators on Mirrored items can allow players to modify Mirrored items with a fairly high degree of control, causing some unintentionally powerful results when clever crafting methods are used. It would also allow transfer of the extremely powerful modifiers available on Mirrored items in the Kalandra League, which are intended to be balanced by only appearing on items that can't be modified. Solution: Existing Recombinators in permanent leagues can no longer be used on Mirrored items. Monster Changes Monsters are now unable to evade reflected damage. Chilled ground from the Permafrost Archnemesis modifier now counts as Vortex ground, and can no longer stack with other sources of Vortex ground. Unstable Wetas now leave Vortex ground effect on death, instead of Cold Snap ground, and cannot stack with other sources of Vortex ground effect. The Beachhead Boss Fight no longer drops normal rarity weapons throughout the fight, as Animate Weapon no longer requires them. Fixed a bug where buffs that alternate to provide different stats, such as more and reduced damage taken buffs on monsters with the Loathing Essence modifier, were not working. As a result, the following changes have been made for Essence Monsters: Reduced the amount of Attack, Cast and Movement Speed granted by Zeal Essence modifiers on Monsters; reduced the amount of reduced Damage Taken granted by Loathing Essence modifiers on Monsters; Scorn Essence modifiers now grant 75% reduced extra Damage Taken from Critical Strikes to the affected Monster, instead of Cannot be Critically Struck. Divination Card Changes Crimson, Viridian, Cobalt and Abyss Jewels are now potential reward outcomes when turning in a stack of Magnum Opus Divination Cards. Atlas Changes The following Maps have been added back to the Atlas: Ancient City, Arachnid Nest, Arachnid Tomb, Belfry, Castle Ruins, Chateau, Colosseum, Crater, Defiled Cathedral, Dig, Excavation, Forking River, Ghetto, Leyline, Pen, Phantasmagoria, Pier, Plateau, Racecourse, Shrine, Silo, Stagnation, Sulphur Vents, Vault, and Waterways. The following Maps have been removed from the Atlas: Basilica, Bazaar, Beach, Burial Chambers, Cage, City Square, Core, Courtyard, Crystal Ore, Desert Spring, Fields, Glacier, Infested Valley, Ivory Temple, Lookout, Mineral Pools, Palace, Pit, Reef, Sepulchre, Sunken City, Tower, Toxic Sewer, Tropical Island, and Volcano. Map tiers and locations have been shuffled (though the 'pin' locations for maps has not changed). Most maps are now initially found at a different tier. Some of the Map Bosses you are required to defeat to upgrade your Pantheon have changed as a result of these Atlas changes. Crafting Recipes that were previously unlocked in Maps that have been removed are now found within other Maps currently on the Atlas. Some Divination Cards have found new homes as a result of these Atlas Changes: A Sea of Blue can now be found in the Grotto Map. Desperate Crusade can now be found in the Residence Map. Parasitic Passengers can now be found in the Arachnid Tomb Map. Scholar of the Seas can now be found in the Strand Map and the Whakawhairua Tuahu Unique Map. The Bear Woman can now be found in the Barrows Map. The Deep Ones can now be found in the Strand Map and the Whakawhairua Tuahu Unique Map. The Formless Sea can now be found in the Strand Map and the Whakawhairua Tuahu Unique Map. The Golden Era can now be found in the Residence Map. The Innocent can now be found in the Defiled Cathedral Map. The Jeweller's Boon can now be found in the Grotto Map. The additional Sergeants in your Legion Encounters from the Chain of Command Atlas Passive Skill are now split between the two Legion factions. The Sextant modifier that causes your Maps to be inhabited by an additional Invasion Boss can no longer be obtained. ## 基拉克詞綴 基拉克的地圖儀選項將在你完成異界的獎勵目標時解鎖,以下是可用詞綴。 * 天佑勇者 (3混沌石) :啟用一個隨機選項,包括未解鎖的選項。 * 精髓 (2混沌石) :區域內含有 2 個精髓石碑。 * 深淵 (3混沌石) :區域內有 2 個額外的深淵。 * 伏擊 (4混沌石) :區域內有 4 個額外的保險箱。 * 劫盜 (6混沌石) :該區域會出現 2 個額外的走私者秘藏。 * 戰亂 (4混沌石) :區域有 1 個額外戰亂事件。 * 凋落 (8混沌石) :區域內有一場凋落遭遇戰。 * 探險 (12混沌石) :區域內有死境探險事件。 Quest Changes Overcharge Support is now offered to the Witch for completing Sharp and Cruel, and can be purchased from Yeena by the Templar, Witch, Shadow and Ranger. Galvanic Field is now offered to the Witch for completing Intruders in Black, and can be purchased from Yeena by the Templar, Witch, and Shadow. Alchemist's Mark is now offered to the Ranger for completing Lost in Love, and can be purchased from Clarissa by the Shadow, Ranger, and Scion. Lightning Conduit is now offered to the Witch for completing Sever the Right Hand, and can be purchased from Clarissa by the Templar, Witch and Shadow. Removed the Explosive Archaeology Expedition quest. User Interface Changes The Map Device now remembers which Map Crafting option you last used, and is automatically selected if it is available and you have the relevant currency. Highlighting a mastery on the passive skill tree now highlights all masteries of the same type. Added the ability to select which microtransaction tier to display as the maximum tier for relevant equipped microtransactions. For example, you can choose to have a semi-jacked Maroider as the highest displayed tier, rather than absolutely jacked Maroider. The 'SetTextColor' Alpha value in Item Filters now also affects the transparency of Sockets on dropped items. More user interface changes and quality-of-life improvements will be revealed in upcoming news posts. Trade Website Changes Accessing the Path of Exile: Trade website now requires you to be logged in. Bug Fixes Fixed a bug where debuffs that prevent Life and Energy Shield Recovery, such as Maven's Punishment, did not prevent some sources of instant Life or Energy Shield Recovery. Fixed an issue where the Eater of World's "Inescapable Doom" skill would not be interrupted if you were to leave the Boss Arena as the skill started. Fixed a bug in the Uber Shaper Boss Fight where Shaper could wander around aimlessly while his clones were attacking. He now has a low chance to use skills his clones are also using. Fixed a bug where the Redeemer Influence Suffix modifier on Helmets and Amulets that provides increased Mana Reservation Efficiency had a lower required item level than intended. It now has a required item level of 75 (previously 68). Fixed a bug where Suffix modifiers on Weapons that grant increased Damage with Poison and chance to Poison on Hit were granting a global version of the chance to Poison on Hit stat, rather than a local version. Existing items have been updated to the local version. Fixed a bug where Flasks that had an Enkindling Orb applied to them were able to gain charges if it was switched to another flask slot during its effect. Fixed a bug where Recombinators were ignoring modifier families in certain situations. Fixed a bug where stats that made your stun threshold be based on a value other than Life would do nothing if the value to be used was zero, such as having zero maximum Energy Shield while using the Valyrium Unique Ring. Fixed a bug where the Maim debuff applied by monsters with the Bloodletter modifier was not affected by sources of "Cannot be Maimed". Fixed a longstanding bug where being frozen prevented any other action speed modifiers applying to you. Fixed a bug where proliferating ailments couldn't be removed by things that remove ailments. Fixed a bug where Ward from equipped Armour was affected twice by modifiers to Energy Shield from the Faithguard Unique Helmet stat that causes increases and reductions to maximum Energy Shield to instead apply to Ward. Fixed an issue where the effects of Brittle and Sapped ground were not affected by Ailment effect. Fixed a bug where the maximum more Physical Damage taken value for Enemies within your Pride Aura for 4 seconds was not affected by Aura Effect. Fixed a bug where the overkill burning damage from Herald of Ash was not affected by modifiers to Damage over Time multiplier. Fixed a bug where Crackling Lance's Beam Width per Intensity did not work correctly unless you repeated the skill. Fixed a bug where taking self-damage from Boneshatter would always critically strike if hits against you had additional critical strike chance, such as being affected by Brittle. Fixed a bug where Signal Prey from Predator Support would cause all Minions to always target the prey if possible, rather than only Minions summoned by the Skill supported by Predator. Fixed a bug where Lightning Strike could hit a single target twice from one attack. Fixed a bug where Aura Effect was affecting the Maim debuff applied by Flesh and Stone while in Blood Stance. Fixed a bug where Shocks you had applied could sometimes be overwritten by a weaker Shock. Fixed a bug where the Aura of Banner Skills could sometimes remain active if their reservation was removed. Fixed a bug where damage dealt by Brandsurge was not considered to be area damage. Fixed a bug where Cremation did not roll for critical strikes for each projectile. Fixed a bug where Cannibal Fire-Eaters in The Ledge, and spectred versions of this Monster, would not use their Firebreath skill. Fixed a bug where the Map modifier that causes Monsters to Avoid Elemental Ailments was not working correctly with the Scorched, Brittle and Sapped Elemental Ailments. Fixed a rare bug where some players were unable to use the percentage increased "quantity of items found" Map Device crafting option. Fixed a bug where Soul Eater gained by the Soulthirst Unique Belt was not removed if the Belt was unequipped. Fixed a bug where Unbound Ailments Support was unable to support the Shock Ground skill granted by the Ylfeban's Trickery Unique Helmet. Fixed an inaccurate description with Charged Dash where it did not specify the final wave modifier applied only to Hits. Fixed a bug where Manifest Dancing Dervishes could be supported by gems that only support Strike skills. Fixed a bug where Cruelty Support was able to support the skills of Minions, despite the Cruelty buff not applying to damage dealt by supported Minions. Fixed a bug where you could 'share' spectre types with other players in PvP arenas. Fixed a visual bug where paths on the Subterranean Chart could fail to load correctly. Fixed an issue where Hangul characters could be used in combination with non-Hangul characters for character names. Fixed a few wonky microtransaction interactions between the Deathnotch Bow and some weapon effects. Fixed a bug where the Crusader Hood microtransaction would cause characters faces to disappear. Fixed a wonky microtransaction interaction between the Delirium Wings and Demonic Withering Step. Fixed an issue where the Divergence, Golden and Astral Character Effect microtransactions were not applying to some Back Attachment microtransactions. Fixed a client crash that could occur in Controller input mode. Fixed two uncommon client crashes. Fixed a rare instance crash. We really hope you enjoy Path of Exile: Lake of Kalandra. Thanks for your support!
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