VillageShippingSanctumArchnemesisExpeditionDetonatorUltimatumAltarRitualRuneHeistSumgglersCacheHarvestPortalAfflictionInitiatorBlightCoreLegionInitiatorBetrayalSymbolCatarinaDelveMineralVeinIncursionCraftingBenchBestiaryRareMonsterAbyssBreachEssenceVaalSideAreaStrongboxShrine
The_Lords_Labyrinth

Old: chuanhsing#2097 2023-02-25 18:32:48

New: chuanhsing#2097 2023-02-25 18:35:52

OldNewDifferences
1-# Delve league
2-
3-## Archnemesis Patch Notes
4-
5-Delve Biome Modifiers
6-Problem:
7-* Newly-introduced delve biome modifiers that forced all side passage chests to be a specific chest type (such as fossils or azurite) could be used to repeatedly farm the same section of passage to produce huge amounts of resonators and fossils.
8-
9-Solution:
10-* Change Delve biome modifiers that forced chests in side passages to be a particular chest to instead only affect chests behind fractured walls. Modifiers that made side passage chests of a particular type remain unchanged.
11-
12-Problem:
13-* Newly-introduced delve biome modifiers that caused the crawler to consume less sulphite could be used to farm experience very efficiently by finding a biome with a high value of this mod, repeatedly running the same path and logging out before completing the encounter.
14-
15-Solution:
16-* Reduce the values of sulphite-used biome modifiers
17-
18-Specifics:
19-* They now range from 20-50% reduced sulphite used, down from 25-100% reduced. Higher values of this mod can now also only appear deeper in the mines, with the highest tier becoming available at depth 500+.
20-
21-
1+# The Lord's Labyrinth
222
233 ## Scourge Patch Notes
244
25-Delve Changes
5+Labyrinth Changes
266 Problem:
27-* The current state of Delve leaves players having to spend a huge amount of time playing through relatively easy content in order to reach content that is more challenging and rewarding. Delve doesn't sufficiently reward this time investment.
7+
8+* Finding all six Trials of Ascendancy often took a very large number of maps. Assuming players were playing alone, it averaged to around 150 maps to find them all, but could be much more if players were unlucky. By this point, players were often over-levelled for the content and were starting to encounter difficult-enough endgame content where the extra Ascendancy skills were sorely needed. This problem would be further exacerbated by the reduction in Atlas size taking place in the Scourge expansion.
9+* We recently added a means to open random Trials of Ascendancy in the Map Device by consuming an Offering to the Goddess. While this made finding all the trials easier, it often felt lossy as it required you to sacrifice something of value. You could have used that to run an Eternal Labyrinth for more enchantment opportunities and Labyrinth reward chests.
2810
2911 Solution:
30-* Make Delve difficulty and rewards scale much more quickly with Depth. Grant high level players immediate access to harder Delve content. Make a number of changes to the rewards, difficulty and monster mechanics of Delve content to make it more challenging and rewarding.
12+* In Path of Exile: Scourge, you'll no longer need to complete all of the Trials of Ascendancy found in maps in order to access the Eternal Labyrinth. You'll simply need to travel to the Labyrinth, paying one Offering to the Goddess.
3113
3214 Specifics:
33-* The difficulty of Delve encounters now scales much faster. The difficulty of encounters at depth 500 is now roughly equivalent to the previous difficulty of depth 1,000 encounters. Depth 1,500 encounters are now roughly equivalent to the previous difficulty of depth 6,000 encounters.
34-* The availability of rewards from Delve also now scales much faster, with the intention that progressing deeper into the Azurite Mine is more rewarding than equivalent depths previously were. For example, depth 500 is now more rewarding than depth 1,000 was previously.
35-* As a result of these changes, the Azurite Mine has been reset in Permanent Leagues. Niko has drilled a mineshaft to the deepest level Delve encounter previously completed in that league to pick up where you left off. This change does not affect gathered Azurite or Sulphite, or upgrades you have purchased at the Voltaxic Generator.
36-* Previously-acquired Delve depth and solo depth has been wiped from the Permanent League ladders. To get back on the ladder, just keep playing Delve from whatever level you can handle.
37-* City Biomes in the Azurite Mine are now more common and can appear in earlier depths, but are now smaller on average.
38-* City Biomes can no longer spawn without Delve nodes.
39-* We've also introduced new Delve Biome modifiers, and allowed Delve Biome modifiers to spawn below depth 6,000.
40-* The Area Level of the Azurite Mine now scales slightly faster, reaching Area Level 83 at depth 145 (previously depth 171).
41-* Niko’s mineshaft can now drill deeper into the Azurite Mine, up to depth 101 by Character Level 90.
42-* Delve encounters now contain fewer chests, though each chest is now more likely to drop interesting rewards.
43-* Fossils and Resonators are now more commonly found within Delve, and less commonly found from other sources.
44-* Increased the base Sulphite Capacity to 1,200 (previously 600), scaling up to 6,400 Capacity after six upgrades (unchanged).
45-* Alchemical Resonators are no longer purchasable from Niko, and can no longer be obtained from chests or any other sources. Existing Alchemical Resonators will still function as usual.
46-* Bloodstained Fossils now Corrupt an Item, granting them a Corrupted Implicit Modifier (previously granted a Vaal Modifier).
47-* Enchanted Fossils have been renamed to Deft Fossils, which now grant more Critical Modifiers, and no Attribute Modifiers (previously granted a Labyrinth Enchantment).
48-* Encrusted Fossils have been renamed to Fundamental Fossils, which now grant more Attribute Modifiers, and no Critical Modifiers (previously granted more Sockets, with the possibility of White Sockets).
49-* Tangled Fossils now makes a random Modifier type much more likely, and prevents another random modifier type (previously granted any Fossil modifiers). The effects are fully revealed once a Resonator is fully Socketed.
50-* The damage dealt by the Darkness based on player Life and Energy Shield has been roughly halved. The flat damage per Darkness stack now scales with depth, up to a cap at around depth 1,000. For an example of the impact this has, a character with 6,000 Life would take less damage from the Darkness than previously at depths below about 500, and take approximately 50% more damage from the Darkness at depth 1,000 and greater. A character with extremely low amounts of Life could take as much as ten times the Darkness damage it previously did at depth 1,000.
51-* Turong's mega Fireball skill now deals ~35% more damage.
52-* Cavestalkers can now cast Spark Novas.
53-* Introduced a new type of Spider enemy that drops from the ceiling and uses Flicker Strike
54-* Mother Spiders now summon more Spider packs.
55-* Monsters in Darkness now attack players from 50 units away (previously 20).
56-* Ice Golems found in Frozen Hollow Biomes can now cast Ice Storm.
57-* Hellions that drop Burning Ground on death can now be found in Magma Fissure Biomes.
58-* Monster sounds and animations have been improved for many Delve monsters, to match the ongoing Act Monster improvements.
15+* Accessing the Eternal Labyrinth no longer requires the completion of Trials of Ascendancy found in Maps, only the completion of previous Labyrinths. It still costs one Offering to the Goddess to access.
16+* The Eternal Labyrinth now requires a Character Level of 68 to access (previously 60).
17+* Trials of Ascendancy can no longer spawn in White Maps, and the ability to consume an Offering to the Goddess in the Map Device to open portals to a random Trial of Ascendancy has been removed.
18+
19+In Path of Exile: Scourge, we're making a number of changes to improve how characters mitigate ailments, use flasks, and build defences. We're also addressing the extreme power of Auras and Curses in parties, while improving the strength of these mechanics for builds with a smaller investment. Finally we're changing Elemental Overload and Elemental Equilibrium and massively buffing elemental damage over time to be less dependent on them.
20+
21+Assembled below are topics with identified problems and our intended solutions. Below each solution is a spoiler tag with the specifics of what we're changing, including patch notes. Please note that as we're still just over a week out from release, anything here is subject to change based on our further testing and your feedback.
5922
6023 ## Introduction
61-The Delve league and Hardcore Delve league were challenge leagues. They launched on August 31, 2018 and ended December 3, 2018.
24+**The Labyrinth** is a randomly generated dungeon filled with traps, puzzles and monsters, culminating in a challenge against [[Izaro]]. Completing the Labyrinth for the first time unlocks a character’s [[Ascendancy class]] and points for the powerful Ascendancy skill tree. It also offers equipment enchantments and several unique items.
6225
63-The league adds an infinitely scaling dungeon called the Azurite Mine. You can find deposits of Voltaxic Sulphite in a zone, which Niko the Mad will collect to power his Crawler, which is used to guide the player in the Delve through the deadly darkness. Each Delve can contain items or Azurite, which can be used to upgrade your equipment and items to help in future Delves. Delves can contain special biomes, boss encounters, and socketable currency items which influence the types of mods created on an item.
26+## Overview
27+After completing the first six Trials of Ascendancy, the player can enter the Aspirant's Plaza through the Statue of the Goddess in the Sarn Encampment. The plaza has a waypoint that can be accessed from any act (it appears next to the hideout icon). The Plaza is where the player chooses which labyrinth to enter.
6428
65-All characters and stashes were moved to the Standard league and Hardcore league respectively when the leagues end. Characters that die in the Hardcore Delve league are immediately moved to the permanent Standard league.
29+The Labyrinth must be completed in one run **without dying**.
6630
67-## Minimap
68-These new icons are introduced to the minimap:
69-
70-<span class="minimap_icon minimap_64" style="background-position-x:-128px;background-position-y:-192px"></span><span class="minimap_icon minimap_64" style="background-position-x:-192px;background-position-y:-192px"></span><span class="minimap_icon minimap_64" style="background-position-x:-0px;background-position-y:-704px"></span><span class="minimap_icon minimap_64" style="background-position-x:-128px;background-position-y:-704px"></span><span class="minimap_icon minimap_64" style="background-position-x:-64px;background-position-y:-704px"></span><span class="minimap_icon minimap_64" style="background-position-x:-192px;background-position-y:-704px"></span>
71-
72-## Modifiers
73-All areas have:
74-
75-- <span class="explicitMod">Areas contain deposits of Voltaxic Sulphite</span>
76-
31+- The Labyrinth can be attempted as many times as desired.
32+- There are no [[waypoint]]s. Upon death, players must resurrect in town and the current Labyrinth ends. Disconnecting, logging out, or exiting the game also ends the current Labyrinth. The Player will resurrect in the town of the act they came from.
33+- Players may not use town portals, except to leave. When using a portal, a warning message will confirm the choice to abandon the current Labyrinth. This [[portal]] will take the player to the Act 3 town, regardless of where it was entered.
34+- Any labyrinth specific items such as keys found must be used in the current Labyrinth. Like quest items, these items cannot be traded or moved to a stash. Unused items will be dropped (destroyed) when leaving the Labyrinth.
35+- The stash is accessible before each encounter with Izaro, and in the Ascendancy Chamber.