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[POE2] Moment of Zen blocks atlas progression Jeff_GGG#0000 12/14
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Jeff_GGG wrote:
Hi,

I've passed this on to be investigated.


Thank you very much, to clarify the issue is that the Master of Zen node can't be completed. If you are very unlucky like the very few of us, it can completely block you from playing endgame. As there is a a chance this is the only path you can take to progress the atlas, as it has happened to me. If you complete all the random nodes that lead to no where or you have skipped, you can't progress/open a new waystone anywhere as your only pathing is through the failed Master of Zen node.

The atlas is completely inaccessible if that happens.


Can you share with me your characters name in a private message?
[POE2] Moment of Zen blocks atlas progression Jeff_GGG#0000 12/14
Hi,

I've passed this on to be investigated.
0.1.0d Hotfix 4 Jeff_GGG#0000 12/14
[h3]0.1.0d Hotfix 4[/h3]
  • Fixed a bug where the Arbiter Atlas Tree notable stats weren't correctly applying to the area.
0.1.0d Hotfix 3 Jeff_GGG#0000 12/14
[h3]0.1.0d Hotfix 3[/h3]
  • Fixed two instance crashes.
  • Fixed a bug where Summon Raging Spirits failed to cleanup on death when they were killed on the same frame they were created.
0.1.0d Hotfix 2 Jeff_GGG#0000 12/14
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These bugs are NOT FIXED.
I am experiencing the bug in Trial of Chaos right now LMAO.

I've looked into this further and found an issue with the deploy that happened yesterday. I've rebuilt the proper fixes and deployed them.

The Trial of Chaos issue where the elevator to the Trialmaster didn't work should be resolved in new instances, sorry for the inconvenience.
Weekend Stash Tab Sale Community_Team#0000 12/13
This weekend we’re running a Stash Tab Sale! You can view the full selection of discounted tabs here. The Stash Tab sale ends at Dec 17, 2024 8:00 AM (GMT+8) (this is displayed in your local time).

The following tabs will work in both Path of Exile 1 and 2:
  • Premium Stash Tab
  • Extra Stash Tab
  • Premium Quad Stash Tab
  • Gem Stash Tab
  • Flask Stash Tab
  • Currency Stash Tab
  • Essence Stash Tab
  • Unique Collection Tab
  • Delirium Stash Tab

If you’re missing points for the sale, be sure to check out the Early Access supporter packs here!

Thanks for your support!
0.1.0d Hotfix 2 Jeff_GGG#0000 12/13
[h3]0.1.0d Hotfix 2[/h3]
  • Fixed a bug which prevented the elevator at end of The Trial of Chaos from working to access the Trialmaster Boss.
  • Fixed a bug which could prevent the Portal from appearing on Floor 4 of Trial of the Sekhamas.


This patch has been deployed without restarting the servers. You will need to restart your client to receive the client changes in this patch.
Chayula Monk Darkness-Gamebreaking INSTANT DEATH bug, UNPLAYABLE (clips inside) (Bug ID #2850271499) Jeff_GGG#0000 12/13
We've found what's happening here: You're not actually getting 1 shot as it may appear in some cases of the clips you posted. What's happening is ground effects/damage over time effects, such as the burning ground in your clip here: https://streamable.com/6ko15a are making your clients life globe go out of sync with the server when you have the Darkness points allocated. So on the server your life is going down as expected when you take damage, but it's not visually updating on the client. If you use a life flask during these you still should be recovering life, it just won't visually be apparent to you. I've sent an issue to a programmer to to fix this. When the issue is resolved internally I'll try to deploy a fix as soon as I can.
Trialmaster inaccessible (4th ascendancy) Jeff_GGG#0000 12/13
Hi, We're investigating this issue internally.
Unable to take portal after killing Zarokh on floor 4 of Trial of the Sekhemas Jeff_GGG#0000 12/13
Hi, This is being investigated internally, we hope to fix it soon.
[CRASH] Trial of Sekhema when Fighting Terracota Sentinels. Jeff_GGG#0000 12/13
Hi, I've passed this on to be investigated.
Chayula Monk Darkness-Gamebreaking INSTANT DEATH bug, UNPLAYABLE (clips inside) (Bug ID #2850271499) Jeff_GGG#0000 12/13
Hi, I've passed this thread on to be investigated further.
0.1.0d Hotfix 1 Jeff_GGG#0000 12/12

0.1.0d Hotfix 1

  • We missed one! Cast on Critical Strike now also cares about the Damage of the hit when determining how much energy to gain to prevent the use of high-crit low level skills, this should mean using lower hit frequency skills that hit harder are also now much stronger for this.
0.1.0d Patch Notes Kieren_GGG#0000 12/12

0.1.0d Patch Notes

General Improvements and Changes
  • Passive Block chance now applies to blockable hits from all directions, as opposed to just hits from in front.
  • Player size is now set to Zero units while dodge rolling instead of One unit.
  • Some smaller monsters can now be pushed while dodge rolling. This includes monsters such as the Adorned Beetles in Keth.
  • Inscribed Ultimatums and Djinn Baryas now display whether you will obtain Ascendancy Skill Points upon completing the Trial of Chaos or Trial of the Sekhemas respectively.
  • Removed World Map Pins for encounters that were not from specific locations in Areas. ie. From Monster drops.
  • Improved attack in place behaviour.
  • Rain of Arrows and Firestorm now have a hit-rate limit to prevent cases of them absolutely obliterating very large bosses. This will have little to no impact outside of boss fights with very large hitboxes.
  • Leech has been buffed.
  • Boneshatter now more reliably hits your target.
  • The duration of Armour Break has been increased to 12 seconds (previously 6).
  • To improve performance, Incinerate now creates circular areas of ignited ground instead of segments.
  • Added CTRL+Click shortcut to open the Currency Exchange at the appropriate NPCs.
  • Added a button to travel to the Trial of Chaos on the world map.
  • Added art for Close Combat Support.
  • Added 2D art for the Defiance of Destiny Unique Amulet.
  • Added "Ascendancy Skill Points" as a keyword, which details how sets of Ascendancy Points are obtained.
  • Added search functionality for Gemcutting and vendor inventories when using a controller. Keybinds for searching Stash on a controller have also been updated.
  • Added Gemcutting restrictions option for Gamepad.
  • Added suggested Supports for Time of Need.
  • Updated the suggested Supports for Bonestorm.
  • Added an option for opening the Trade website to the main menu for consoles.
  • Runes now sell to vendors for more Gold.
  • Updated art for Reserved Life and Mana.
  • Updated the description on Runes to clarify that once socketed they cannot be replaced.
  • Auras and Curses that affect ally or enemy resistances now display values in the Skill popout panel.
  • Tweaked the audio of the Kiwi Pets, Chimera Pet, and Baby Crowbell Pet to reduce their impact in town areas.
  • Updated the wording on the Invoker's "...and Protect me from Harm" Ascendancy Passive Skill to clarify its functionality.
  • Updated the description on Hexblast to clarify that it only detonates a single Curse per Enemy in its radius.
  • Updated the description on Fiery Death Support to clarify that the Supported Skill does not need to kill the ignited enemy itself.
  • Reduced the defenses provided to monsters by the Magma Barrier modifier.
  • Walking Goliaths no longer use their suicide attack if they are Rare.
Trigger Gems and Energy Gain
  • Trigger gem energy gain was not in the right place and it was far too easy to use ailments to trigger spells. One problem with the previous system is that if we balanced it to make triggering happen in boss fights then the triggering would happen far too often during clearing. In order to address this we are now making "Monster Power" part of the calculation for energy gain. This means that it's far easier to trigger skills from Unique Monsters than it is from normal monsters, but you also hit many more normal monsters when fighting. Another issue was using low level skills with unconditional ailment applications such as Flame Wall to ignite enemies for triggering. In order to make the source of the ignite matter we are making the energy gain be dependent on the strength of the ignite. We have also rebalanced all energy gain across the board.
Ultimatum Changes
  • Generally improved balance across the board with Ultimatum monsters, bosses and modifiers. Mostly targeting outliers that were too difficult and bringing them in line.
  • The monster density of Ultimatum encounters has been made more consistent.
  • Stormcaller Runes, Blood Globules, Heart Tethers and Impending Doom rings no longer spawn while a player is on a lift or near the altars in the Vaal Soul Core room.
  • Fixed a bug where Player Minions could get stuck at the top of the lift in the Trials of Chaos.
Bug Fixes
  • Fixed a bug which caused enemies to be Primed for Stun or Electrocute earlier than intended while in a party.
  • Fixed a bug where Gemling Legionnaires with the Integrated Efficiency Ascendancy Passive Skill allocated could lose their 3 additional Skill Slots if they were empty when entering a new area.
  • Fixed a bug with party member reviving when using WASD input where you could revive party members from too far away.
  • Fixed a bug where "Waystones found have a chance to be a tier higher" on the Atlas Passive Tree wasn't working.
  • Fixed a bug where the Audio Mix setting was not being remembered when restarting the game.
  • Fixed a bug where one of the small Passive Skills in the Fleshcrafter cluster was not connected to the Notable Passive Skill. It is possible for your Passive Skill Tree to be reset if you had this cluster allocated, apologies!
  • Fixed a bug where you could not open a portal in The Riverbank in Cruel difficulty.
  • Fixed a bug where some of Zalmarath, the Colossus' skills could persist after their death.
  • Fixed a bug where opening a full-screen panel while disenchanting could prevent you from performing any actions until you relogged.
  • Fixed a bug where some fire spells, such as Volatile Dead and Incinerate, were not functioning correctly with Raging Spirits.
  • Fixed a bug where "Buffs on you expire Slower" from the Prolonged Assault Notable Passive Skill and other Chronomancer Ascendancy Passive Skills was applying to Debuffs and other effects as well as Buffs.
  • Fixed a bug where non-reviving Minions were spawning a Remnant from the Grim Feast Buff when dying in your presence.
  • Fixed a bug Infernalists with the Pyromantic Pact Ascendancy Passive Skill allocated were considered to be on Low Infernal Flame if they were at 50% of Maximum Infernal Flame or lower, instead of 35%.
  • Fixed a bug where the world map icon for Candlemass in Cruel was not updating correctly.
  • Fixed a bug where you could be unable to upgrade Gems despite satisfying the Attribute Requirement by having the Adaptive Capability Gemling Legionnaire Ascendancy Passive Skill allocated.
  • Fixed a bug where Fiery Death Support was not dealing damage correctly.
  • Fixed Infusion Support Gems on Herald skills applying the gain damage as extra elemental damage to all attacks instead of just the damage from the Herald skill.
  • Fixed a bug where Expedition encounters could fail to generate in the Decay Map.
  • Fixed a bug where Quality on the Sacrifice Skill was causing Minions to Revive 0-5% more slowly, instead of more quickly.
  • Fixed a bug where the exit portal for the final boss in Trial of the Sekhemas did not visually display upon killing the boss.
  • Fixed a bug where socketed Skills you didn't meet the requirements for were missing their name in the Skills menu when using a controller.
  • Fixed a bug where the Elemental Storm skill granted by the Stormweaver's Tempest Caller Ascendancy Passive Skill could sometimes place the storm underneath you.
  • Fixed a snapshotting bug with the "Loads an Additional Bolt" Crossbow modifier.
  • Fixed a bug where the Contagion Skill was not spreading Poison.
  • Fixed a bug where Tempest Bell could become invisible.
  • Fixed a bug where NPCs were missing their name labels in Hideouts when using a controller.
  • Fixed a bug where signing into a guest account on PlayStation 5 could delete your friends list in-game.
  • Fixed a bug where you could sometimes be unable to enter your hideout on PlayStation 5.
  • Fixed eight instance crashes.
  • Fixed six client crashes.
  • Fixed a client crash that could occur on Xbox.
  • Fixed three client crashes that could occur on PlayStation 5.
Donation to Guild Novynn#0000 12/12
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Novynn wrote:
Guild points must be accepted by the guild leader on the website in order to be applied to your guild's balance. The page for leaders to accept points is here: https://www.pathofexile.com/my-guild/poe2/guild-transactions If you want to check the status of your donation, or cancel it, you can do so here: https://www.pathofexile.com/my-guild/poe2/transactions
my items doesnt seems trade site Novynn#0000 12/12
Which items are missing? I can see your currently listed ones here: https://www.pathofexile.com/trade2/search/poe2/Standard/064n948cg
My Donated Guild coins not in Guild total? Novynn#0000 12/12
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Novynn wrote:
Guild points must be accepted by the guild leader on the website in order to be applied to your guild's balance. The page for leaders to accept points is here: https://www.pathofexile.com/my-guild/poe2/guild-transactions If you want to check the status of your donation, or cancel it, you can do so here: https://www.pathofexile.com/my-guild/poe2/transactions
Donated to guild - didn't receive guild inventory Novynn#0000 12/12
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Novynn wrote:
Guild points must be accepted by the guild leader on the website in order to be applied to your guild's balance. The page for leaders to accept points is here: https://www.pathofexile.com/my-guild/poe2/guild-transactions If you want to check the status of your donation, or cancel it, you can do so here: https://www.pathofexile.com/my-guild/poe2/transactions
Monk Elemental invocation Meta not working Mark_GGG#0000 12/12
Invocations do not automatically trigger socketed skills once they have enough energy, they provide an active skill which is only usable once sufficient energy is built up, and triggers those spells when used. You need to bind the invocation to your skill bar and then once you have built up the energy it will become usable, allowing you to then trigger the spells when you want them triggered. Triggered skills still cost mana, this is normal.
POE 2 Ignite + Chaos Bug Mark_GGG#0000 12/12
This is not a bug. Ignite is not a chaos damage over time debuff, even with Blackflame. Blackflame gives the enemies a stat that makes them take the damage as a different type, it doesn't change what type Ignite is trying to deal.