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GGG Tracker

GGG Tracker

ThreadPosterTime
Can Animate Weapon weapons BLOCK? Mark_GGG 05/18

Yes. Necromantic Aegis gives block chance to all your minions (assuming you have a shield with block chance).

Most staves have block chance as an implicit modifier, which they will have when animated.

An animated Wings of Entropy can block because it counts as dual wielding, which grants an innate block chance bonus.

Trap build causing bosses to stop functioning Jatin_GGG 05/18
"
Stephanitus wrote:
Several times throughout my playthrough I've had bosses become permanently invulnerable. This bug can be recreated by using bear trap on a boss before it enters an invulnerability phase. It properly enters the invuln. phase but never comes out of it. I'm not 100% certain that the skill causing this is bear trap but this bug has only consistently occurred on my bladefall trap/blade blast/bear trap build and I strongly believe it is bear trap.

I've recreated this bug twice with the Innocence fight in Act 5, once with Drox the Warlord.


Thanks for your report, we'll look into this.
Unique Bosses Scarab Jatin_GGG 05/18
"
Elandro wrote:
Hey

There is a watchstone modifier that is called:
"Unique Bosses have 8.8% chance to drop an additional Scarab".

I tested it with the Map Bosses and it works but in past leagues there was a wording "Kill the Beyond Bosses" so i thought that i can get massive beyond spawnes and get a lot of scarabs.
After around 30 kills of beyond bosses i had an estimated outcome of 10 scarabs but non droped.

Is the wording off or is it a bug?

Greetings and have a nice day.


Thanks for your report, we'll look into this.
Path of Exile Fan Art Competition Community_Team 05/18
"
ElJudge wrote:
As for category of still art, does baking an PoE themed item count?


Yes.
Maelstrom of Chaos Implementation Error Henry_GGG 05/18
"
neohongkong wrote:
"
Jatin_GGG wrote:
"
DNC_1998 wrote:
The Unique map Maelstrom of Chaos has the unique modifier "Monsters Reflect Hexes". However Mark skills are also being reflected (tested using assassin's mark cast by arcanists brand in the tier 14 version of the map). I think the issue lies in the implementation of the reflection affecting all curse skills instead of just hexes leftover from before the two skills were split in the 3.12 patch.


Thanks for your report, we'll look into this.


Well, this was first reported in January

https://www.pathofexile.com/forum/view-thread/3033270

And once it is on known bug list but it is gone as of today

AND THE BUG STILL EXIST


Hey,

When the Known Issue list was updated, the patch version/status of the ticket was checked. This particular fix was slated for 3.14.1c. So was removed when that patch was deployed.

However, due to a last minute problem with the fix, the fix was removed from the patch. But the Known Issue list wasn't updated to reflect that.
I've bumped this so we can get it deployed in the next applicable patch.
Sorry for the trouble!
despair footprints different ingame to trailer Henry_GGG 05/18
"
HannahRose wrote:
the despair footprint mtx from the warlocks mystery box doesnt have the same appearance ingame as it does in the trailer, the red part of the mtx is missing ingame. either a bug or worse, misleading





Hey there,

Thank you for the report. We'll get this fixed up.
New Microtransaction: Stygian Puncture Effect Community_Team 05/18
Douse your enemies in a blazing blue flame with the new Stygian Puncture Effect! This cosmetic effect replaces the standard look of the Puncture skill with haunting blue flames. Check out the video below or get yours here.



Complete your look ghastly look with the Stygian Armour Set, Phoenix Wings, Weapon Effect and Footprints!



Thank you for your support!
Patch 3.14.1d - Video Memory Utilisation Improvements Community_Team 05/18
Within the next few days (possibly as early as tomorrow), we're planning to deploy Patch 3.14.1d which includes the video memory utilisation improvements that we discussed last week.

3.14.1d Patch Notes

  • The Path of Exile client now utilises your system's video memory more efficiently, which means that assets will stay loaded for longer. For systems with sufficient video memory, this will result in significantly fewer assets being visibly loaded during gameplay.
  • Added 'Wipe Cache' button in Options. While we clear Path of Exile's cache periodically, this button can be used on demand to attempt to troubleshoot issues that may be due to invalid files, or if the cache grows too large.

We'll be keeping a close eye on players' reports of their experiences after this patch. As we mentioned last week, this patch is not a panacea for every single graphical/performance issue in the game, but we expect it to have a large impact on making things feel a lot better for most users.

We have a few other performance/graphics related things to talk with you about (for example, cases of invisible monsters and their skills), and a couple of small tools on the way that will make diagnosing performance issues more efficient. We don't have a timeline for this just yet as we want to iterate further before announcing anything. In the meantime, we at least wanted to let you know this is on our radar.

We look forward to your feedback about the upcoming patch.
Atziri's rule still bugged Henry_GGG 05/18
"
neohongkong wrote:


I guess it is on next patch?


Unfortunately, that is not the case. I can't give an ETA, but it won't be the next patch, sorry.
Bone Display and Bone Sculpture Hideout Decoration icons are swapped Henry_GGG 05/17
"
Modymo wrote:
Either the model or the icons are swapped between the two decorations.
Bought the "Bone Sculpture" Decoration from Alva and was disappointed to see I wasted my points.



Thank you for the report, I've passed this on to get fixed.
[Hideout Decoration] Various Jun Decorations use wrong image in shop Henry_GGG 05/17
"
neohongkong wrote:
"
Henry_GGG wrote:
"
impulze3 wrote:
Ornate Wall hanging
Ornate Bar
Lotus Terrace Stand
Maraketh Table
Lotus Bench

Ornate Bar hideout decoration buy-able from from Jun uses an image of smoke rather than the actual decoration.

literally unplayable.


edit: others aswell


Hey there,

Thank you for the report. I have passed the details of your bug report on to a developer to investigate further.


https://www.pathofexile.com/forum/view-thread/3055535

Not sure this similar bug has been fixed or not. If not, it need to pass to that dev too


:thumbs_up:
Illusionist Weapon Effect Completely Broken Henry_GGG 05/17
"
Lothrik wrote:

This is not what I expected when I bought this MTX at all. This is on the Vulkan Renderer with Global Illumination Enabled.


Hey there,

We have an issue to fix this up, which has been around since before your initial report, so a reply was never made. But we could have replied to let you know, as well as adding it to the known issues list.
I have also bumped this internal issue to see if it can be resolved sooner.
Both of which I have done now. Sorry for the frustration caused!
Sigil of Power does not work when Ichimonji is equipped Jatin_GGG 05/17
"
csontdaralo wrote:
The "Allies' aura buffs do not affect you" mod mistakenly also ignores the buff coming from a placed down Sigil.

On the other hand, the mechanically similar skill Frost Shield works with Ichimonji and its buff effect is increased by the sword's "10% increased effect of buffs on you" corerctly.

Would be awesome if the buff effect increase was also applied the same way from Sigil and wasn't left out from the fix.

Thanks in advance,
<3


Thanks for you report, I'll pass this on.
Awakened Cast On Critical Strike Support doesn't apply CDR to supported Attack Jatin_GGG 05/17
"
ThePlash wrote:
As per title, the line that reads "Supported Skills have (10-22)% increased Cooldown Recovery Rate" should be applying to both the supported Attack and the supported Spell, since both Skills are supported by it.

However, it only applies to the supported Spell. This is easily verifiable using any Attack with a Cooldown like, for example, Vigilant Strike.


Thanks for your report, I'll pass this on.
Awakened CoC and The Cauteriser Bug Jatin_GGG 05/17
"
edrarven wrote:
https://imgur.com/a/airyFq4

The Cooldown recovery rate on Awakened coc does not affect The Cauteriser as the picture shows. The 22% recovery rate already there is 14% from my belt and 8% inherent to the skill.

Gore Shockwave gets the attack critical strike chance from the gem so it seems to affect it, and i can proc blade blast fine with it so it seems like it should affect it.

Haven't seen anyone report on this issue so i thought i'd throw up a thread

E: Uploading video aswell, https://www.youtube.com/watch?v=qFYauRTO9iI

E2: Testing a bit further and it seems the cooldown recovery rate doesn't apply to any attack skills with a cooldown.


Thanks for your report, I'll pass this on.
Old influence query searches break the trade site Novynn 05/17
If you click the "Clear" button the old hidden filters will be removed.
Crafted modifiers not correctly searchable using "explicit modifiers" on trade site Novynn 05/17
Crafted mods are different from explicit mods.
New Microtransactions: Sunprism Chaos Skill Effects and Bundle Community_Team 05/17
Start your week with these mesmerising Sunprism Skill Effects for Contagion, Wither, Blight and Essence Drain! They're also bundled together at a discounted price! Check out the videos below or get yours here!









Thanks for your support!
Brittle Shield Bug with Necromantic Aegis Jatin_GGG 05/17
"
a129965018 wrote:
I have tested with PVP

when minions block attack, enemies are brittled as intended

when minions block spells, enemies are not brittled.



Thanks for your report, we'll look into this.
Badger Team vs Team Private League Event Community_Team 05/17
Community streamer, ThisIsBadger, has organised an exciting team vs team event which takes place this coming weekend! Participants will be randomly split into three teams to compete for points which are awarded for cumulative team level, Boss bounties, Delve depth, Heist collections and more! Teams will be assigned 72 hours prior to the event start.



League Starts: May 21, 2021 1:00 PM (PDT)
League Ends: May 25, 2021 1:00 PM (PDT)

This event is open to everyone although there is a cap of 700 players per team (2100 spots in total). If you'd like to get involved, make sure you register here so that you don't miss out!

Good luck to all those participating!
[Hideout Decoration] Various Jun Decorations use wrong image in shop Henry_GGG 05/17
"
impulze3 wrote:
Ornate Wall hanging
Ornate Bar
Lotus Terrace Stand
Maraketh Table
Lotus Bench

Ornate Bar hideout decoration buy-able from from Jun uses an image of smoke rather than the actual decoration.

literally unplayable.


edit: others aswell


Hey there,

Thank you for the report. I have passed the details of your bug report on to a developer to investigate further.
Badge filesize exceed 5MB on site/forum Stacey_GGG 05/17
Thanks for your report, we'll look into this.
Stash Tab Sale and Free Mystery Box When You Spend Points Community_Team 05/14
This weekend we are running a Super Stash Sale with discounts on every type of Stash Tab. You can view the full selection and purchase yours here. The sale runs all weekend and ends at May 17, 2021 9:00 PM (PDT) (this is displayed in your local time).

During the sale, we’re also offering one free Apollyon Mystery Box when you spend points! This promotion is available on both PC and consoles.

Have a look at the what’s in the box below.



Please note: it's only possible to get one free Apollyon Mystery Box from this promotion. Making additional microtransaction purchases will not grant additional mystery boxes. Purchasing a supporter pack will not grant a free Mystery Box but spending points from a supporter pack can grant a free Mystery Box.

If you are looking for something new to spend your points on, you may be interested in checking out the Misery, Suffering and Despair cosmetic effects that were released into the store earlier today. You can check them out here.

In case you need points for this sale, we'd recommend checking out the Ultimatum Supporter Packs.

Thank you so much for your support!
[Xbox] 3.14.1c Patch Notes Community_Team 05/14
[Xbox] 3.14.1c Patch Notes

Note: This patch includes updates from 3.14.1b, which we have included at the bottom of this post for your reference.

Console-Specific Changes
  • Fixed a bug that prevented Safehouse rewards from being tripled.
  • Fixed a bug that caused portals to teleport to the last selected Act instead of the current Act.
  • Fixed an issue with the Corruption Altar and Lapidary Lens that showed it had remaining uses when it was out of uses.
  • Added a contextual prompt to the Corruption Altar and Lapidary Lens.

General Fixes and Improvements
  • Clarified that the Harvest craft which changes a unique item into a random unique weapon can also change the item into a random unique quiver. This is purely a description change.
  • Fixed an oversight where the Hateforge unique gloves were incorrectly applying to skills that were supported by totems, traps and mines, which allowed Vaal skills to be used freely with no cost or limit. We're currently trying to come up with a solution to allow these gloves to work with traps and mines again, if possible.
  • Fixed a bug with the Elementalist's Bastion of Elements notable ascendancy passive skill where Primal Aegis wouldn't be reapplied if you died in an area.
  • Fixed a bug with the Mahuxotl's Machination unique shield where Everlasting Sacrifice could sometimes fail to trigger when reaching full energy shield.
  • Fixed a bug where the Icestorm skill granted by The Whispering Ice unique staff couldn't be supported by Arcanist Brand.
  • Fixed a bug where the Gluttony of Elements skill granted by the Blood of Corruption unique amulet wasn't healing you and nearby allies when taking elemental damage.
  • Fixed a bug where Herald of Agony being supported by Arrogance could cause the summoned Agony Crawler to fail to attack.
  • Fixed a bug where the "Defeat The Trialmaster while affected by Trialmaster's Tether and without any player being hit by the Trialmaster's Heart" challenge didn't always complete when the conditions were met.
  • Fixed a bug where players in a party that were no longer participating in an active Ultimatum encounter could still be affected by Ruin.
  • Fixed a bug with the Restless Ground III modifier in Ultimatum encounters where monsters resurrected as Phantasms were unable to apply Ruin.
  • Fixed a bug where the small "Additional Sample Rewards" nodes in the Valdo's Rest Atlas passive tree could sometimes provide fewer additional samples with rewards than intended.
  • Fixed a bug where the Squandered Prosperity divination card wasn't counting towards the "Unique Map" reward criteria in the "Turn in Divination Cards" challenge.
  • Fixed a bug where Tormented Spirits could possess Alva in the Temple of Atzoatl.
  • Fixed a bug where Tormented Spirits could possess Conquerors during their portal animation in Conqueror-influenced maps.
  • Fixed a flickering issue with some of Sirus, Awakener of Worlds' skills.
  • Fixed a bug where items with quality in your stash couldn't be filtered using the '+' character.
  • Fixed a visual bug where an incorrect amount of Voltaxic Sulphite could be shown as a reward upon completing a map if you had the Sulphite Infusion atlas passive skill allocated.
  • Fixed a visual bug where minion life bars were slightly misaligned.
  • Fixed a visual bug where Delirium mist wasn't covering water areas in The Syndrome Encampment.
  • Fixed an instance crash.

Microtransaction Fixes and Improvements
  • Fixed a bug where the Bleached Skull Helmet microtransaction was producing an unintended glowing eyes effect.
  • Fixed a bug where the Ethercraft Weapon Effect microtransactions weren't correctly applying to the Steam-powered Weapon microtransaction.
  • Fixed a bug where the Innocence Character Effect microtransaction could sometimes produce an unintended trail.
  • Fixed a bug where the Invisible Buff Effect microtransaction wasn't working correctly with Petrified Blood.
  • Fixed a bug where the Lightbringer Weapon Effect microtransaction wasn't applying correctly to two handed axes and maces.
  • Fixed a bug where the Nightfall Weapon Effect microtransaction could lose its effect temporarily when used alongside the Nightfall Flame Dash microtransaction.
  • Fixed a bug where the Vanguard Apparition Effect microtransaction was producing an unintended distortion effect.
  • Fixed a visual bug that could occur if you gained Fanaticism while wearing the Black Body Armour microtransaction.
  • Fixed a visual bug that could occur when using Crackling Lance with the Stormcaller Gloves microtransaction.
  • Fixed a clipping problem with the Merchant Cloak microtransaction.

3.14.1b Patch Notes
  • Clarified that the Shrine of Empowerment room and the Sanctum of Unity room in the Temple of Atzoatl require adjacent rooms to be connected in order for them to be upgraded. This is purely a description change.
  • Fixed a bug where Harvest plots could grant fewer than four crafts. Each plot now correctly grants a minimum of four crafts per plot.
  • Fixed a bug where the blades from the Razor Dance Ultimatum modifier could persist after completing the encounter.
  • Fixed a bug where monsters in Ultimatum encounters could teleport on top of your character and prevent you from moving.
  • Fixed a bug where Blighted Maps anointed with Teal Oils were spawning monsters faster than intended.
  • Fixed a bug where Cameria the Coldblooded could get stuck using his Ice Spike skill endlessly during Betrayal encounters.
  • Fixed a visual bug where capturing beasts could sometimes show incorrect beastcrafting recipes being unlocked.
  • Fixed a client crash that could occur while swapping weapons if your gloves were enchanted with an "of Spite" modifier.
  • Fixed a client crash that could occur during the Malachai, The Nightmare encounter.
  • Fixed an instance crash.
Doryani's Prototype resist sharing not applying to certian map bosses, IE Plateau Jatin_GGG 05/14
"
Ub3rPenguin wrote:
Ref 2012671983

The negative lightning resist from Doryani's Prototype does not seem to work against the "Totem" bosses, Atoll, Plateau, ect.

Spoiler


Thanks for your report, I'll pass this on.
Warlord Microtransactions Now Available in Store Community_Team 05/14
The gloomy microtransactions from the previous Warlord Mystery Box are now available in the store! It's also still possible to combine some of the individual Suffering and Misery pieces into the 'Despair' cosmetic effects.

So that you don't miss out, we wanted to let you know early that later today at 9pm (PDT) we will also be offering a free Apollyon Mystery Box alongside our weekend sale when you spend any amount of points in the store! This sale will follow the normal free mystery box rules of one box per account. More information to come in our sales news later today.

Alongside the cosmetics from the original mystery box, we are also introducing the Suffering Mirage Archer Effect, which gives your mirage archers a menacing new look; and the Warlord Stash Skin Bundle, which gives you a further way to personalise your hideout.

Please note that the Warlord Stash Skin Bundle can be equipped to your Stash and Guild Stash via the Hideout Cosmetics UI and are only available in your hideout which means that they will not be displayed in town instances.

You can check out the original range of Warlord cosmetics and the new microtransactions in that theme in the videos below. You can also view the full range in the store by clicking here.







Thank you for your support!
Elemental Hit cannot apply poison Jatin_GGG 05/14
"
BabyCain wrote:
When using the Pneumatic Dagger base, which states that All Damage from Hits with this weapon can apply poison, elemental hit still cannot apply poison. This is the case even when flat elemental damage is rolled on the dagger to match the elemental damage type of elemental hit.

Also submitted an in game bug report, reference number is 1387627294


Thanks for your report, this is intended as ElementalHit can only deal damage of the chosen element and will not apply Poison because Poison is Chaos Damage.
Another example of this is Brutality Support and how it doesn't allow supported skills to deal Elemental or Chaos damage and stops supported skill from applying Poison.
Celestial Toxic Rain Effect Henry_GGG 05/13
"
SkegWalker wrote:
Can we please get an answer from a staff member about this?!?!

If you guys are swamped and don't have time to get around to it, fine.... but let people know.

If you have plans to fix this bug in an upcoming patch, fine..... but let people know.

If you simply do not care enough about fixing it, fine..... wait no, not fine, but let people know!


<3


We're working on the issue, we plan to fix it as soon as we can.
It's not an easy fix, as the solution to fixing it is intertwined with our future engine changes.
So we're having to approach it from scratch, in a way.

Apologies for the frustration, hopefully it won't be a problem for much longer.
Jack the Axe's Thirst for Blood reservation/link bug Jatin_GGG 05/13
"
SoggySchmacko wrote:
If you use Jack the Axe and slot either Arrogance or Lifetap support into it's sockets it has some weird interactions.

First the actual reservation snapshots, so if you turn on the aura then slot it in the actual reservation amount on the tooltip goes up but you only reserve 10% of your life still. The opposite effect happens if you turn the aura on with Arrogance/Lifetap already slotted then take it out you're still reserving 20%+ life. ( This has weird behaviour because if you snapshot it at 10% then start a boss like Sirus you get it unbugging mid fight and reserving your entire life. )

Secondly it lets you link Thirst for Blood with supports it shouldn't, not sure if this is just placebo but bleed damage felt incredibly higher with swift affliction linked.


Thanks for your report, we'll look into this.
New Microtransactions: Celestial Ground Slam Effect and Banebrand Scythe Weapon Skin Community_Team 05/13
Tear through the cosmos and cull your foes with the new Celestial Ground Slam Effect and Banebrand Scythe Weapon Skin! Check out the videos below or get yours here!





Pair the Banebrand Scythe Weapon Skin with the Dreadspire Armour Set for an ominous look. Check it out below!



Thanks for your support!
Elemental Hit not avoding the same Element Jatin_GGG 05/13
"
NeoKillua wrote:
Elemental Hit Gem Description says it will avoid using the same element twice in a row. Im now using it with a wand and it now used the same element multiple times in a row. So it seems like the avoidence isn't working as intended or it isn't a 100% avoidence.
Im playing a Witch using a Wand to attack. Nothing else linked to Elemental Hit at the moment.

Can someone confirm if this is a bug or intended?


Thanks for your report, we'll look into this.

From testing on my end it definitely seems like it's Predictive-only (as mentioned before in this thread).

The AoE explosions seems to match the correct element but the projectiles fired do not match what's actually occurring.
[Xbox] 3.14.1c Patch Delay Jeff_GGG 05/13
Today we deployed 3.14.1c on PlayStation, and intended to do the same on Xbox. When we deployed the patch to the Xbox live servers, we ran into an issue when trying to login. After a quick investigation it turns out an error had been made and the version which was already live on the realm (3.14.1) had been deployed as 3.14.1c. As such, we've temporarily rolled back to the 3.14.1 version on Xbox. We expect to deploy 3.14.1c tomorrow, barring any delays from certification. Thanks for your patience and understanding.
[Xbox] 3.14.1c Patch Notes Community_Team 05/13
[Xbox] 3.14.1c Patch Notes Note: This patch includes updates from 3.14.1b, which we have included at the bottom of this post for your reference. Console-Specific Changes
  • Fixed a bug that prevented Safehouse rewards from being tripled.
  • Fixed a bug that caused portals to teleport to the last selected Act instead of the current Act.
  • Fixed an issue with the Corruption Altar and Lapidary Lens that showed it had remaining uses when it was out of uses.
  • Added a contextual prompt to the Corruption Altar and Lapidary Lens.
General Fixes and Improvements
  • Clarified that the Harvest craft which changes a unique item into a random unique weapon can also change the item into a random unique quiver. This is purely a description change.
  • Fixed an oversight where the Hateforge unique gloves were incorrectly applying to skills that were supported by totems, traps and mines, which allowed Vaal skills to be used freely with no cost or limit. We're currently trying to come up with a solution to allow these gloves to work with traps and mines again, if possible.
  • Fixed a bug with the Elementalist's Bastion of Elements notable ascendancy passive skill where Primal Aegis wouldn't be reapplied if you died in an area.
  • Fixed a bug with the Mahuxotl's Machination unique shield where Everlasting Sacrifice could sometimes fail to trigger when reaching full energy shield.
  • Fixed a bug where the Icestorm skill granted by The Whispering Ice unique staff couldn't be supported by Arcanist Brand.
  • Fixed a bug where the Gluttony of Elements skill granted by the Blood of Corruption unique amulet wasn't healing you and nearby allies when taking elemental damage.
  • Fixed a bug where Herald of Agony being supported by Arrogance could cause the summoned Agony Crawler to fail to attack.
  • Fixed a bug where the "Defeat The Trialmaster while affected by Trialmaster's Tether and without any player being hit by the Trialmaster's Heart" challenge didn't always complete when the conditions were met.
  • Fixed a bug where players in a party that were no longer participating in an active Ultimatum encounter could still be affected by Ruin.
  • Fixed a bug with the Restless Ground III modifier in Ultimatum encounters where monsters resurrected as Phantasms were unable to apply Ruin.
  • Fixed a bug where the small "Additional Sample Rewards" nodes in the Valdo's Rest Atlas passive tree could sometimes provide fewer additional samples with rewards than intended.
  • Fixed a bug where the Squandered Prosperity divination card wasn't counting towards the "Unique Map" reward criteria in the "Turn in Divination Cards" challenge.
  • Fixed a bug where Tormented Spirits could possess Alva in the Temple of Atzoatl.
  • Fixed a bug where Tormented Spirits could possess Conquerors during their portal animation in Conqueror-influenced maps.
  • Fixed a flickering issue with some of Sirus, Awakener of Worlds' skills.
  • Fixed a bug where items with quality in your stash couldn't be filtered using the '+' character.
  • Fixed a visual bug where an incorrect amount of Voltaxic Sulphite could be shown as a reward upon completing a map if you had the Sulphite Infusion atlas passive skill allocated.
  • Fixed a visual bug where minion life bars were slightly misaligned.
  • Fixed a visual bug where Delirium mist wasn't covering water areas in The Syndrome Encampment.
  • Fixed an instance crash.
Microtransaction Fixes and Improvements
  • Fixed a bug where the Bleached Skull Helmet microtransaction was producing an unintended glowing eyes effect.
  • Fixed a bug where the Ethercraft Weapon Effect microtransactions weren't correctly applying to the Steam-powered Weapon microtransaction.
  • Fixed a bug where the Innocence Character Effect microtransaction could sometimes produce an unintended trail.
  • Fixed a bug where the Invisible Buff Effect microtransaction wasn't working correctly with Petrified Blood.
  • Fixed a bug where the Lightbringer Weapon Effect microtransaction wasn't applying correctly to two handed axes and maces.
  • Fixed a bug where the Nightfall Weapon Effect microtransaction could lose its effect temporarily when used alongside the Nightfall Flame Dash microtransaction.
  • Fixed a bug where the Vanguard Apparition Effect microtransaction was producing an unintended distortion effect.
  • Fixed a visual bug that could occur if you gained Fanaticism while wearing the Black Body Armour microtransaction.
  • Fixed a visual bug that could occur when using Crackling Lance with the Stormcaller Gloves microtransaction.
  • Fixed a clipping problem with the Merchant Cloak microtransaction.
3.14.1b Patch Notes
  • Clarified that the Shrine of Empowerment room and the Sanctum of Unity room in the Temple of Atzoatl require adjacent rooms to be connected in order for them to be upgraded. This is purely a description change.
  • Fixed a bug where Harvest plots could grant fewer than four crafts. Each plot now correctly grants a minimum of four crafts per plot.
  • Fixed a bug where the blades from the Razor Dance Ultimatum modifier could persist after completing the encounter.
  • Fixed a bug where monsters in Ultimatum encounters could teleport on top of your character and prevent you from moving.
  • Fixed a bug where Blighted Maps anointed with Teal Oils were spawning monsters faster than intended.
  • Fixed a bug where Cameria the Coldblooded could get stuck using his Ice Spike skill endlessly during Betrayal encounters.
  • Fixed a visual bug where capturing beasts could sometimes show incorrect beastcrafting recipes being unlocked.
  • Fixed a client crash that could occur while swapping weapons if your gloves were enchanted with an "of Spite" modifier.
  • Fixed a client crash that could occur during the Malachai, The Nightmare encounter.
  • Fixed an instance crash.
[PlayStation] 3.14.1c Patch Notes Community_Team 05/13
[PlayStation] 3.14.1c Patch Notes Note: This patch includes updates from 3.14.1b, which we have included at the bottom of this post for your reference. Console-Specific Changes
  • Fixed a bug that prevented Safehouse rewards from being tripled.
  • Fixed a bug that caused portals to teleport to the last selected Act instead of the current Act.
  • Fixed an issue with the Corruption Altar and Lapidary Lens that showed it had remaining uses when it was out of uses.
  • Added a contextual prompt to the Corruption Altar and Lapidary Lens.
General Fixes and Improvements
  • Clarified that the Harvest craft which changes a unique item into a random unique weapon can also change the item into a random unique quiver. This is purely a description change.
  • Fixed an oversight where the Hateforge unique gloves were incorrectly applying to skills that were supported by totems, traps and mines, which allowed Vaal skills to be used freely with no cost or limit. We're currently trying to come up with a solution to allow these gloves to work with traps and mines again, if possible.
  • Fixed a bug with the Elementalist's Bastion of Elements notable ascendancy passive skill where Primal Aegis wouldn't be reapplied if you died in an area.
  • Fixed a bug with the Mahuxotl's Machination unique shield where Everlasting Sacrifice could sometimes fail to trigger when reaching full energy shield.
  • Fixed a bug where the Icestorm skill granted by The Whispering Ice unique staff couldn't be supported by Arcanist Brand.
  • Fixed a bug where the Gluttony of Elements skill granted by the Blood of Corruption unique amulet wasn't healing you and nearby allies when taking elemental damage.
  • Fixed a bug where Herald of Agony being supported by Arrogance could cause the summoned Agony Crawler to fail to attack.
  • Fixed a bug where the "Defeat The Trialmaster while affected by Trialmaster's Tether and without any player being hit by the Trialmaster's Heart" challenge didn't always complete when the conditions were met.
  • Fixed a bug where players in a party that were no longer participating in an active Ultimatum encounter could still be affected by Ruin.
  • Fixed a bug with the Restless Ground III modifier in Ultimatum encounters where monsters resurrected as Phantasms were unable to apply Ruin.
  • Fixed a bug where the small "Additional Sample Rewards" nodes in the Valdo's Rest Atlas passive tree could sometimes provide fewer additional samples with rewards than intended.
  • Fixed a bug where the Squandered Prosperity divination card wasn't counting towards the "Unique Map" reward criteria in the "Turn in Divination Cards" challenge.
  • Fixed a bug where Tormented Spirits could possess Alva in the Temple of Atzoatl.
  • Fixed a bug where Tormented Spirits could possess Conquerors during their portal animation in Conqueror-influenced maps.
  • Fixed a flickering issue with some of Sirus, Awakener of Worlds' skills.
  • Fixed a bug where items with quality in your stash couldn't be filtered using the '+' character.
  • Fixed a visual bug where an incorrect amount of Voltaxic Sulphite could be shown as a reward upon completing a map if you had the Sulphite Infusion atlas passive skill allocated.
  • Fixed a visual bug where minion life bars were slightly misaligned.
  • Fixed a visual bug where Delirium mist wasn't covering water areas in The Syndrome Encampment.
  • Fixed an instance crash.
Microtransaction Fixes and Improvements
  • Fixed a bug where the Bleached Skull Helmet microtransaction was producing an unintended glowing eyes effect.
  • Fixed a bug where the Ethercraft Weapon Effect microtransactions weren't correctly applying to the Steam-powered Weapon microtransaction.
  • Fixed a bug where the Innocence Character Effect microtransaction could sometimes produce an unintended trail.
  • Fixed a bug where the Invisible Buff Effect microtransaction wasn't working correctly with Petrified Blood.
  • Fixed a bug where the Lightbringer Weapon Effect microtransaction wasn't applying correctly to two handed axes and maces.
  • Fixed a bug where the Nightfall Weapon Effect microtransaction could lose its effect temporarily when used alongside the Nightfall Flame Dash microtransaction.
  • Fixed a bug where the Vanguard Apparition Effect microtransaction was producing an unintended distortion effect.
  • Fixed a visual bug that could occur if you gained Fanaticism while wearing the Black Body Armour microtransaction.
  • Fixed a visual bug that could occur when using Crackling Lance with the Stormcaller Gloves microtransaction.
  • Fixed a clipping problem with the Merchant Cloak microtransaction.
3.14.1b Patch Notes
  • Clarified that the Shrine of Empowerment room and the Sanctum of Unity room in the Temple of Atzoatl require adjacent rooms to be connected in order for them to be upgraded. This is purely a description change.
  • Fixed a bug where Harvest plots could grant fewer than four crafts. Each plot now correctly grants a minimum of four crafts per plot.
  • Fixed a bug where the blades from the Razor Dance Ultimatum modifier could persist after completing the encounter.
  • Fixed a bug where monsters in Ultimatum encounters could teleport on top of your character and prevent you from moving.
  • Fixed a bug where Blighted Maps anointed with Teal Oils were spawning monsters faster than intended.
  • Fixed a bug where Cameria the Coldblooded could get stuck using his Ice Spike skill endlessly during Betrayal encounters.
  • Fixed a visual bug where capturing beasts could sometimes show incorrect beastcrafting recipes being unlocked.
  • Fixed a client crash that could occur while swapping weapons if your gloves were enchanted with an "of Spite" modifier.
  • Fixed a client crash that could occur during the Malachai, The Nightmare encounter.
  • Fixed an instance crash.
Upcoming Video Memory Utilisation Improvements Chris 05/13
In the near future, we'll be making some improvements to how Path of Exile utilises your video memory. This post explains what impact that will have on your gameplay and when to expect the patch.

Graphics cards have a certain amount of Video RAM (VRAM), which is used to hold the various assets that we are rendering for the current game scene. If you run out of VRAM while playing under DirectX 11, our default renderer, the game will still work but your frame rate will drop as it has to render assets that reside in system memory. The graphics driver would also move assets back and forth between main memory and VRAM, further slowing things down. For users without enough VRAM, performance under DirectX11 is pretty terrible.

While the Vulkan rendering API has all sorts of performance benefits, it doesn't have the default-to-system-memory fallback that was present under DirectX 11, and its default behaviour is to just crash when out of memory. When we initially released the Beta version of our Vulkan renderer, some users would experience crashes during memory-intensive gameplay.

As either crashes or significantly degraded performance are both bad for game experience, it's important that a game engine manages what assets are in memory by unloading ones that haven't been used recently and aren't expected to be used again soon. Over the past year, we have added a system that unloads assets that the game expects to not need in the near future, and keeps VRAM usage at a conservative level. This has eliminated crashes and slowdown due to excessive VRAM usage but has unfortunately introduced other issues related to the lifecycle of assets in memory.

With assets now being loaded and unloaded dynamically during gameplay, we retooled the engine so that the assets could be loaded asynchronously without stalling rendering. Previously it would have been a stuttery mess, as the engine used to completely freeze until a new asset was entirely loaded.

However, what do you display when a texture is not yet loaded? In order to not display an entirely black texture, we added a technique called texture streaming where we have the lowest mip levels (i.e. low-detail versions) of each texture always in memory so that we can display something approximately correct more quickly. This is more desirable than the alternatives of having significant frame rate drops or nothing drawn at all. While texture streaming is a harmless visual optimisation, it is often incorrectly attributed to problems that are actually to do with the fact that the game unloaded an asset that it really shouldn't have.

A few paragraphs ago, we described our VRAM usage under this system as conservative. That means that our current implementation doesn't aggressively use all of your VRAM, and this causes players to get frustrated by assets being unnecessarily unloaded too early (for example, when you notice some items looking blurry for a short time).

Our engine team has been working on a better implementation that aggressively uses as much VRAM as it can to store as many assets as will fit. This is a good thing because users with mid-range or better graphics cards will experience assets being unloaded far less often than they currently do. It depends on how much VRAM you have, of course, but the issues that are currently attributed to resource unloading/texture streaming will be largely eliminated for many users. And of course, all of the above changes mean that users with low-end graphics cards don't experience crashes or frame rate drops when they run out of VRAM.

Our initial plan was to deploy this update in the next engine patch, which was previously scheduled for a week or two before 3.15's deployment in July. However we're very unhappy with the current situation so we are working towards pulling out this feature for deployment in the near future (ideally in the coming week, but we'll update this estimate as testing continues).

This change isn't a panacea for every single graphical/performance issue in the game, but is certainly going to have a large impact on making things feel a lot better for most users. Our engine team will continue to hunt down further problems and solve them. As always, thanks for your ongoing feedback and reports.
High-Contrast Cursor Animation is laggy Henry_GGG 05/13
"
thomas_567 wrote:
I really like the new cursor, but some of the hotfixes seem to have broken the animation, because I remember this working fine after directly trying last night before you had to hotfix stuff.

Here the click animation with "Enable Click cursor" enabled:

https://i.imgur.com/mn98ehH.mp4

Note that I always do short clicks, I do not hold down the click button, but immediately release it, but that's not reflected in the delayed animation.

Same with picking up items, this time with "Enable Click cursor" disabled, there is a delay between me picking up the item, and the cursor reflecting that in its animation:

https://i.imgur.com/XvFsIeD.mp4

It's low priority I guess, but it doesn't feel very good when there's such a noticeable lag in animation.

Edit: It seems to immediately "update" once I move the cursor.


Hey there,

Thank you for the report. This is a side effect of the fix we deployed yesterday. We're currently working to improve the animation on cursors.
3.14.1c Hotfix Kieren_GGG 05/12
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D4wdl wrote:
Any way we can disable the cursor mtx for now? I need to play on that character.


Should be fixed now from the latest hotfix.
3.14.1c Hotfix 2 Kieren_GGG 05/12
3.14.1c Hotfix 2:

  • Fixed a bug mainly affecting players on Windows 7 and 8 where the client could freeze when using a non-default cursor.
cant play the game after update Henry_GGG 05/12
We have identified a new problem with the High Contrast mouse cursor.
We're working on a fix. Sorry for the trouble!
[solved]new "free" cursor broke my game. Henry_GGG 05/12
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slimryda wrote:
first i had to deal with windows 7 problem, game eats 99% of processor and ram, crashes my computer 3 times.

they fix it, and the game works.

i wanted to see the new cursor, i picked it, then my game does the same shit, over heats my computer, blue screens crashes.

now poe thinks my default cursor is the new one.

every time poe loads it takes 99% of ram and processor, and my computer stalls the fuck out.

my poe is literally bricked, holy shit.

Edit: 3 pc overheats, blue screens, and crashes.

I dont want my computer to catch fire, guess no more PoE.


We're working on a fix!
3.14.1c Hotfix Kieren_GGG 05/12
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zyldragoon wrote:
game freeze after select high contrast mouse


Thanks for the reports, we're looking into it.
3.14.1c Hotfix Kieren_GGG 05/12
3.14.1c Hotifix:

  • Fixed a bug introduced in 3.14.1c mainly affecting players on Windows 7 and 8 where the client would crash or freeze on startup.
cant play the game after update Henry_GGG 05/12
We have identified and fixed the problem, we'll be deploying the fix as soon as we can.
Black Screen on Startup Henry_GGG 05/12
We have identified and fixed the problem, we'll be deploying the fix as soon as we can.
Game window freezes when I hover mouse pointer over the game Henry_GGG 05/12
We have identified and fixed the problem, we'll be deploying the fix as soon as we can.
Trade API Not Updating Since 3.14.1c Deployment Stacey_GGG 05/12
This should be resolved now.
Game window freezes when I hover mouse pointer over the game Henry_GGG 05/12
We're looking into the problem. Sorry for the trouble.

We have reproduced the problem on Windows 7 and 8.
Trade API Not Updating Since 3.14.1c Deployment Stacey_GGG 05/12
Thanks for your report, we're aware and are looking into this. Apologies for the inconvenience in the meantime!
I think this is the smallest fortification i've ever encountered RhysGGG 05/12

1) Fortification and Transportation have the largest space requirements (Forts are usually huge, except for the fallback fort in OP; and Transportation not only needs an exit, but a valid path of at least some minimum length in order to be fair/possible to complete).

2) Weirdness would ensue if a Transportation convoy got too close to a Fortification. If the Transportation convoy passed by the Fort, should the Fort turrets attack you, or be mysteriously deactivated? The Fort encounter can't start without abandoning the Transportation encounter, and vice versa, so either way you would have a very visible encounter suddenly failing or mysteriously not starting. And keeping the two encounters well apart would make their already significant space constraints even worse.

So basically it's just the easiest and least-confusing approach.

New patch destroyed the game for Windows 7 users, but hey we got new cursors. Community_Team 05/12

Confirmed that this is broken for Windows 7. We're preparing a fix ASAP.