r/pathofexile 10d ago Helpful Wholesome Facepalm Silver Gold

GGG Rare and Magic Monster Balance

4.2k Upvotes

Okay, we shipped them a little overtuned. We have just deployed a hotfix that reduces rare monster life and damage and slightly reduces that of magics.

I'll explain how this occurred.

Transitioning from the old monster mod system to Archnemesis was meant to make rare and magic monster fights more challenging. And it certainly did. We tested it extensively, and were happy with the level of difficulty when we released it. In general, we feel that in Path of Exile it's better to introduce things slightly too challenging than slightly too easy, and so we awaited player feedback and death data to see if it was actually too hard for the average player.

Well, 12 hours of feedback and data is enough to know that we need to take the edge off the difficulty. Rare and magic monsters are still going to be hard, just not as difficult as they were today. We will follow up with more tweaks (including to more specific mods) in the coming days once we get time to process specific feedback and test them more fully.

I'm going to get some sleep now. Have a great time in Sentinel!

r/pathofexile 10d ago Silver Helpful Wholesome Take My Energy Spit-take

GGG Archnemesis Rare Changes (Part 2)

2.0k Upvotes

After making some numerical balance changes yesterday, we are now making a functional change to how Archnemesis Modifiers spawn on rare monsters. Previously, rare monsters you encountered generally had two Archnemesis mods, but could spawn with as many as three or four. Now, they will default to one modifier, with a chance of having two or three. Update: We have deployed this patch as a serverside hotfix.

Archnemesis mods are designed so that certain pairs are very challenging to overcome. And we are generally pretty happy with the difficulty of those particular encounters if they occur infrequently. However, modern Path of Exile is pretty liberal with spawning rare monsters, and with a default of two modifiers each, these intense encounters were occurring far too often.

With this change to a default of one modifier, the complexity and difficulty of rare monster fights will be lower. You'll still occasionally encounter modifiers that provide a bit of difficulty for your build, but it'll be far less often. And the intense combos of 2+ mods won't be happening on every screen anymore (or at all in the early game).

To be clear, we're also going to keep applying functional and numeric changes to specific mods as needed. Those will come after the weekend as we get more developers back in the office. In the future, we may make further changes to the number of Archnemesis modifiers spawning on monsters once we feel that they're individually in a really good place.

We're aware that this change is an implicit nerf to the Headhunter unique, so we will find a way to counter-buff in the next few days. We don't intend to reduce the power of Headhunter as a result of this change. We'll also investigate the challenges that requires you to kill monsters with five Archnemesis mods.

Thanks for your continued feedback about this system, Sentinel League and the new endgame content! We'll keep you updated throughout the week with our thoughts.

Update: We have deployed this patch as a serverside hotfix.

r/pathofexile 10d ago Silver Helpful Wholesome

GGG What's Next for Archnemesis Modifiers - Part 3 (and list of modifiers)p

1.0k Upvotes

So far we have numerically reduced their difficulty (link) and have reduced the quantity that spawn on rare monsters (link). There are two more areas of feedback that we'd like to address.

Specific Mods (and how they affect certain builds)

So there are a few things we're doing here.

Firstly, we have prepared a list of what all the mods actually do. While we usually try to have a sense of exploration with new content, we're seeing a lot of misunderstanding about how certain mods affect specific builds and feedback that players would like more clarity about them. For example, the Mana Siphoner mod doesn't affect melee characters as much as some players think, as it has a donut-shaped area of effect. If you get close enough, it doesn't apply to you. We can understand that this is unclear without an explanation. The full list of mods is at the bottom of this post.

Secondly, we're doing a full pass through all the mods, taking into account feedback we have received since launch. While we do want to make sure that they're still challenging, there are certainly many rough edges that we can sand down, and places where mods are strongly punitive against specific builds that we can address. We expect to get this done early this week and we'll get started on that first thing tomorrow.

Check out the list below. If you have a concern about a mod making an encounter basically impossible for your build, let us know what you're playing and how it feels. We'll make sure to take it into account with our balance pass early this week.

Item Drops

Some players have said that they feel the item drops from rare monsters aren't worth the difficulty of the fight.

Rare monsters are like regular monsters but with massive bonuses to item drops and item rarity. Due to the random nature of drops, it's entirely possible to get almost nothing one time, and a decent pile of rares or a unique item another time. Archnemesis mods are set up to have additional bonuses, and these scale up to be much larger for the really hard mods. The theory is that a hard fight results in more items. And it does, on average. Sometimes you get very little for killing a difficult rare monsters, and sometimes you get that unique item you've been looking for, or a shower of rare items. A fundamental part of Action RPGs is the wide variance of outcomes, rather than having deterministic results.

As we do our balance pass on mods this week, we will check their bonuses to make sure that it is reasonable for the level of difficulty they add.

Our goal is that rare monsters are worth the effort to kill, with appropriate experience gain, item drop quantity and item drop rarity bonuses.l

List of Current Rare Monster Modifiers (before the balance pass being done over the next few days)

Hasted

  • 40% increased Movement Speed
  • 100% increased Evasion Rating
  • Nearby Allies have 30% increased Attack and Cast Speed

Gargantuan

  • 20% increased Damage
  • 40% increased maximum Life
  • 80% increased Area of Effect

Flameweaver

  • 25% of Physical Damage Converted to Fire Damage
  • 50% of Physical Damage as Extra Fire Damage
  • 50% increased Fire Damage
  • +50% to Fire Resistance
  • +10% to maximum Fire Resistance
  • Immune to Scorch
  • Inflicts Fire Exposure on Hit

Stormweaver

  • 25% of Physical Damage Converted to Lightning Damage
  • 50% of Physical Damage as Extra Lightning Damage
  • 50% increased Lightning Damage
  • +50% to Lightning Resistance
  • +10% to maximum Lightning Resistance
  • Immune to Lightning Ailments
  • Inflicts Lightning Exposure on Hit

Frostweaver

  • 25% of Physical Damage Converted to Cold Damage
  • 50% of Physical Damage as Extra Cold Damage
  • 50% increased Cold Damage
  • +50% to Cold Resistance
  • +10% to maximum Cold Resistance
  • Immune to Cold Ailments
  • Inflicts Cold Exposure on Hit

Chaosweaver

  • 25% of Physical Damage Converted to Chaos Damage
  • 15% of Non-Chaos Damage as extra Chaos Damage
  • +50% to Chaos Resistance
  • +10% to maximum Chaos Resistance
  • Immune to Wither

Steel-infused

  • Overwhelm 30% Physical Damage Reduction
  • 40% increased Physical Damage
  • 50% additional Physical Damage Reduction
  • Cannot be Stunned

Incendiary

  • Ignites on Hit
  • All Damage with Hits can Ignite
  • 25% increased Ignite Duration
  • 300% increased Ignite Damage
  • +75% to Fire Resistance
  • 60% less Duration of Ignites on Self

Dynamo

  • Shocks on Hit
  • All damage with Hits can Shock
  • 25% increased Shock Effect
  • 50% increased Shock Duration
  • Immune to Shock

Permafrost

  • 25% chance to Freeze on Hit
  • All damage with Hits can Freeze
  • 25% increased Freeze Duration
  • Immune to Freeze and Chill

Toxic

  • Poisons on Hit
  • All damage with Hits can Poison
  • 30% increased Poison Damage
  • 30% increased Poison Duration
  • +50% to Chaos Resistance against Damage over Time

Bloodletter

  • Bleed on Hit
  • 100% increased Damage with Bleeding
  • 25% increased Bleeding Duration
  • 25% reduced Damage taken from Physical Damage over Time
  • Nearby Enemies are Maimed with 30% reduced Movement Speed

Splinterer

  • Skills fire 4 additional Projectiles
  • 30% increased Projectile Damage
  • 50% chance to Avoid Projectiles

Deadeye

  • Randomly applies Poacher's Mark, Assassin's Mark or Warlord's Mark
  • 20% increased Damage
  • 60% less Damage taken if you have not been Hit Recently
  • 200% increased Evasion Rating if you have been Hit Recently
  • Nearby Allies have 100% increased Accuracy Rating and 100% increased Critical Strike Chance

Arcane Buffer

  • 150% faster start of Energy Shield Recharge
  • Chaos Damage taken does not bypass Energy Shield
  • When Energy Shield is depleted, triggers a weak nova that knocks back and briefly stuns enemies
  • Nearby Allies have 40% of Maximum Life as Extra Maximum Energy Shield

Echoist

  • Skills Repeat two additional times
  • 200% increased Attack and Cast Speed
  • Stunned for 1.5 seconds after using a Skill

Bonebreaker

  • Always Stuns Enemies on Hit
  • 25% chance to Double Stun Duration
  • 30% reduced Attack and Cast Speed
  • 100% increased Accuracy Rating
  • Cannot be Stunned
  • Nearby Allies have 40% increased Physical Damage

Sentinel

  • 50% chance to Block Attack Damage
  • 50% chance to Block Spell Damage
  • +10% to maximum Chance to Block Attack Damage
  • +10% to maximum Chance to Block Spell Damage
  • Triggers a Delayed Reckoning when Hit (1.5 second Cooldown)

Juggernaut

  • 20% increased Damage
  • +2 to Maximum Endurance Charges
  • Gain 2 Endurance Charges every second if you've been Hit Recently
  • 30% increased Area of Effect
  • Action Speed cannot be modified to below base value
  • Movement Speed cannot be modified to below base value
  • Cannot be Stunned

Vampiric

  • All Damage from Hits is Leeched as Life
  • Life Leech effects are not removed on Full Life
  • 200% increased total Recovery per second from Life Leech
  • 25% increased Damage while Leeching
  • Enemies Cannot Leech From You

Overcharged

  • +2 to Maximum Frenzy, Power and Endurance Charges
  • Every 3 seconds adds 3 Frenzy, Power or Endurance charges for 9 seconds

Consecrator

  • Spawns Consecrated Ground for 6 seconds (6 second cooldown, 4 second global cooldown)
  • Consecrated Ground grants 2% Life Regenerated Per Second to Allies and 50% reduced Effect of Curses
  • Take 30% reduced Elemental Damage while on Consecrated Ground

Frenzied

  • Every 9 seconds become Frenzied for 5 seconds
  • 50% increased Damage while Frenzied
  • 50% increased Action Speed while Frenzied
  • 50% reduced Damage Taken while Frenzied

Berserker

  • Gains Increased Damage with life lost up to 40% at zero life
  • Gains Increased Movement Speed with life lost up to 40% at zero life
  • Gains Increased Attack and Cast Speed with life lost up to 75% at zero life
  • Gains reduced Damage Taken with life lost up to 30% at zero life
  • Immune to Culling Strike

Soul Conduit

  • Nearby monsters are raised to fight again on Death

Oppressor

  • Nearby Enemies have Oppression, causing them to deal 30% less Damage, take 30% increased Damage and have 20% reduced Movement Speed

Bombardier

  • Skills fire 2 additional Projectiles
  • Skills Chain 2 additional times
  • Projectiles have 20% chance to be able to Chain when colliding with terrain
  • Projectiles gain Damage as they travel farther, dealing up to 60% increased Damage with Hits to targets
  • Periodically Fires a Nova of Fire Mortars (6 second cooldown)

Heralding Minions

  • Rare Minions spawn Invulnerable Totems on death that cast a Lightning Nova Spell
  • Totems despawn on death

Empowering Minions

  • Rare Minions have 30% increased Damage
  • Rare Minions have 100% increased maximum Life
  • Gain a random common Archnemesis Mod when a Rare Minion dies (maximum 3)

Necromancer

  • Rare Minions have 40% increased Damage
  • Rare Minions have 150% increased maximum Life
  • 30% increased maximum Life
  • 10% of Non-Chaos Damage as extra Chaos Damage
  • Summons Skeletons and Zombies

Assassin

  • All hits are Critical Strikes
  • Blind on Hit
  • 100% increased Blind Effect
  • Take no Extra Damage from Critical Strikes
  • Teleports to distant Enemies creating a Smoke Cloud (3 second cooldown)

Rejuvenating

  • Regenerate 2% of Life per second
  • 20% increased maximum Life
  • Periodically casts a Healing Nova that causes nearby allies to regenerate 50% of life over 2 seconds as well as preventing players from recovering Life or Energy Shield (8 second cooldown, 5 second global cooldown)
  • Healing Nova does not affect itself

Executioner

  • 15% Damage with Hits per 10% missing Enemy Life
  • Immune to Culling Strike
  • Nearby Enemies cannot Recover Life or Energy Shield to above 50%

Hexer

  • Hexproof
  • Summons an invulnerable Hexing Effigy that places 3 randomly selected Hex areas, chosen from Temporal Chains, Enfeeble, Elemental Weakness, Punishment and Vulnerability

Drought Bringer

  • Regenerate 1.5% of Life per second
  • Removes a Power, Frenzy or Endurance charges on Hit
  • Nearby Enemies' Flasks lose 15 Charges every 3 seconds

Entangler

  • Poisons on Hit
  • All damage with Hits can Poison
  • +50% to Chaos Resistance
  • Applies Grasping Vines to Enemies, which slows them and causes them to take Chaos Damage over Time (3 second cooldown, 2 second global cooldown)
  • Moving will break the Vines over time
  • Travel Skills will break all Vines instantly, but doing so causes players to take 10% of their maximum Life and Energy Shield as Chaos Damage

Temporal Bubble

  • Surrounded with a Temporal Bubble which prevents all damage originating from sources outside its radius
  • Enemies with the Temporal Bubble have 25% reduced Action Speed, 60% reduced Cooldown Recovery Rate and Debuffs on them expire 40% slower

Treant Horde

  • Rare minions are replaced with Powerful Spriggans
  • 50% of Damage from Hits is taken from Rare minions Life before you

Final Gasp

  • Summons an immortal ghost of the Rare monster on death that lasts for 5 seconds

Flame Strider

  • 50% of Physical Damage Converted to Fire Damage
  • 25% of Physical Damage as Extra Fire Damage
  • 30% increased Fire Damage
  • +40% to Fire Resistance
  • Cannot be Scorched
  • Ignite on Hit
  • 200% increased Ignite Damage
  • Leaves a Trail of Burning Ground
  • Trigger Inferno Bolt when Hit (0.5s global cooldown)
  • Rare Minions create Flame Beacons on Death

Frost Strider

  • 50% of Physical Damage Converted to Cold Damage
  • 25% of Physical Damage as Extra Cold Damage
  • 30% increased Cold Damage
  • +40% to Cold Resistance
  • 200% increased Chill Effect
  • Immune to Cold Ailments
  • Leaves a Trail of Chilling Ground
  • Trigger Snow bolt when Hit (1s cooldown, 0.5s global cooldown)
  • Rare Minions create Frost Beacons on Death

Storm Strider

  • 50% of Physical Damage Converted to Lightning Damage
  • 25% of Physical Damage as Extra Lightning Damage
  • 30% increased Lightning Damage
  • +40% to Lightning Resistance
  • Immune to Lightning Ailments
  • Leaves a Trail of Shocked Ground
  • Trigger Lightning Mirage when Hit (0.75s cooldown, 0.5s global cooldown)
  • Rare Minions create Lightning Beacons on Death

Ice Prison

  • 50% of Physical Damage Converted to Cold Damage
  • 25% of Physical Damage as Extra Cold Damage
  • 30% increased Cold Damage
  • +40% to Cold Resistance
  • Immune to Cold Ailments
  • 25% additional Physical Damage Reduction
  • Periodically creates a barrier of Ice around the player for 3 seconds (5 second cooldown, 5 second global cooldown)

Magma Barrier

  • 50% of Physical Damage Converted to Fire Damage
  • 25% of Physical Damage as Extra Fire Damage
  • 30% increased Fire Damage
  • +40% to Fire Resistance
  • 25% additional Physical Damage Reduction
  • Surrounded by a Magma Barrier that takes 90% of Damage from Hits up to a fixed amount
  • When the Magma Barrier is depleted it explodes for massive Fire Damage
  • Barrier returns 10 seconds after exploding
  • Periodically spawns Fire Volatiles that chase players (9 second cooldown)

Mana Siphoner

  • 50% of Physical Damage Converted to Lightning Damage
  • 25% of Physical Damage as Extra Lightning Damage
  • 30% increased Lightning Damage
  • +40% to Lightning Resistance
  • Immune to Lightning Ailments
  • Surrounded by a Mana Siphoning Ring Aura
  • Enemies in the Aura take Lightning Damage Over Time and lose Mana every second
  • Enemies standing inside the Ring are not affected by the Aura

Storm Herald

  • 50% of Physical Damage Converted to Lightning Damage
  • 25% of Physical Damage as Extra Lightning Damage
  • 30% increased Lightning Damage
  • +40% to Lightning Resistance
  • Immune to Lightning Ailments
  • Casts Lightning Storms targeting Enemies

Soul Eater

  • Gains Souls when nearby allies die
  • Each Soul grants 5% increased Damage, Attack Speed and Cast Speed
  • Summons a Phantasm monster every 4 seconds

Corpse Detonator

  • +40% to Fire Resistance
  • Creates Corpses nearby (10 second cooldown)
  • Ignites nearby Corpses, detonating them after a duration

Evocationist

  • Ignites on Hit
  • Shocks on Hit
  • All damage with Hits can Ignite
  • All damage with Hits can Shock
  • All damage with Hits can Chill
  • +50% to all Elemental Resistances
  • 50% of Physical Damage as Extra Damage of a random Element

Mirror Image

  • Periodically creates several clones (8 second cooldown)
  • Clones do not inherit any mods from the original monster

Corrupter

  • Inflicts Corrupted Blood on Hit
  • Inflicts Corrupted Blood when Hit

Invulnerable

  • Rare Minions cannot be damaged while Rare monster is alive
  • 30% chance to Block Attack Damage
  • 30% chance to Block Spell Damage
  • Every 9 seconds cannot be damaged for 4.5 seconds

Crystal-skinned

  • +40% to all Elemental Resistances
  • 40% of Physical Damage as Extra Damage of a random Element
  • Fires crystals under Player's when they hit you (0.2 second cooldown)
  • Crystals deal no damage and despawn after 12 seconds
  • When the Rare monster dies all crystals charge up and explode, dealing Cold damage

Empowered Elements

  • Every four seconds gain a new affinity cycling between Fire, Cold, Lightning, Physical and Chaos
  • While you have an affinity you have 90% reduced Damage Taken from all other damage types and 50% increased Damage taken of the affinity damage type
  • Fire Affinity grants 100% of Physical Damage as Extra Fire Damage
  • Cold Affinity grants 100% of Physical Damage as Extra Cold Damage
  • Lightning Affinity grants 100% of Physical Damage as Extra Lightning Damage
  • Physical Affinity grants 60% increased Physical Damage
  • Chaos Affinity grants 30% of Physical Damage as Extra Chaos Damage

Effigy

  • Summons an Effigy of a targeted player (10 second cooldown)
  • Effigy links to target player, while linked all damage from Hits taken by the Effigy is also taken by the player as reflected damage
  • Effigy can taunt other Enemies to attack it
  • Running away from the Effigy will sever the link between it and the player

Trickster

  • Suppress Spell Damage
  • Prevent +10% of Suppressed Spell Damage
  • 50% less Damage Over Time Taken
  • Non-Damaging Ailments Reflection
  • Every 8 seconds go into Flee for 4 seconds
  • While fleeing avoid 75% of Damage from Hits, gain 200% increased Movement Speed and 1000% increased Evasion Rating
  • While fleeing cast Frost Walls targeting players (1.5 second cooldown, 1.5 second global cooldown)

Opulent

  • 5000% increased Quantity of Items Dropped
  • 20000% increased Rarity of Items Dropped
  • Creates Cursed Urns which can contain valuable loot but apply Gambler's Greed for 10 seconds
  • Gambler's Greed increases damage taken by 20% and reduces action speed by 10% per stack (maximum 5 stacks)

Lunaris-touched

  • 50% increased Damage
  • +60% to Cold Resistance
  • 10% additional Physical Damage Reduction
  • Spawns apparitions of Lunaris which use their skills

Solaris-touched

  • 50% increased Damage
  • +60% to Fire Resistance
  • 10% additional Physical Damage Reduction
  • Spawns apparitions of Solaris which use their skills

Arakaali-touched

  • 50% increased Damage
  • +60% to Chaos Resistance
  • 10% additional Physical Damage Reduction
  • Spawns apparitions of Arakaali which use their skills

Brine King-touched

  • 50% increased Damage
  • +60% to Cold Resistance
  • 20% additional Physical Damage Reduction
  • Spawns apparitions of the Bring King which use their skills

Tukohama-touched

  • 50% increased Damage
  • +60% to Fire Resistance
  • 20% additional Physical Damage Reduction
  • Spawns apparitions of Tukohama which use their skills

Abberath-touched

  • 50% increased Damage
  • +60% to Fire Resistance
  • 15% additional Physical Damage Reduction
  • Spawns apparitions of Abberath which use their skills

Shakari-touched

  • 50% increased Damage
  • +60% to Chaos Resistance
  • 10% additional Physical Damage Reduction
  • Spawns apparitions of Shakari which use their skills

Innocence-touched

  • 50% increased Damage
  • +40% to all Elemental Resistances
  • 15% additional Physical Damage Reduction
  • Spawns apparitions of Innocence which use their skills

Kitava-touched

  • 50% increased Damage
  • +30% to all Elemental Resistances
  • 25% additional Physical Damage Reduction
  • Spawns apparitions of Kitava which use their skills

Notes:

  • We haven't described where certain effects add bonuses to Rare Minions (the normal monsters that spawn alongside a rare) unless they are important for the functionality of the mod.
  • We haven't described where mods differ on magic monsters, but generally things like auras are not present on magic monsters and certain effects occur less frequently on magic monsters. Many of the rare mods do not appear on magic monsters at all as they are too complex. There are also three mods that only appear on magic monsters: Voidspawn of Abaxoth, Spirit Walker and Union of Souls (not described above)
  • Rarer modifiers (towards the bottom of the list) also grant additional monster life bonuses and even better drops.

Thanks again for all of your feedback! We will go through it in detail as we do our pass through the mods early this week.

r/pathofexile 8d ago Helpful Wholesome

GGG 3.18.0b Hotfix Patch Notes (Including Archnemesis balance improvements)

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1.0k Upvotes

r/pathofexile 12d ago Helpful Wholesome

GGG Check out Fatal Flourish, another exclusive Ascendancy Skill from the Forbidden Flame jewel

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1.4k Upvotes

r/pathofexile 19d ago Silver Helpful LOVE!

GGG Announcing Path of Exile: Sentinel

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1.3k Upvotes

r/pathofexile 5d ago Silver

GGG Delirium's Strange Voice is still one of the coolest things in the game

1.4k Upvotes

The coolness of this character and Michael Hallow's disturbing voice acting can't be overstated. I remember when Delirium was released the community was fixated on all the problems with the league (sound familiar?) and all the cool things about it were a bit overshadowed.

I'm honestly a bit surprised (but happy) how far they went with the mental illness themes, some of the voice lines would almost be considered triggering in another game and probably raise accessibility concerns. I just have mild anxiety and existential dread like everyone else, and I sometimes get put on the edge of unease by them. But it's also cathartic somehow.

I love it, I love how many voice lines there are, I love that there are unique ones for all of acts 6-10, and I love how the entire character is shrouded in mystery. Amazing job, I hope the character will always have a part in the game even if the Delirium mechanic is retired some day.

Here are some distressing examples:

"The face that stares back in the mirror is a stranger" - Playing on dissociative identity disorders

"Everyone you trust has been replaced by illusions. They are trying to get you." - Paranoid delusions

"They will all abandon you when they learn the truth." - Depression, anxiety, guilt

"True strength comes from within, and I know for a fact - you are empty."

"You've already done this before. You are caught in a loop."

"You are desperate for love and everyone knows it!"

"You will die alone and afraid."

"Time is a veil. You exist in a singular eternity."

"You are the cause of great misery."

"You are just another stumbling corpse."

"You've fabricated your entire memory."

r/pathofexile 16d ago Wholesome Silver Helpful

GGG This variation of the Forbidden Flame jewel allocates Nine Lives, an exclusive new Ascendancy modifier that can only come from this jewel

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1.3k Upvotes

r/pathofexile 14d ago Silver

GGG The Atlas Passive Tree in Path of Exile: Sentinel

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869 Upvotes

r/pathofexile 13d ago Helpful Wholesome

GGG Soul Drinker is the exclusive Ascendancy Skill for the Shadow, found on the Forbidden Flame jewel

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1.4k Upvotes

r/pathofexile 12d ago Silver Helpful Wholesome Heartwarming Super Heart Eyes Exalted

GGG Ok guys, i have to sit this one out because I'm getting married today.

2.6k Upvotes

So i have to start the league a day late but im still gonna play ofc lol.

r/pathofexile 21d ago Silver Helpful Wholesome

GGG New Divination Cards in Path of Exile: Sentinel

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1.2k Upvotes

r/pathofexile 12d ago Wholesome Silver Gold Helpful

GGG We've moved the "Release" button in Betrayal encounters to be closer to the other buttons

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2.5k Upvotes

r/pathofexile 14d ago Silver Helpful Wholesome

GGG We've added mini-map icons for Breachlords outside of their domains

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3.0k Upvotes

r/pathofexile 13d ago

GGG Another variation of the Forbidden Flame jewel can allocate Fury of Nature, a new Ranger Ascendancy Skill

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901 Upvotes

r/pathofexile 15d ago

GGG Searing Purity is another exclusive new Ascendancy modifier that can be found in Path of Exile: Sentinel

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1.2k Upvotes

r/pathofexile 18d ago Helpful Wholesome Silver

GGG Shadow Shaping is one of the new keystones being added to the Atlas Passive Tree in Path of Exile: Sentinel

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1.7k Upvotes

r/pathofexile 19d ago

GGG Content Update 3.18.0 -- Path of Exile: Sentinel

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562 Upvotes

r/pathofexile 8d ago

GGG when you pick a great league starter

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1.2k Upvotes

r/pathofexile 14d ago Helpful Wholesome

GGG You may find yourself hunting heads in the Valley of Darkness in Path of Exile: Sentinel

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1.1k Upvotes

r/pathofexile 6d ago Wholesome Silver

GGG Why is effigy even a thing?

581 Upvotes

I was doing a t16 map, jumped into a pack consisting of several rares and other mobs, and immidiately died. Now my first thought was "ok, so these mobs are very strong. I should be more careful", and died twice trying to carefully pick away mobs on the edge of this convergence of mobs. I got annoyed, and tried to read mods on a 3mod rare i thought could have killed me, but (because mousing over a moving enemy for long enough to comprehend their modifiers btw [especially when you also have to use the mouse to move and attack] ) he moved and i accidentally saw mods on a different mob. And it had effigy. Which the giant mass of mobs taunted on while i tried to carefully approach them, and i wouldn't have realised and used up all the portals thinking it was just too rippy. What even is that mod ggg? I thought you wanted slower, more tactical gameplay, and instead you add a mod that says "kill me/everyone in 2 seconds or you dead lol", while just identifying it is there takes several attempts(deaths). You ramp up the difficulty of the game while punishing not immidiately killing everything on the screen. Now imagine this effigy mob was super tanky, and was accompanied by some other super tanky mods. Then it's not just "it's not worth the reward" but a "i need to get out of their sight asap". It's not fun.

r/pathofexile 17d ago Silver Helpful

GGG Check out the Eldritch Gaze Keystone from the Atlas Passive Tree in Path of Exile: Sentinel

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1.1k Upvotes

r/pathofexile 15d ago

GGG Wrath of the Cosmos is a new Atlas Keystone which affects your Eldritch Currency based on your interaction with Eldritch Altars

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931 Upvotes

r/pathofexile 19d ago Silver Helpful Wholesome Rocket Like

GGG Path of Exile: Sentinel Official Trailer

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840 Upvotes

r/pathofexile 13d ago Wholesome

GGG Sentinel Boss Kill Event

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431 Upvotes