Patch Notes - 3.19.0d Patch Notes (restartless) - Forum - Path of Exile
pathofexile.com/forum/view-thread/3298509/page/1Posted Aug 24, 2022, 6:37 AM UTC
Posted Aug 24, 2022, 6:37 AM UTC
Fixed an issue where the "Reforge a Rare item, being more/less likely to receive the same modifier" Harvest crafts had their descriptions backwards.
How does this even happen
I just tested this for science, less likely actually keeps your mods. This makes so much sense lol.
Imagine the god that found this out day 1 and has baller gear
exactly LOL how the fuck does something like that make it into the live game!?!?
Extensively tested
Stop overreacting, they just linked the wrong description to the wrong craft. It happens. It's such a small thing who cares.
i think most people here think their dev cycle is something like
make 3.19
test 3.19
release 3.19
when in reality, up until release day there are changes done. Not every change can be tested (thoroughly) and a description being switched is virtually undetectable if not specifically tested.
Reminder that Chris said they were going to institute a cutoff for changes so they could do exactly as you described.
code be like
if!(more)then{less}
That exclamation mark before the bracket is killing me, im in pain, send help
This would be honestly really sad, if it wasnt so damn hilarious.
Jesus christ I knew it. I rerolled for like 2 divines trying to get spell suppression from crafting it on armor and it would never work
I mean it's easy to miss in playtesting since the nerfed "more likely" is not really distinguishable from using a chaos orb. :p
The piece we see in the horticrafting station is just a label. The raw code is elsewhere. I suspect since they heavily nerfed the functionality to remove the "much" out of it, that they rewrote the code. The same person likely coded both changes to More and Less likely, and just got them mixed around.
Kirac will no longer offer the "Slay the Beyond Boss" mission, due to irreconcilable difficulties encountered with the Beyond revamp.
They are aware there is a challenge for this? Might be now a bit harder to complete.
You get a lot of these guys in the lake so its not a big deal
I already got mine done after like a day of T16 mapping, not even trying to focus on getting Beyond on the map.
Delve always spawns a boss.
Wait? Really? Genius GGG
jeeeeeeesus my dude how can they possibly think it's fine for that sentence to exist???
"it's not working so we just removed it" what the actual fuck
excuse my language, what the fuck do you expect?
They obviously cannot "fix" it straight away and if the choice is having the mod ingame and doing nothing (and potentially confusing players) or taking it out, the choice is clear to me
reminder that this patch has been in the works FOR SIX FUCKING MONTHS
that's without me dropping the "extensively tested" meme.
If you think other companies release code without bugs, after 6,12,18 month dev cycles, you're fooling yourself.
Dude, Ctrl-F "strongbox" at the link and read their improvement/solution to strongboxes currently dropping no loot what so ever.........
yup. They seem devoted to this non-response meta where they do nothing real about problems
Fixed an issue where the "Reforge a Rare item, being more/less likely to receive the same modifier" Harvest crafts had their descriptions backwards.
what the actual fuck, how dude
welcome to software development
That's stupid shit we all do as soft devs, but it usually gets caught at code review and never make it to release unless changes are rushed. A 3 month development cycle for such a large scope probably forces that though
Yeah they must have me as one of their software devs đ
Edit: that's mostly a comment on all the dumb shit that I've accidentally done as a dev
What about QA tho?
They should just remove harvest. They are clearly so afraid the average player might, god forbid, have fun with the system.
GGG screeches and retreats at the word fun like a vampire does from sunlight.
Been saying that since harvest league.
Yea, put the harvest crafts on the crafting bench, make it cost exalts or chaos and thats that.
Honestly at this point you are just whining. I definitely will have fun with that system and would love to keep it like that. Sure, the keep Prefix/Suffix craft will be missed, but for casuals like me it is not the end of the world. If you hate it, that is fine. But don't call for the removal of it, when you can just ignore it instead
You're goddamn right I'm whining. Why would I not whine when GGG continually tries to make the game less fun? You do realize that they are spending tons of time developing "pinnacle" boss encounter, whilst trying to prevent players from ever reaching those encounters? Sure, "fun" is something that we each define for ourselves, but you can bet that more dev time spent on things you'd never encounter, is less content for you.
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Harvest crafts were great before this patch. Harvest as a mechanic was atrocious. For game flow and smooth gameplay the new Harvest is infinitely better. For the crafts though..
Yep. This is true
"Strongboxes will now always drop at least one item"
fucking lmao
Nope not this one either
Archnemesis is still fucking aids
is it exactly like aids? is it really
yes, hurts all the time while playing
that's more like herpes
Aids kills you, herpes doesnt. Archnemesis kills the fun out of poe
Yes it is exactly like AIDS.
I assume you are aware that when someone says "this is shitty" they are not making a scientific claim that the item has been excreted from a living creature's lower intestine, contains skatole and thiols, and is a notable carrier of disease?
To make archnemesis better I swapped to lightning strike champion, still isn't good, but at least it's not completely impossible now
You got to the root of the problem... "play this build or dont play at all"
I'd be terrified to come in as a new player right now. Putting all the other glaring issues aside, I'd probably pick some skills that sound cool and fun and not even be able to finish act 1 at no fault of my own.
Fixed an issue where strongboxes could sometimes drop no items. Strongboxes will now always drop at least one item.
Enjoy your 2x Transmutes from Arcanist Strongbox. (with passive)
This is a buff!!!
This is quite impactful
Surely they'll realize just how impactful too, with all the extensive testing they did.
This reads like such a bandaid solution.
if (num.drops == 0) { set num.drops = 1 } endif
Strong boxes were never nerfed only mob drops were
spaghetti code says hello.
almost all drops were affected (minus delve chests, blight and heist i think). Strongboxes also suffered from it.
Lol? I thought GGG said nothing was wrong????????!!!
They literally said it was an issue created by currency consolidation they introduced a few leagues ago.
They did. They said it was fully intentional. Hopefully this isnt the last stupid decision they backpeddal on.
They did not say it was intentionally dropping no loot.
Fixed an issue where the "Reforge a Rare item, being more/less likely to receive the same modifier" Harvest crafts had their descriptions backwards.
What the fuck.
So you're telling me we've been crafting less likely this entire time? I'm not even mad, I'm impressed this even went live.
Just this past week, probably. When they changed the interface they probably had to update their translation file and got the descriptions switched around.
Was description backwards or crafts effect itself?
'More likely' is doing 'Less likely' instead and vice versa.
These are effectively the same. If the description of more is wrong and states less, effectively you're getting the wrong craft effect of what you click. You click more but in reality it's less.
Oh lol thatâs quite obvious
Out of all the patches for this game, this is one of them.
So true
This is the most positive comment that can be made while still being married to reality.
They are hard on damage control but I really hope that this anchoring isn't enough for people so that GGG learns their approach is shit.
these changes to currency and map drops are equal to a +0.x% to the actual drop rates so its a miniscule change that you wont even feel if not doing extreme pack size maps
Roughly 90% of my loot before this patch comes from deterministic sources like eldritch altars (x% chance to drop) and reward icons/chests, since these were unaffected by the nerfs. The remaining 10% gets buffed by 25% resulting in a 2.5% overall buff to loot for me. That is with the loot already feeling like shit.
Average +4 augs a map less go
Read the Twitter replies đ
Got a link?
Exactly. I mean letâs pretend that global drops were 100 pre-3.19. Then they nerfed them to 10. Buffing them by 25% means they are now 12.5, which is still a REALLY long way away from 100 lol
Map Bosses now drop fewer items
HAHAHAHAHA They nerfed boss loot even further than it was. Who the fuck cares about the uniques. We need currency.
man expecting divine drops per map boss
Map Bosses now drop fewer items
HAHAHAHAHA They nerfed boss loot even further than it was. Who the fuck cares about the uniques. We need currency.
SSF players
lol interesting cherrypick and uniques do equal more currency whether through trading good ones or vendoring.
5 alch shards dropping from a boss now
POGGIES
LEAGUE SAVED
I don't remember map bosses ever dropping much more than that.
Shards đĽ°
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Are you pretending that map bosses were a substantial source of currency before?
hey I have an idea, lets just condense loot into a single currency called "gold" and just use that for trading
Not if no one can afford to spend currency.
Globally increased the base drop rate of currency items by 25%.
?
Do you think 25% increase can compensate "significantly"?
Significantly is 1000%.
25% is a multiplier, just like in game itâs different from %increased
25 % mirror drop chance đ¤Żđ¤Ż
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Rip bottled faith
Synth bosses always dropped at least 1 synth unique reward. Bad example.
So you think that they are not going out of their way to adjust the weights of good items to nerf every boss drop?
Boss drops less loot, lmao they doubled down. Might be able to sustain alchs though finally, if they drop 4 uniques everytime.
Yeah, this exact line is stupid. "We nuked drop rate, so we make it even less, but quality MAY be better". What a stupid thing to announce.
For me, it shows that devs don't understand the outrage. This change might be, under normal circumstances, sensible. But if everyone is already fuming about your recent fuckups, you leave that out. Just accept that it might be off-balance for a bit, but this is a bad move from a purely PR standpoint.
You can totally feel the total reluctancy for them to implement this.
The initial post really felt like Chris saying âfine weâll do it if itâll shut you all upâ
Being able to Lock 35% effect on cluster jewel might be the biggest change there. Holy fuck is that gonna make some crazy scaling.
Inb4 jewels gets the unset ring mist treatment lol
Good catch. Yeah thatâs dope.
Are they usable with harvest tho?
The only thing thatâs stopped it so far is the 3 prefix, 3 suffix or 5 total affix requirements which is impossible for jewels. This is really nice with ex being cheap as chips now too because slamming for your 4th mod to meet the requirement is super affordable. They could 100% make it not work for jewels but that would be shitty.
Wait wait holy fuck you are right, you can now fracture 4 mod jewels. This is actually huge.
I just donât understand why they did all of this to begin with.
Whatâs the explanation?
I just want to know what they expected that will happen :D Like nerf the very core mechanic of the game beyond enjoyable playability and be worshipped for it or what.
Imagine there was no forums/reddit.What would they do upon losing 2/3 of the players within a mere weekend after launch.I imagine they were sitting perplexed thinking of whatever is wrong.Of why on earth the people are not so excited.
Every large sweeping change they've been making is in prep for poe2. They're basically trying to slowly shift the game towards what it'll ultimately become.
I imagine this is a big part of laying the groundwork towards what they were talking about by drastically reducing useless drops so we don't need to filter as much.
Anchor League.
Absolutely useless with no solid information about how much these changes actually are, just given random % expecting us to think this is a "Impactful" change.....
This is pathetic
duplicate lines?
Randomise the Influence types on an Influenced Normal, Magic or Rare Item, as well as reforging the item with new random modifiers now has a cost of 6000 (previously 1000).
then the last line:
Randomise the Influence types on an Influenced Normal, Magic or Rare Item, as well as reforging the item with new random modifiers now has a cost of 1000 (previously 6000).
They changed it from 1000 to 6000 and then back to 1000.
Snip snap snip snap
no thats wrong. the original was a typo, 10k down to 6k. then, they lowered it further down to 1k
It was a joke man..
90% loot (3.18) -> 10% (3.19 launch) -> 13% (now) is still fucking terrible. Bring back 3.18 loot percentages...
Those are legit numbers that you made up lmao
the loot was better because of more rare mobs and sentinel juicing (which was way too op but fun)
you're experiencing withdraw, you're a dopamine addict and need rehab
Wouldn't it be unethical for a doctor to increase a morphine dosage just to reduce it afterwards and watch the withdrawal set in? If we're taking the prescribed dosages, it's not our fault (ultimately our problem, yes, but not our fault).
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BEEP BOOP BEEP. Grinding Gears have been detected in the linked thread:
Posted by Kieren_GGG on Aug 24, 2022, 06:33:00 AM UTC
3.19.0d Patch Notes
This patch includes improvements to item drops, including those from Map bosses and Rare monsters with 2-4 Archnemesis modifiers, reductions to the life of Harvest monsters, and a few bug fixes and improvements. Changes to the Lifeforce cost of Harvest crafts and improvements to rewards from league reflections in the Lake of Kalandra will be deployed tomorrow.
Item Drop Changes
Map Bosses now drop fewer items, but of substantially better rarity, resulting in more unique items being found from Map Bosses.
Globally increased the base drop rate of unique items by 33%.
Globally increased the base drop rate of currency items by 25%.
Archnemesis Changes
Increased the item rarity for monsters with two Archnemesis modifiers, and substantially increased the item rarity for monsters with three and four Archnemesis modifiers. With the item drop conversion system, this results in a lot more powerful drops when hitting certain combinations of modifiers. This also results in a lot more Unique items from monsters with three or four modifiers.
Harvest Changes
Reduced the life of Primal Blisterlord by 23%, Primal Crushclaw by 15%, and Vivid Devourer by 15%, in order to bring them more in line with other Harvest monsters.
Reduced the life of all other Harvest monsters, bringing the Harvest monster life more in line with monsters found in other league content.
These changes do not affect the Spectred versions of these monsters.
Improvements and Bug fixes
Kirac will no longer offer the "Slay the Beyond Boss" mission, due to irreconcilable difficulties encountered with the Beyond revamp.
Fixed an issue where strongboxes could sometimes drop no items. Strongboxes will now always drop at least one item.
Fixed an overflow issue from socketing exceptional support gems in the Vaal Caress Unique Gloves, causing them to behave as they were level 10 gems.
Fixed a bug where unlimited hideout decorations could sometimes not be placed.
Fixed a bug where Cartographer's Strongboxes in the Lake of Kalandra would mostly drop Tier 1 Maps.
Fixed a bug where monsters could sometimes get stuck in terrain in the Lake of Kalandra.
Fixed a bug where the Iridescent Weapon Effect did not propagate to your off-hand.
Fixed a client crash that could occur with the Bony Arachnomorph Pet microtransaction.
This patch has been deployed without restarting the servers, however you will need to restart your client to patch the client fixes.
As mentioned in our recent news post, we are looking to deploy improvements to the rewards from league reflections at the Lake, and reductions to the cost of many Harvest crafts in a patch tomorrow.
Below is a list of the upcoming Harvest changes:
The Harvest craft that fractures a random modifier on an item with at least 5 modifiers can now be used on an item with at least 4 modifiers.
Fixed an issue where the "Reforge a Rare item, being more/less likely to receive the same modifier" Harvest crafts had their descriptions backwards.
Rebalanced the Lifeforce cost of various Harvest crafting options:
Spoiler
Crafts that reforge a Rare item with random modifiers, including an Attack or Caster modifier now have a cost of 75 (previously 125).
Sacrificing a Corrupted Map to create a new Corrupted Map of the same tier and rarity now has a cost of 200 (previously 400).
Change a Divination Card into another random Divination Card now has a cost of 75 (previously 1000).
Crafts that change a modifier that grants Cold/Fire/Lightning Resistance into a similar-tier modifier that grants Cold/Fire/Lightning Resistance now have a cost of 500 (previously 800).
Crafts that change a Shaper/Elder/Conqueror/Sacrifice/Mortal Fragment into another random Fragment of the same type now has a cost of 500 (previously 1000).
Enchant a non-Unique Map with "Map doesn't consume Sextant charges" now has a cost of 2500 (previously 5000).
Sacrifice a Corrupted Gem to gain 50% of the gem's total experience stored as a Facetor's Lens now has a cost of 4000 (previously 10000).
Randomise the Influence types on an Influenced Normal, Magic or Rare Item, as well as reforging the item with new random modifiers now has a cost of 1000 (previously 10000).
Crafts that Enchant a Body Armour, causing quality to provide other bonuses instead of increasing Defences, now has a cost of 3250 (previously 12000).
Crafts that Enchant a Weapon, causing quality to provide other bonuses instead of increasing Physical Damage, now has a cost of 5000 (previously 15000).
Reforge the colour of a random socket on an item, turning it White now has a cost of 12500 (previously 20000).
Crafts that add a new Fire/Cold/Lightning/Physical modifier and remove another random modifier from a non-Influenced item now have a cost of 15000 (previously 25000).
Crafts that add a new Life/Defence/Chaos/Attack/Caster modifier and remove another random modifier from a non-Influenced item now have a cost of 17500 (previously 30000).
Crafts that add a new Speed/Critical modifier and remove another random modifier from a non-Influenced item now have a cost of 20000 (previously 35000).
Fracture a random modifier on an item with at least 4 modifiers, locking it in place now has a cost of 10000 (previously 50000).
Synthesise an item, giving random Synthesised implicits now has a cost of 5000 (previously 50000).
Reforge an Influenced Rare item with random modifiers, including a Influence modifier now has a cost of 5000 (previously 50000).
Reforge a Rare item, being more likely to receive the same modifier types now has a cost of 200 (previously 300).
Reforge a Rare item, being less likely to receive the same modifier types now has a cost of 200 (previously 300).
Change a stack of Fossils into a different type of Fossil now has a cost of 30 (previously 100).
Change a stack of Oils into a different colour of Oil now has a cost of 30 (previously 100).
Change a stack of Catalysts into a different type of Catalyst now has a cost of 30 (previously 100).
Change a stack of Essences into a different type of the same tier now has a cost of 30 (previously 100).
Change a stack of Timeless Splinters or a Timeless Emblem into Splinters or an Emblem of another type now has a cost of 4 (previously 20).
Change a stack of Breach Splinters or a normal, Enriched or Pure Breachstone into Splinters or a Breachstone of another type now has a cost of 4 (previously 20).
Change a stack of Scarabs to a different type of the same rarity now has a cost of 30 (previously 300).
Change a stack of Delirium Orbs into a different type of Delirium Orb now has a cost of 30 (previously 300).
Was the initial Harvest rework even reviewed? These number changes are drastic.
Like what?
:)
All three 50k crafts have their cost reduced by at least 80% - literally how?
I'll explain my guess.
They test the amount of lifeforce you gain on a t16 200% quant. Let's say you get on average 1k. Now they think 'players gonna break this so we should take precautions : put crafts at 50k so even if there is some bug, they won't be able to abuse it too much'.
Let players play for 3 days, look at the data : 'everything is fine, the amount of lifeforce given is on par with our test, nothing is broken, we can remove the failsafe in place'. And then you reduce the cost by 80%.
Remember that they said about Delve that players won't be able to go past 1500 but they tripled the maximum depth just to be sure (don't know if it's 1500 but you get the point). And then someone went to 65536 depths...
So we should never play the league week 1 or take time off work. Lesson learned...
At least I get paid at work, I don't want to be an unpaid beta tester.
On the one hand, we've had plenty of leagues that teach that. This is hardly the only bad launch with buffs after.
On the other hand, there's a lot of opportunities that exist only at league start before the market calms down. Ppl who get a Mageblood in week 1, or make any significant level of wealth in that time, don't do so in ways you can emulate in week 2 or anytime later.
It's also much faster to level on Day 1-2 btw, as there's plentiful public parties you can join to skip to objectives.
tbh i never would take time off from work for a game release.
because of how broken is beginning of the league its better to collect currency in week 1 but this time it's the opposite.
I remember that. It is most likely what you state.
We already know they rather buff then nerf.
I mean think about the alternative, fracture mod does not cost 10k but 2k, people massively push harvest the first couple of days and shit out T1 fractures left and right, GGG course corrects and sets the price to 10k. We know how this would go...
Endless shouts of "ABUSE EARLY ABUSE OFTEN" from the rooftops.
Maybe they calculated the costs with old loot drop values?
if anyone's interested here are my numbers from 4 maps in standard after taking all harvest nodes with wandering path + all quant and map mod effect nodes
this is pre patch
But that's so immensely fucking stupid. I don't want to assume incompetence because they've had so long to get better at making and testing this game. The "vision" is seeming more and more likely. Chris wants the game to be a specific way and thinks we'll all come around to play the game like he wants.
Nerf loot by 80%, nerf 50k craft by 80%. Obviously.
This is a buff. (No, really)
I'll say it for the people in the back row.
"NO. REAL. TESTING."
50k to 10k is 80% reduction.
Factual statement of fact
This made me laugh very hard because every time somebody says âfactual statementâ in a conversation it makes my blood boil. Iâm stealing this from you :D
Something is wrong when a 10x nerf is required a few days after a new league
Extensively Tested ^^TM
Correct me if I'm wrong, but that 4 mod facture change is extraordinarily substantial for crafting. Not really enough to replace the "reroll keeping suffixes/prefixes" but substantial.
Step 1: Alch spam + Aug until you get 2 mods you want.
Step 2: Beast imprint.
Step 3: Regal until you get a good third mod.
Step 4: Craft a strong final modifier.
With this method, you can guarantee a 75% chance to fracture at least one desirable modifier.
we'll be able to fracture jewels now, correct? We have never been able to do this, even during harvest league.
I'm not sure what you'd want to do this for though - my first thought is trying to fracture a god modifier on a large cluster. Fracturing the rarest notable or a 35% increased effect mod on a cluster could be huge
Wait that's actually huge. Nice catch.
donât you still need oshabi essence? not at my pc atm, canât remember if it uses it
Last time I checked today they were pretty cheap, like a bit over 10c
Dont expect that to say so low after these changes. The fracture craft alone has made me consider unblocking harvest.
You do.
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It is easier and faster to buy fractured mode, they seem to drop like candies. For SSFers beast would be the barrier, so again easier to find some from AN. I do not see any incentive to use this craft at all...
Edit: jewels are the incentive
"Quite impactful", isn't it?
The best part of the patch notes:
Hahahahahahahaha, perfect summary of their "improvements" to loot and drops.
This is an absolute clown show.
Well, that depends on how this works.
It's possible that if something rolls no loot, it doesn't apply any mods to the roll (as anything * 0 = 0), and that would slightly optimize performance.
If that's true, then setting the minimum on Strongboxes to 1 might also key in all of the mods on that Strongbox.
Not holding my breath, but there might be a method to this particular madness.
They expected harvest to drop 1000 lifeforce per map. While in reality, we were getting 10 to 150 lifeforce per map.
If you take the nodes on the tree you do get about 600-800 in chisel+alch&go maps. But even that was kinda shit with the prices. It might be better now we know more/less likely were reverted though since that was always the most useful Harvest craft.
On my first harvest I got like 250 total life force from Kirac map. Ok, it seems fine, but it is like 3-4 crafts of the lowest grade (I got two types of life force). I got more crafts from single plant, instead of full harvest and I got definitely better crafts than just reforge with element. Also staff like more common is gone, my precious divine gamble is gone as well. No reason to collect 22 card deck at all, as 6l bow is "funny" to collect, when each card worth less than 1 fusing.
GGG has absolutely no ability to properly balance their game.
They just "balance by outcry". The louder the community complains, the bigger they tweak some number.
That is disapointive.
GGG to players: "beatings will continue until morale improves!"
Players to GGG: "beatings with continue until balance improves!"
Less Cry cry from community especially reddit and more proper comments on that matte. But reddit be reddit
Theres a lot of valid criticism here. Just need to sift, as is usual on social media
I'm honestly expecting stealth nerfs smuggled in this patch too tbh.
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I haven't checked deli orb prices but there's no way the scarab and delirium orb crafts aren't crazy profitable now right? Based on the lifeforce prices I was seeing, that's like pennies to spend to possible change your stack into something more valuable
with the changes to quant from league mechanic monsters, Deli si probably the most hit by these nerfs. From my own experiments, its not worth to run it unless you just want the experience from it
yeo ggg continues to not know what theyâre doing.
Shh. Its a good thing. This will drive the average cost of delirium orbs and scarabs down.
these change stack of something look amazing, imagine if they nerf the weights to compensate? lol
Extensively tested
They wrote the cost was based on heavily investment into harvest on the atlas tree.
Absolutely gamebreaking. This just put a maximum price on stacked decks. Nobody will pay more than the equivalent of 75 lifeforce for them now.
Stacked decks have a bigger weight on more rare cards. Of course we don't know, but I am pretty sure that this Harvest craft won't have that same bonus
Stacked decks have their own loot table and weightings I believe.
Valid point, even if they don't there's the possibility that they're seperate tables which might leave a market for stacked decks