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What Happens to Your Standard Atlas in 3.16

Early next year, we will release our 3.17 expansion which includes a full rework to Path of Exile's Atlas of Worlds. In the meantime, we wanted to make some small improvements to the experience of setting up your Atlas. As such, in our October Scourge expansion, we're halving the number of regions to four and number of watchstones to sixteen. The idea is that it should be much faster to complete your Atlas setup in 3.16. Today's news post outlines what to expect if you're playing in Standard and worried about what will happen to your Atlas when Scourge launches.

We are removing the following regions: Tirn's End, Lex Proxima, Lex Ejoris and New Vastir.

Any quest Watchstones that have come from the above regions will be deleted. Note this does not mean where the Watchstones are socketed, but which region they were obtained from originally. The unfortunate part about this is that any sextants that are applied to these quest Watchstones will also be deleted.

As it is not very clear from the item to determine where your quest Watchstones originally came from, your safest bet is to make sure that you've used all the sextants you've applied to quest Watchstones before Scourge's launch.

Magic and Unique region-specific Watchstones in your possession that belonged to the regions that are being removed will be converted to other regions as per the following:
  • Tirn's End --> Haewark Hamlet
  • Lex Proxima --> Glennach Cairns
  • Lex Ejoris --> Valdo's Rest
  • New Vastir --> Lira Arthain
For example, a Titanium Tirn's End Watchstone will become a Titanium Haewark Hamlet Watchstone.

Due to the nature of how these are saved on the backend, any Watchstones socketed in the regions of New Vastir, Glennach Cairns, Valdo's Rest and Lira Arthain will be moved into remove-only Stash tabs.

With regards to map completion statuses, your unique maps will stay marked as 'completed' but the other maps in your Atlas will be marked as incomplete as per usual league-launch rules.

When you complete a legacy map (i.e. any map you obtained from 3.15 or earlier) your Atlas will automatically complete all the tiers below the tier of the map you completed. This also applies to your map completion bonuses and Awakening objectives (if the map you completed met the bonus objective and awakening objective requirements). While legacy maps that are no longer on the Atlas can be opened and completed, they won't provide any progress on your Atlas other than completing lower tiers as described.

Your Maven Witness progress will be reset as the maps in a given region are changing. Your 'favourite' maps will also be reset. Your Conquerors’ Influences and progress towards spawning a Conqueror in regions will be reset. You will need to spawn the influence in each region from scratch. Any region that had a Conqueror ready to fight will also be cleared so be sure to complete those fights prior to the patch so that you don't lose them.

Your Atlas Passives in each region will be unallocated due to the large changes coming to each region's Atlas Trees.

Expedition Ends Soon

The Expedition League ends on PC on Monday October 18th at 2PM PDT, so this is your last week to complete any unfinished challenges. On consoles, the Expedition League will end when the 3.16 expansion goes live for consoles on October 27th PDT.

When Expedition ends, private leagues for 3.16 will become available shortly after so that you can prepare ahead of time for its launch. The exclusive Expedition Brimmed Hat will also leave the store forever! If you want to show your support for the league, be sure to check it out.

[previewyoutube][/previewyoutube]
Don't forget to tune into the livestream announcement for the Path of Exile: Scourge expansion on October 14th at noon over on our Twitch channel. During the announcement, we'll reveal a new set of supporter packs to replace the Ultimatum supporter packs. Be sure to grab your Sun and Crescent packs here before they are gone forever.

A reminder that Twitch Drops will be enabled for the livestream to earn a set of Dragonfly Wings! PLEASE NOTE: Due to recent issues with Twitch, you will need to relink your Twitch and Path of Exile accounts in order to be eligible for Twitch Drops. Click here for information on how to link your account.

In case you missed it, you can check out the teaser for 3.16 below!

[previewyoutube][/previewyoutube]
We'll see you at the announcement!

Path of Exile 3.16 Balance - Part 3 - Auras, Curses & Elemental Damage Over Time

In our upcoming 3.16 expansion, we're making a number of balance changes. Over the last two days, we talked about our plans for Flasks and Ailment Mitigation and Core Character Defences and Recovery. We strongly recommend reading those posts prior to this one. Today's post covers our plans for Auras, Curses and Elemental Damage Over Time.

We've assembled this article as a set of identified problems and our intended solutions. Below each solution is a spoiler tag with the specifics of what we're currently intending to change. Please note that as we're still a couple of weeks out from release, anything here is subject to change based on our further testing and your feedback.

[h2]Support characters - Auras and other Reservation Effects[/h2]
Problem:
The Reduced Reservation stat provides very little benefit at low values, but becomes very powerful when heavily invested in. This allows players to run every Aura in the game. It also forces Reduced Reservation to be balanced around extreme levels of investment, limiting how useful it can be to characters that do not run enormous numbers of Reservation Skills. Finally, characters that heavily invested in Reduced Reservation in order to run more skills on Mana were also able to reserve Life extremely effectively as well with no further investment, rendering this the only sensible way to play most heavily reservation-focused builds.

Solution:
Replace "Reservation Reduction" with "Reservation Efficiency". When stacked, Reservation Efficiency does not allow for infinite Auras. This can be given out much more liberally as a result, letting characters run additional Reservation Effects with only a couple of sources of Reservation Efficiency. The average character benefits, but the top end of extreme reservation has been made significantly weaker.

Specifics:
Modifiers to Reservation have been replaced with Reservation Efficiency. Reservation Efficiency works by dividing the cost of the Reservation Effect: 100% increased Reservation Efficiency would halve the cost of all Auras. 50% Reservation Efficiency cuts down costs enough to let you reserve an additional 50% Reservation Aura.

Passives and item modifiers with reduced Reservation have been replaced with increased Mana Reservation Efficiency, generally at double the value of the previous reduced Reservation value, but sometimes with different values for balance reasons. This means that a small amount of Reservation investment is more impactful than before, while high investment doesn’t allow as many Auras to be used. The vast majority of Reservation Efficiency offered is now Mana-specific in order to prevent reserving both Life and Mana being the default choice for a build heavily invested in Reservation. Generic Reservation Efficiency and Life Reservation Efficiency are still available on some item modifiers.
  • If not mentioned below, all sources that previously provided reduced reservation, including for specific skills or types of skills, now provide increased mana reservation efficiency at twice the value of the reduced reservation they used to give. Modifiers on existing items are affected by these changes.
  • Notable passive skills granted by cluster jewels that previously granted reduced reservation of a specific aura now grant 60% increased mana reservation efficiency of that skill for auras that have 50% base reservation, and 100% increased mana reservation efficiency of that skill for auras that have 35% base reservation.
  • The Hierophant’s Sanctuary of Thought Notable Passive Skill now provides 25% increased Mana Reservation Efficiency, instead of 10% less Mana Reservation.
  • Helmet enchantments that previously granted reduced reservation of a specific skill now grant the following values of increased mana reservation efficiency for that skill. Existing items will instead have twice the previous reduced reservation value (generally lower than the new values). Enchantments for skills that have 50% base reservation now grant 20/30% increased mana reservation efficiency, for Merciless and Eternal Labyrinth versions respectively. Enchantments for skills that have 35% base reservation now grant 30/45% increased mana reservation efficiency. Enchantments for skills that have 25% or flat base reservation now grant 50/75% increased mana reservation efficiency.
  • The Corrupted Implicit modifier on Jewels that previously provided 1% reduced Reservation now provides 2% increased Reservation Efficiency, not specific to mana.
  • Skyforth now grants 12% increased Reservation Efficiency (not specific to mana), instead of 6% reduced Reservation.
  • Hyrri’s Truth now grants “Precision has 100% increased Mana Reservation Efficiency”, instead of “Precision has 50% less Reservation”. This change applies to existing items.
  • Replica Hyrri’s Truth now grants “Hatred has 100% increased Mana Reservation Efficiency”, instead of “Hatred has 50% less Reservation”. This change applies to existing items.
  • Essence Worm now grants 80% reduced Reservation Efficiency (not specific to mana), instead of 40% increased Reservation.
  • Memory Vault now grants 20% reduced Reservation Efficiency (not specific to mana), instead of 10% increased Reservation.
  • Unique items that previously granted a specific skill 100% reduced reservation now cause that skill to have no reservation. This change applies to existing items.
  • Items that previously caused socketed gems to have reduced reservation have been balanced separately to other reservation efficiency effects. They still provide generic reservation efficiency rather than mana reservation efficiency, but generally have values lower than double the amount of reservation reduction they used to provide. Existing items will be updated to the functionality and values stated below, but will still display the old values unless updated with a Divine Orb.
  • The Shaper and Hunter Influence Shield modifiers that previously granted 10/15% reduced Reservation of Socketed Gems now grants 15/20% increased Reservation Efficiency of Socketed Gems.
  • The Synthesised Implicit modifier that previously granted 10% reduced Reservation of Socketed Gems now grants 20% increased Reservation Efficiency of Socketed Gems.
  • Prism Guardian now grants “Socketed Gems have 30% increased Reservation Efficiency”, instead of “Socketed Gems have 25% reduced Reservation”.
  • Victario’s Influence now grants “Socketed Gems have 45% increased Reservation Efficiency”, instead of “Socketed Gems have 30% reduced Reservation”.
  • The Devouring Diadem now grants “Socketed Gems have 25% increased Reservation Efficiency”, instead of “Socketed Gems have 20% reduced Reservation”.
  • Vivinsect now grants “Socketed Gems have 20% reduced Reservation Efficiency”, instead of “Socketed Gems have 10% increased Reservation”.
  • Heretic’s Veil now grants “Socketed Curse Gems have 20% increased Reservation Efficiency”, instead of “Socketed Curse Gems have 12% reduced Reservation”.
  • Rotblood Promise now grants “Socketed Curse Gems have 80% increased Reservation Efficiency”, instead of “Socketed Curse Gems have 50% reduced Reservation''.
Problem:
Characters specialised in maximising the power of auras provide an absolutely insane amount of damage and defence to party members, making a party with an aura-specialised character so much more effective than one without.

Solution:
Remove sources of Aura Effect from Cluster Jewels and move the Aura Cluster Jewels type to Small Cluster Jewels, so it is no longer possible to continuously stack Aura Effect for your party. Introduce a new Cluster Jewel Notable to increase the "Effect of your Auras on You" for builds that are building Auras for their own power.

Specifics:
  • The Aura Cluster Jewel type can now be found on Small Cluster Jewels, rather than Medium Cluster Jewels. This makes it more costly and less impactful to stack large numbers of Aura Cluster Jewels. The small Passives now grant 6% increased Reservation Efficiency, instead of increased Aura Effect.
  • Cluster Jewel Notable Passive Skills have all had Aura Effect removed. The increased Aura Effect of Auras on you from the Purposeful Harbinger Cluster Jewel Notable now only applies to your own Auras Effect on you. The Master of Command Cluster Jewel Notable Passive Skill now grants 10% increased Effect of Non-Curse Auras from your Skill on Enemies (previously 15%). A new Cluster Jewel Notable has been added that grants 10% increased Effect of your Auras on You.
  • Cluster Jewel Notable Passives that grant reduced Reservation to specific Auras instead now grant high amounts of Reservation Efficiency to that Aura, as well as improving the secondary bonus that notable gave.
  • Added Cluster Jewel Notable Passives that grant high amounts of Reservation Efficiency to specific Auras, as well as some other small bonus. For example: Zealotry has 60% increased Reservation Efficiency, and 10% increased Effect of Consecrated Ground you Create.
  • The Jinxed Juju Amulet now grants 5-10% increased Effect of your Curses (previously 10-15%), and 5-10% increased Effect of Non-Curse Auras from your Skills (previously 10-15%).

[h2]Support Characters - Curses[/h2]
Problem:
Characters specialised in maximising the number and power of Curses provide far too much damage and defence to party members, making a party with a Curse-specialised character so much more effective than one without.

Solution:
Make Curse Cluster Jewels a Small Cluster Jewel, with many of the Notables reworked to benefit specific Curses significantly, greatly improving a regular character wanting to maximise their Curse of choice. Make significant changes to Doedre's Skin as it applies many Curses at almost no cost.

Specifics:
The Curse Cluster Jewel type can now be found on Small Cluster Jewels, rather than Medium Cluster Jewels. This makes it more costly and less impactful to stack large numbers of Curse Cluster Jewels.

To make these Jewels more useful for characters using only one or two Curses, we’ve greatly improved the Cluster Jewel Notables granting benefits to specific Curses as well as added new ones, however, they can no longer be found on Cluster Jewels other than Curse type ones.

List of Cluster Jewel Notable Passives changed:
  • Evil Eye, Whispers of Death, and Dark Discourse Cluster have been reworked as new Curse themed Notable Passives. In general, Curse Effect that applies to all Curses no longer exists on Cluster Jewel Notable Passives.
  • Lord of Drought, Blizzard Caller, Tempt the Storm, Misery Everlasting, and Exploit Weakness all now grant 40% increased Curse Effect of specific Curses (previously 25%).
  • Forbidden Words no longer grants 5% increased Effect of your Curses. It now grants 20% Increased Reservation Efficiency of Curse Aura Skills (previously 4% reduced Reservation).

Added new Curse Cluster Jewel Notable Passives that benefit Doom, Marks and Hexes that previously didn’t have their own Notables (such as Punishment, Elemental Weakness, Temporal Chains and Enfeeble). For example: 20% chance for Hexes to be applied at Maximum Doom and Hexes have 50% increased Doom Gain Rate.

Doedre’s Skin now grants “Hexes from Socketed Skills can apply 5 additional Curses”, it previously granted “Hexes from Socketed Skills ignore Curse Limit” (this is so Replica Doedre’s Damning has some downside with using it). Now grants “20% less Effect of your Curses” for all Skills, instead of reduced Curse Effect of Socketed Skills triggered with the Summon Doedre’s Effigy Skill. The Summon Doedre’s Effigy Skill now has a short Cast Time (previously Instant), its cooldown has been removed (previously 0.5 seconds), and now has a Mana cost. Existing items will be affected by this Curse Limit change, though they will only have 20% less Curse Effect of Curses triggered with Summon Doedre’s Effigy.

Some other Uniques have been rebalanced:
  • The Replica Doedre’s Damning Ring now grants 15-25% increased Effect of your Curses (previously 25-35%). Existing versions of this item can be updated to the new values with a Divine Orb.
  • The Wheel of the Stormsail Shield now grants “Curse Skills have 100% increased Skill Effect Duration” (previously 25%). Existing versions of this item can be updated to the new values with a Divine Orb.
  • The Jinxed Juju Amulet now grants 5-10% increased Effect of your Curses (previously 10-15%), and 5-10% increased Effect of Non-Curse Auras from your Skills (previously 10-15%). Existing versions of this item can be updated to the new values with a Divine Orb.

[h2]Elemental Damage over Time[/h2]
Problem:
The Elemental Damage over Time effects of Cold Damage over Time, Burning and Ignite are too dependent on Elemental Overload and Elemental Equilibrium. Ignites are too dependent on Ignite Damage Multipliers on skills, making skills without Ignite Multipliers too weak to use Ignite with.

Solution:
Greatly improve the base strength of Ignite, Burning and Cold Damage over Time, while making Elemental Overload and Elemental Equilibrium less powerful or require more investment with Damage over Time skills. Rebalance skills that could apply Ignite effects around the new base damage of Ignite and remove the Ignite Damage multipliers.

Specifics:
Player Ignite now inherently deals 150% more Damage than before (previously 50% of base Damage over 4 seconds, now 125% of base Damage over 4 seconds).

Cold Damage over Time Skills now deal more damage:
  • Creeping Frost now deals 18.4 Base Cold Damage per second at gem level 1 (previously 16.7), up to 2225.6 at gem level 20 (previously 1391.2). Its Hit Damage remains unchanged.
  • Wintertide Brand now deals 13.7 Base Cold Damage per second at gem level 1 (previously 12.5), up to 261.2 at gem level 20 (previously 164.6).
  • Cold Snap now deals 34 to 52 Cold Damage at gem level 1 (previously 32 to 47), up to 1057 to 1586 at gem level 20 (previously 666 to 999).
  • Vaal Cold Snap now deals 37.8 Base Cold Damage per second at gem level 1 (previously 34.3), up to 2454.4 at gem level 20 (previously 1532.7). Its Hit Damage remains unchanged.
  • Vortex now deals 42 to 63 Cold Damage at gem level 1 (previously 38 to 57), up to 833 to 1250 at gem level 20 (previously 524 to 787). It now deals 116.2 Base Cold Damage per second at gem level 1 (previously 106.5), up to 2315.1 at gem level 20 (previously 1456.9). It now has a Critical Strike Chance of 6% (previously 6.5%).
  • Siphoning Trap now deals 16.9 Base Cold Damage per second at gem level 1 (previously 15.5), up to 760.7 at gem level 20 (previously 426.3).

Burning skills now deal more damage:
  • Searing Bond now deals 32.2 Base Fire Damage per second at gem level 1 (previously 29.4), up to 3899.6 at gem level 20 (previously 2459.5).
  • Scorching Ray now deals 12.8 Base Fire Damage per second at gem level 1 (previously 11.7), up to 696.3 at gem level 20 (previously 439.4).
  • Righteous Fire now deals 39 Base Fire Damage per second at gem level 1 (previously 35.8), up to 2447.9 at gem level 20 (previously 1541.8). It also now deals 35% of Life and Energy Shield as Base Fire Damage per second (previously 20%).
  • Vaal Righteous Fire now deals 120% of Sacrificed Energy Shield and Life as Fire Damage per second at gem level 1 (previously 80%), up to 158% at gem level 20 (previously 99%).
  • Fire Trap now deals 35.7 Base Fire Damage per second at gem level 1 (previously 32.5), up to 2934.9 at gem level 20 (previously 1833.6). Its Hit Damage remains unchanged.
  • Flame Wall now deals 2.2 Base Fire Damage per second at gem level 1 (unchanged), up to 679.9 at gem level 20 (previously 456.3). Its secondary Debuff now deals 7.2 Base Fire Damage per second at gem level 1 (unchanged), up to 2266.4 at gem level 20 (previously 1520.9).
  • Infernal Legion Support now has “Minions from Supported Skills Deal 15.4 Fire Damage per second to Enemies near them” at gem level 1 (previously 15.6), up to 2092.6 at gem level 20 (previously 1315.9).

Many Skills that had an Ignite Multiplier have had that Multiplier removed. The Skill has been balanced to compensate for this, if necessary. Certain Skills have been rebalanced due to the change to Base Ignite Damage, taking into account whether they're able to take full advantage of Elemental Overload now. Note that examples below do not include the effect of Elemental Overload or Elemental Equilibrium, hence why the Ignite value is much higher for many of the skills:
  • Fireball no longer has 50-88% more Damage with Ignite. It now has 25% chance to Ignite at all gem levels (previously 20-39%). Because of base Ignite damage changes, Ignite with the skill is now 33.0% higher.
  • Vaal Fireball no longer has 50-88% more Damage with Ignite. It now has 25% chance to Ignite at all gem levels (previously 20-39%). Because of base Ignite damage changes, Ignite with the skill is now 33.0% higher.
  • Discharge now has 55% less Damage with Ailments (previously 30%). Because of base Ignite damage changes, Ignite with the skill is now 60.7% higher.
  • Flameblast now has 60% more Damage with Ailments for each Stage (previously 90%). Because of base Ignite damage changes, Ignite with the skill is now 75.0% higher at 10 Stages.
  • Vaal Flameblast now has 70% more Damage with Ailments for each Stage (previously 100%). Because of base Ignite damage changes, Ignite with the skill is now 81.8% higher at 10 Stages.
  • Incinerate now has “Final wave deals 250% more Damage with Ignite” (previously 500%). Because of base Ignite damage changes, Ignite with the skill is now 45.8% higher. It received a harsher damage loss because it still works very well with Elemental Overload.
  • Quality on Anomalous Firestorm no longer grants “(0.00)-(-0.06) seconds to Base Duration”, or “First Impact deals 0-60% more Damage with Hits and Ailments”. Instead, it now grants 0-10% chance to Ignite Enemies. Because of base Ignite damage changes, Ignite with the skill is now 150% higher. If using the Anomalous quality, the Ignite is now 110% higher.
  • Fire Burst (Granted by the “Cast Level 20 Fire Burst on Hit” Essence Modifier) now deals 752 to 1127 Fire Damage at level 20 (previously 1122 to 1683). Now has a 1 second Cooldown (previously 1.5 seconds). Because of base Ignite damage changes, Ignite with the skill is now 67.5% higher.
  • Hexblast now deals 103 to 155 Chaos Damage at gem level 1 (previously 74 to 110), up to 965 to 1447 at gem level 20 (previously 689 to 1034). It now has “40% more Damage with Hits per 5 Doom on Hex with most Doom” (previously 60%), and “15% more Damage with Ailments per 5 Doom on Hex with most Doom” (previously 40%). Because of base Ignite damage changes, Ignite with the skill is now 95.6% higher at 30 Doom, and 83.3% higher at 40 doom.
  • Doom Blast (from Impending Doom Support) now deals 54 to 81 Chaos Damage at gem level 1 (previously 39 to 58), up to 602 to 903 at gem level 20 (previously 430 to 645). It now has “40% more Damage with Hits per 5 Doom on Hex”, and “15% more Damage with Ailments per 5 Doom on Hex”. It no longer has “60% more Damage per 5 Doom on Hex”. Because of base Ignite damage changes, Ignite with the skill is now 44.6% higher at 30 Doom, and 32.8% higher at 40 doom.
  • Divine Ire now has “Beam deals 30% more Damage with Ailments per Stage after the first” (previously 70%). Because of base Ignite damage changes, Ignite with the skill is now 7.1% higher at 20 Stages. It received a harsher damage loss because it still works very well with Elemental Overload, and was already one of the highest Ignite damage skills.
  • Penance Brand now has “Explosions deal 60% more Damage with Ailments per Energy after the first” (previously 100%). Because of base Ignite damage changes, Ignite with the skill is now 54.8% higher.
  • Explosive Concoction no longer has “Deals 30-49% more Damage with Ignite if Charges were consumed from a Ruby Flask”. It now has “+40-78% to Damage over Time Multiplier with Ignite if Charges were consumed from a Ruby Flask”. Because of base Ignite damage changes, Ignite with the skill is now 155.0% higher if you had +50% to Fire Damage over Time Multiplier.
  • Armageddon Brand now deals 40 to 69 Fire Damage at gem level 1 (previously 34 to 51), up to 613 to 920 at gem level 20 (previously 398 to 597). It no longer has 120-250% more Damage with Ignite, or 25% chance to Ignite Enemies. It now activates every 1 second while Attached (previously 0.75 seconds), and has a Critical Strike Chance of 5% (previously 6%). It now has “Deals 10% more hit Damage to Branded Enemy” at gem level 1, which scales up to 29% at gem level 20. Because of base Ignite damage changes, Ignite with the skill is now 10.1% higher. It received a harsher damage loss because it still works very well with Elemental Overload.
  • Shattering Steel now has “Projectiles deal up to 100% more Damage with Hits per Steel Shard consumed at the start of their movement, lowering this bonus as they travel farther” (previously Hits and Ailments). Because of base Ignite damage changes, Ignite with the skill is now 16.7% lower when consuming 2 shards. This skill is not intended to work well with ignite so it doesn't justify having its own unique multiplier stat.
  • Explosive Arrow now has “Explosion deals 5% more Damage with Hits per Explosive Arrow on Target” (previously Hits and Ailments). Because of base Ignite damage changes, Ignite with the skill is now 66.7% higher with 10 arrows on the target. Ignite with the skill is now 25.0% higher with 20 arrows on the target.
  • Sentinels of Purity summoned with Herald of Purity now have 40% less Life. Because of base Ignite damage changes, Ignite with the skill is now 50.0% higher when using the Death Wish skill from the Maw of Mischief Unique Helmet.
  • Frost Bomb now deals 8 to 13 Cold Damage at gem level 1 (previously 14 to 21), up to 930 to 1395 at gem level 20 (previously 1336 to 2003). It no longer has 25% reduced Energy Shield Recharge Rate. It now has “4% more Damage with Hits per 0.1 seconds Duration”. Because of base Ignite damage changes, Ignite with the skill is now 74.1% higher when it is able to ignite.

The Elemental Overload Keystone Passive Skill now gives more Hit and Ailment Elemental Damage to Skills if they crit in the last 8 seconds. This means that you can't use a second rapidly hitting skill, making a small amount of critical chance investment much more important to skills taking advantage of Elemental Overload.

The Elemental Equilibrium Keystone Passive Skill now applies 25% Exposure of the Elements not Hit with, removing Exposure of the Elements you Hit with. It's now an easy way to apply a strong Exposure effect rather than a huge damage boost that we balanced Elemental Damage over Time Skills around. Some other skills have been reviewed because of these changes.
  • We will be looking at pure Elemental Minions to determine what changes are needed here.
  • Moved the Elemental Equilibrium Keystone Passive to the Ranger section of the Passive Skill Tree, where there is much less existing access to Exposure for Elemental builds and access to Skills that rotate Elements, such as Wild Strike.

More scaling options have been added to Damage over Time builds on the Passive Skill Tree and items, raising the top end of damage over time for well geared characters.
  • There are now 5 tiers of the Global Damage over Time Multiplier Suffix modifier that rolls on all Weapons, going up to 26% on one-handed Weapons, and 45% on two-handed Weapons.
  • There are now 5 tiers of the Global Damage over Time Multiplier Suffix modifier that rolls on all Amulets as part of their base modifier pool, going up to 26%.
  • The Influence modifiers on Rings that had a chance to Ignite/Freeze/Shock as well as some flat Damage have been changed. They no longer provide a chance to apply the Ailment, but provide a lot more added Damage instead. The Fire version rolls up to 23-30 to 47-54 Fire Damage against Ignited Enemies, the Cold version rolls up to 20-26 to 41-48 Cold Damage against Chilled or Frozen Enemies, and the Lightning version rolls up to 4-8 to 82-86 Lightning Damage against Shocked Enemies.
  • Essence of Delirium no longer rolls “Hexes you inflict have +5 to maximum Doom” on Rings, or +10% to Damage over Time Multiplier on Amulets. Instead, it now rolls +12-15% to Damage over Time Multiplier on Rings, and “Hexes you inflict have +10 to maximum Doom” on Amulets.
  • Fire, Cold, Physical, and Chaos Damage over Time Multiplier modifiers on Jewels now have values of +6-8% (previously +3-4%).
  • There is a new Global Damage over Time Multiplier modifier that can roll on all Jewels with a value of +4-6%.
  • All Jewels can now roll a Faster Damage of Ailments Prefix modifier, with a value of 4-6%.
  • The chance to Ignite/Freeze/Shock Suffix modifiers on Weapons now have multiple tiers, with their chances now 10%, 15%, and 20% respectively. Staves have a 20%, 25%, and 30% chance respectively.
  • Damage over Time Multiplier modifiers on Influenced Gloves and Amulets now roll values up to +16-20% at its highest tier (previously +13-16%).
  • Faster Ignite, Poison, and Bleed modifiers on Influenced Boots now roll up to 10-12% (previously 8-10%).
  • Emberwake added a bit too much damage and crowded out any other options you could use with an Ignite build, and the downside has gotten weaker over time due to us adding more sources of Faster Ignite Damage. It no longer has “Ignited Enemies Burn 50-65% slower”, and it now has 40% less Burning Damage. This change does not affect existing items.
Problem:
Burning Arrow is too complex for a level 1 skill.

Solution:
Redesign the skill without a secondary stacking burning effect, but with high added fire damage against Ignited enemies.

Specifics:
  • No longer has a stacking Burning Effect. Now deals 150% base Damage at gem level 1 (unchanged), up to 214% at gem level 20 (previously 184%). Now adds 3 to 4 Fire Damage to Attacks against Ignited Enemies at gem level 1, up to 201 to 302 Fire Damage at gem level 20. Now has an Attack Speed of 90% of Base (previously 100%). Now has a 25% chance to Ignite (previously 50%).
Problem:
Ignite builds don't have a way to focus their damage on bosses, forcing balance to be the same for clear speed damage and boss damage.

Solution:
Change Flame Surge and introduce a new attack-based mechanic to be able to deal much more Burning damage to a targeted enemy.

Specifics:
  • Flame Surge is getting a new burning ground mechanic that deals damage based on ignites on the target.
  • We're investigating a similar mechanic for Attacks.

We want to stress that the above list and posts from the last two days aren't final. There are plenty of other balance topics that we plan to cover in the 3.16 announcement and patch notes. Thanks for reading through to the end, and please let us know your feedback on these changes and this new approach to communication.


Path of Exile 3.16 Balance - Part 2 - Core Character Defences and Recovery

In our upcoming 3.16 expansion, we're making a number of balance changes. Yesterday we began our three part series by talking about our plans for Flasks and Ailment Mitigation. We strongly recommend reading that post prior to this one. Today's post covers our plans for Core Character Defences and Recovery. Tomorrow, we'll reveal the third part to this series which covers our plans for Auras, Curses and Elemental Damage Over Time.

We've assembled this article as a set of identified problems and our intended solutions. Below each solution is a spoiler tag with the specifics of what we're currently intending to change. Please note that as we're still a couple of weeks out from release, anything here is subject to change based on our further testing and your feedback.

[h2]Core Character Defences and Recovery[/h2]We are doing a major balance pass to improve defences and recovery for all characters. The goal here is to put more power into the core defences (Armour, Evasion and Energy Shield) to make them the best way to mitigate the kind of damage they are best at preventing, while taking some of that power away from the one-off mechanics that provide a significant defence for too low a cost. While some individual mechanics have been nerfed, this is overall a massive buff to defenses across the board.

Previously, there were some very tanky characters, but they were gated behind specific niche mechanics and uniques that were not accessible to everyone. What we're doing here is moving a lot of that power to everyone else, so that core defenses are far more powerful than they were before.

We're also making sure that every type of character has plenty of ways to mitigate a much more diverse set of damage types. For example, Evasion mitigates Attacks well, so we're introducing Spell Suppression to help Evasion builds protect themselves against Spells.

Overarching Problem:
Dodge and Blind provide more mitigation for fewer passive points and item slots than any other defence type. Attack Dodge does this in a form that is almost identical to Evasion but is far more efficient.

Overarching goal:
Remove Dodge entirely and review certain powerful mechanics like Blind (and Fortify for non-melee characters). Improve almost every other scalable defence type significantly to make them more powerful. This includes Armour, Evasion, Energy Shield Recovery and Spell Block.

Problem:
Armour as a core stat doesn't provide sufficient defence with low to medium investment. Armour characters instead rely on a number of other mechanics to provide them with the defence against Physical Damage that Armour is meant to provide.

Solution:
Improve the Armour formula so that Armour is more powerful, providing better mitigation across the board, and increase the strength of modifiers on items that add base local Armour.

Specifics:
Previously, if you had 10,000 Armour and you took a hit that dealt 2,000 physical damage, you'd reduce that hit by 20%. Now you'll reduce that hit by 33%.

A rule of thumb with the new Armour formula is that if you want to get 50% mitigation against a physical damage hit, you need 5 times the damage as Armour where previously it required 10 times the damage. As an example, if you want to mitigate a 5,000 hit down to 2,500, you used to need 50,000 Armour to do this. Now you only need 25,000 Armour.

Increased the strength of modifiers on gear that add base local Armour, and added a smoother progression of tiers (as they were currently very low until the highest tier, and had some levels where there was no new tier for a large number of levels). This will on average result in items with higher Armour on them, especially during the Campaign and early maps, and make it much more affordable to reach decent Armour values.

Armour provided by base types can now be up to 10% higher, as part of a variable base type system detailed below.

Determination has been buffed to provide both a flat bonus to Armour, as well as its existing “more” multiplier to Armour.

  • Grants up to 2051 Armour at level 20 of Determination.

New Suffix modifiers have been added to all Armour-based Body Armour and Shields that provide up to +8% additional Physical Damage Reduction on each slot.

  • Additional Physical Damage Reduction mods were discontinued from all other rare modifiers so that large values could be provided on the above two slots.

New Suffix modifiers have been added to all Armour-based Gloves, Helmets and Boots that provide increased Life Regeneration Rate. This works as a multiplier to your Life Regeneration value.

Review monster base Armour as a result of changes to the Armour formula. This may result in no changes if there has been no significant impact on character damage.

Problem:
Evasion doesn't provide sufficient defence. Evasive characters instead rely on the Acrobatics and Phase Acrobatics keystones to provide Attack and Spell mitigation.

Solution:
Remove Attack Dodge entirely. Substantially buff Evasion so that it is a good option and make sure it is easily available on items.

Specifics:
Improve the Evasion formula to grant more chance to evade for all values of Evasion Rating.

  • To have a 75% chance to Evade against a Tier 16 Map monster, you currently need 49,000 Evasion Rating to achieve this. You will only need 24,200 Evasion Rating after this change.
  • To have a 75% chance to Evade against a Tier 1 Map monster, you currently need 23,800 Evasion Rating to achieve this. You will only need 12,700 Evasion Rating after this change.
  • To have a 50% chance to Evade against a Tier 16 Map monster, you currently need 13,750 Evasion Rating to achieve this. You will only need 8,150 Evasion Rating after this change.
  • To have a 50% chance to Evade against a Tier 1 Map monster, you currently need 6,650 Evasion Rating to achieve this. You will only need 4,275 Evasion Rating after this change.
  • To have a 25% chance to Evade against a Tier 16 Map monster, you currently need 4,500 Evasion Rating to achieve this. You will only need 3,300 Evasion Rating after this change.
  • To have a 25% chance to Evade against a Tier 1 Map monster, you currently need 2,180 Evasion Rating to achieve this. You will only need 1,735 Evasion Rating after this change.

Increase modifiers on gear that add base local Evasion Rating, and smooth the progression of tiers (as they were currently very low until the highest tier). This will on average result in items with higher evasion on them, especially during the campaign and early maps, and make it much more affordable to reach decent Evasion values. Update Crafted modifiers to similar values and make them available earlier in the campaign.

Evasion provided by base types can now be up to 10% higher, as part of a variable base type system detailed below.

The Grace Skill Gem now has “You and nearby Allies gain 20% more Evasion Rating” at gem level 1, up to 29% at gem level 20”, as well as its existing flat bonus to Evasion Rating. These changes make the Aura very effective at Attack Mitigation if you’ve already invested in Evasion Rating.

Reworked Evasion passives.

Adjusted monster base Evasion and Minion Accuracy to compensate for changes to the evasion formula.

Problem:
Evasion provides no defence against Spells.

Solution:
Introduce "Spell Suppression" on Evasion items as well the Dexterity section of the Passive Skill Tree, which gives a chance to halve spell damage taken. The chance can be stacked up to 100%. Convert existing sources of Dodge and Spell Dodge to Spell Suppression or replace them with other bonuses.

Specifics:
Spell Suppression is designed as the Dexterity character's best answer to spells. In general, Spell Suppression gives easier access and more reliable spell damage mitigation for Dexterity characters without reliance on specific uniques. It's also much more reliable than Spell Dodge, but has a lower maximum. There will be a few specialised ways to invest in increasing the spell damage suppressed to reward high investment if you want to further protect yourself from spell hits.

  • Spell Suppression will be found on various Passive Skills in the Evasion areas of the Passive Skill Tree.
  • The Evasion Wheel at the centre of the Passive Skill Tree no longer provides Accuracy, but provides a combo of Evasion and chance to Suppress Spells instead.
  • New Suffix modifiers have also been added to all Evasion Armours that can roll modifiers that grant a chance to Suppress Spell Damage. Body Armours and Shields in particular can roll larger values of these modifiers.
  • New Keystone Passive Skill added to the centre of the tree called Magebane: Dexterity provides no inherent bonus to Evasion Rating. You gain a 1% Chance to Suppress Spell Damage per 15 Dexterity.
  • Vaal Grace no longer has Chance to Dodge Attack Hits or Spell Hits. Instead, it now has +15% Chance to Evade Attack Hits, and “Suppressed Spell Damage dealt to you is Unlucky”.
  • Additional chance to Evade modifiers were discontinued from all Rare modifiers, passives and Pantheon powers as their values were generally too low or felt out of place and so that Vaal Grace could provide a very large value of this stat.
  • Change Elusive to provide 15% chance to Avoid Damage from Hits, instead of it's old Dodge-related stats.
  • Change Wind Dancer to further improve high Evasion builds rather than reducing Evade chance, but making it riskier if you're not Evading attacks a lot. It now gives less Attack Damage taken if you haven't been Hit by an Attack recently, and more Evasion Rating and Attack Damage taken if you have been Hit, so it's better for Evasion characters that have a high Evasion Rating and bad for characters that are being hit a lot. It has no interaction with Spells now, to focus its interaction on Evasion.
  • Acrobatics has been redesigned. It no longer has any of it's old properties, but now changes any modifiers to Spell Suppression into Spell Dodge at 50% of it's value. The intention is that Acrobatics is the only source in the entire game for Spell Dodge, for characters who would like to benefit from that playstyle still. Spell Dodge is still capped at 75%, and the Keystone Passive will specifically mention this.
  • Phase Acrobatics no longer exists.
  • Many other smaller changes on top of those noted above to improve specific items, Passives, and Skills.


Problem:
Due to Armour and Evasion not working effectively as primary defences previously, we've introduced a lot of mechanics over the years that either scale them too efficiently or scale off them too efficiently (or not well enough). The intention would be that the straightforward way of getting armour or evasion on your items is the best way to maximise its efficacy.

Solution:
Review all mechanics that scale off Armour/Evasion, and all mechanics that grant large values or increases to Armour and Evasion.

Specifics:
  • Vaal Molten Shell: Buff will now grant +50 Armour at gem level 1 (previously 25), up to +858 Armour at gem level 20 (previously 429). Buff no longer grants 20-29% more Armour. Now grants 35% of Damage from Hits is taken from the Buff before your Life or Energy Shield at gem level 1 (previously 30%), up to 40% at gem level 20 (previously 35%).
  • The Brass Dome: Unique is being redesigned to more properly embrace its identity of a high Armour Body Armour, while not providing as extreme of a difference compared to a Rare Body Armour with top tier Armour modifiers.
  • Memory Vault: No longer grants “Gain Armour equal to your Reserved Mana”. Instead, it now grants “1% increased Armour per 50 Reserved Mana”.
  • The Formless Flame and The Formless Inferno: Now grant “Armour is increased by Overcapped Fire Resistance” (previously Uncapped Fire Resistance).
  • Craiceann's Carapace: Now grants 200-250% increased Armour (previously 300-350%). It provided just a bit too much Armour compared to Rares when considering all the other stats it provided.
  • Transcendence: Keystone Passive Skill now grants a larger penalty to all maximum Elemental Resistances (previously -5%).
  • Mask of the Tribunal: No longer grants “Nearby Allies have 4-6% increased Defences per 100 Strength you have”. Instead, it now grants “Nearby Allies have 1% chance to Block Attack Damage per 100 Strength you have”.
  • “Avatar of the Chase” Raider Notable Ascendancy Passive: No longer grants “35% more chance to Evade Melee Attacks during Onslaught” or “35% more chance to Evade Projectile Attacks during Onslaught”. Instead, it now grants “10% more chance to Evade Attacks during Onslaught”.
  • The Snowblind Grace and The Perfect Form: Now grant “Evasion Rating is increased by Overcapped Cold Resistance” (previously Uncapped Cold Resistance). Its other stats are being improved.
  • Willowgift: No longer grants “Fortify Buffs you create instead grant 30% more Evasion Rating”. Instead, it now grants “4% chance to Suppress Spell Damage per Fortification”, but removes the less damage taken from Fortification. Existing items will no longer provide Evasion Rating while you have Fortify, though you will need to use a Divine Orb to obtain Spell Suppression from the item.


Problem:
Characters who rely solely on Armour are not protected against Elemental Damage.

Solution:
Add more Maximum Elemental Resistances to areas of the passive tree that have Armour in them.

Specifics:
More access to maximum Elemental Resistances has been provided to Armour areas of the Passive Skill Tree in order to shore up the weaknesses of Armour-focused characters.

  • More information on Passive Skill Tree changes will be coming later.
First Problem:
The Veiled modifier that increases quality on equipment was required to maximise the Energy Shield from an item. This is a problem because you cannot pick up the best Energy Shield items off the ground.

Second Problem:
Stacking the "Energy from Naught" notable passive on Cluster Jewels was too efficient as a way to maximise your Energy Shield.

Solution:
Replace the Veiled modifier and lower the power on the Energy from Naught Notable. Compensate all characters for the loss of maximum energy shield by increasing the strength of all Energy Shield base types. Add more Energy Shield to the passive skill tree.

Specifics:
  • Energy Shield provided by base types can now be up to 20% higher, as part of a variable base type system detailed below.
  • The Veiled crafted modifier that provided Quality and Strength/Dexterity/Intelligence, no longer provides Quality. This is to keep the top end at about the same while bringing lower investment Energy Shield up. Instead, it now grants up to 25% chance to Avoid Ignite, Freeze, or Shock, depending on the Attribute, also providing another way to allow characters to solve their Ailment problems.
  • The Energy from Naught Cluster Jewel Notable Passive Skill now grants +60 to maximum Energy Shield (previously 100).
  • Added new passives that grant Energy Shield to various locations on the tree that didn't have many Energy Shield passives.


Problem:
With the desire to increase Armour, Evasion and Energy Shield power across the board, we felt that the base values on items were too low. In addition, we feel that our item system needs more base type heterogeneity.

Solution:
Base Types are now generated with a random 0-10% higher base defence, as an inbuilt currently-non-modifiable property. This means that all base types can be better than they currently are, and armour base types are not homogeneous any more. Energy Shield values on base types instead vary from 0-20%.

Problem:
Energy Shield is most often used with leech and regeneration like Life, rather than embracing its unique recharge mechanic.

Solution:
Increase the base recovery rate of Energy Shield recharge. Rework the downside of the Wicked Ward Keystone. Move improvements to Energy Shield Recharge to the core modifier pool for Energy Shield gear, away from specialised item mechanics.

Specifics:
  • Energy Shield now recharges at a base amount of 33% per second (previously 20%).
  • The Wicked Ward Keystone Passive Skill no longer grants “50% less Energy Shield Regeneration Rate” or “50% less Maximum total Energy Shield Recovery per Second from Leech”. Instead, it now grants “40% less Energy Shield Recharge Rate”. This brings the recharge rate with Wicked Ward down to 19.8% per second, while before it would have been 20% with or without the keystone. It also allows you to invest in other forms of Energy Shield recovery if you would like to, like including Energy Shield Leech in your build. Recharge also has more avenues of scaling as mentioned below. This combined with the faster natural recharge is almost entirely a buff.
  • New Suffix modifiers have been added to all Energy Shield-based Body Armours and Shields that provide up to 66% faster start of Energy Shield Recharge on each item slot.
  • Crafted and Influenced “faster start of Energy Shield Recharge” modifiers on Rings can no longer be obtained.
  • Faster start of Energy Shield Recharge has also been added to areas of the Passive Skill Tree where Energy Shield is found. Crafted modifiers have also been added.
  • New Suffix modifiers have been added to all Energy Shield-based Gloves, Helmets and Boots that provide up to 38% increased Energy Shield Recharge Rate. Crafted modifiers have also been added.
  • Percent Energy Shield Regeneration modifiers can no longer be obtained on Energy Shield-based Body Armours, and are no longer in the Influenced modifier pool.
  • The Ghost Reaver Keystone Passive Skill now prevents your Energy Shield from Recharging (previously 50% less Energy Shield Recharge Rate).
  • The Crusader modifier for Gloves that provides increased maximum total Energy Shield Recovery per second from Leech now provides 15% (previously 10%).
  • Increased maximum total Energy Shield Recovery per second from Leech has been improved on the Passive Skill Tree, so Energy Shield Leech is now stronger with investment.


Problem:
Builds wanting to invest in both Evasion and Energy Shield rely heavily on Ghost Dance, requiring them to be a Trickster.

Solution:
Give everyone access to Ghost Dance as a Keystone Passive.

Specifics:
Every 2 seconds, gain a Ghost Shroud, up to a maximum of 3. When Hit, lose a Ghost Shroud and Recover Energy Shield equal to a percentage of your Evasion Rating. Cannot Recover Energy Shield to above Evasion Rating. We're still deciding on the specific value.

The Trickster Ascendancy will be changed as it no longer grants Ghost Dance.

Problem:
Builds wanting to invest in both Armour and Energy Shield have no mechanic that gives a synergy between the two.

Solution:
Add a new Keystone Passive Skill, and add more hybrid Armour/Energy Shield Passives to the Templar section of the Passive Skill Tree.

Specifics:
New Keystone Passive Skill called Divine Shield: Percentage of Total Physical Damage prevented from Hits Recently is Regenerated as Energy Shield per second. Cannot Recover Energy Shield to above Armour. We're still deciding on the specific value.
Problem:
Some areas of the Passive Skill Tree, the Shadow area in particular, have no defence against (and very little life regeneration to overcome) Damage over Time effects.

Solution:
Improve Life Regeneration modifiers on gear, and add a new Keystone between the Witch and Shadow area on the Passive Skill Tree to heavily dampen the initial impact of Damage over Time.

Specifics:
Greatly enhanced flat Life Regeneration modifiers on gear, to be closer to 2-3% of an expected character life at their level. Percentage based Life Regeneration has been removed from non-Unique equipment modifiers, and the Influenced modifier pool. This is now reserved for Uniques and the Passive Skill Tree.

New Keystone Passive Skill added to the Shadow Area called Lethe Shade: Take 75% less Damage over Time if you've started taking Damage over Time in the past second. 100% more Duration of Ailments on you.

Problem:
A few specific mechanics grant a lot of Life Regeneration, especially with Endurance Charge stacking, but for many other sources Life Regeneration is not very powerful.

Solution:
Remove various sources of Life Regeneration per Endurance Charge or lower their values, review effects that give Life Recovery Rate and high values of Life Regeneration. Add new passives in the Strength area of the tree that grant Life Regeneration and one source of increased Life Regeneration Rate.

Problem:
Shadow attackers don't have a form of Life Recovery that they excel at, while almost every other core character has a signature special Recovery method.

Solution:
Add new passive skill clusters to the Shadow area of the Passive Skill Tree, allowing investment in a combination of Life on Hit, Life on Kill and Life Leech. This also includes a source of Maximum total Life Recovery per Second from Life Leech in the Shadow area of the passive tree.

Problem:
Witch and Shadow casters don't have an accessible form of Life Recovery.

Solution:
Add new passive skill clusters to the area of the Passive Skill Tree between Shadow and Witch, allowing investment in Life on Kill and recouping a portion of damage taken as Life.

More information on Passive Skill Tree changes will be coming later.

Problem:
Block is a pretty fundamental form of defence available to characters, seeing as it is available on Shields, but the Gladiator Ascendancy is far more efficient for Block investment compared to any other class because of the Gladiator's "Versatile Combatant" notable skill that grants as much Spell Block as you have Attack Block.

Solution:
Give everyone access to a weaker form of Versatile Combatant as a Keystone Passive, and replace the Gladiator Ascendancy skill. Also improve how much Block chance and Spell Block chance you can get from other sources.

Specifics:
  • Versatile Combatant is now a Keystone Passive on the Passive Skill Tree: Grants +2% Chance to Block Spell Damage for each 1% Overcapped Chance to Block Attack Damage. Also grants -25% to maximum Chance to Block Attack Damage, and -25% to maximum Chance to Block Spell Damage. This means that if you have a 75% chance to Block Attack Damage, allocating this Keystone Passive grants you a 50% chance to Block Attack Damage, as well as a 50% chance to Block Spell Damage.
  • More access to Spell Block has been added between the Templar and Witch sections of the Passive Skill Tree.
  • The Suffix modifiers that grant Attack Block and Spell Block on Shields have been improved, and new tiers have been added. These now grant up to 16% Attack Block and 15% Spell Block respectively at the highest tier.
  • The Gladiator’s Block Ascendancy Passive Skills will be reworked. We’re experimenting with a new Notable Passive that makes the Gladiator’s chance to Block Attack Damage lucky, which helps offset the downside of Versatile Combatant.
  • We'll be making further changes to Passive Skills and the Life granted by Bone Offering.


Problem:
The pool of modifiers available on Shields includes some that have values that are too low or aren't relevant to shields. The power level of shield modifiers in general is also too low.

Solution:
Remove irrelevant modifiers from Shields and add some really powerful ones.

Specifics:
Modifiers such as Chance to Block Projectile Attack Damage, Chance to Avoid Stun, Increased Global Physical Damage, Global Elemental Damage, Global Attack Damage, flat Mana gained on Block, percentage Life Regeneration, and Increased Cast Speed either felt out of place, or generally did not have impactful values. These can no longer be obtained on various Shields.

These changes are meant to make Shields feel more cohesive as a defensive piece of equipment, as well as to make their core modifiers more impactful. This will also make it easier to roll powerful Shields and obtain Shields with a specific modifier you’re after.

As mentioned above, modifiers such as Block Chance and Spell Block Chance were significantly improved and new tiers were added. Block Chance now goes up to +16% at its highest tier, and Spell Block Chance goes up to +15% at its highest tier.

We have added a few impactful modifiers to specific Shield types:
  • Armour-based Shields can now roll high values of Reduced Extra Damage taken from Critical Strikes, the value going up to 60% at the highest tier.
  • Armour-based Shields can now roll up to 8% additional Physical Damage Reduction.
  • Armour-based Shields can all now roll up to 100 Life gained on Block. Previously only pure Armour Shields could roll Life gained on Block, but now this can also roll on Armour/Evasion and Armour/Energy Shield bases.
  • Evasion-based Shields can now roll high values of a chance to Suppress Spell Damage taken, up to 34% at its highest tier.
  • Evasion-based Shields can all now roll up to +480 Accuracy Rating. Previously only pure Evasion Shields could roll Accuracy Rating, but now this can also roll on both Armour/Evasion and Evasion/Energy Shield bases.
  • Energy Shield-based Shields can now roll higher values of Faster Start of Energy Shield Recharge, up to 66% at its highest tier.
  • Energy Shield-based Shields can all now roll increased Critical Strike Chance with Spells. Previously only pure Energy Shield Shields could roll increased Critical Strike Chance with Spells, but now this can also roll on both Armour/Energy Shield and Evasion/Energy Shield bases.


Problem:
As a defence, Blind was equivalent to an incredibly high level of evasion, with minimal character investment. It felt mandatory for all characters.

Solution:
Make Blind synergise with Evasion so that it's more powerful only if you have built a very evasive character. The power level of the new Blind is significantly lower than before, but has more opportunities for further investment if you want to specialise in it.

Specifics:
Blinded now causes targets to have 20% less Accuracy Rating and Evasion Rating. This change makes it so Blind is of no defensive help to characters who have no Evasion, but helps if you do.

It also has an offensive component, like if you want to lower the Evasion Rating of Evasive monsters to make it easier to hit them.

Blind Effect is now available on the Passive Skill Tree if you want to invest in this further.

The Saboteur Ascendancy Notable Passive Skill that is tied to Blind is being reviewed, and Flesh and Stone is being changed as noted below.

Problem:
Because Flesh and Stone blinded nearby enemies, it was incredibly popular. The changes to Blind have reduced its power, so now characters may be missing a low-cost defensive reservation effect.

Solution:
Reduce the cost of Flesh and Stone and change Tempest Shield so that it is a similarly powerful defensive reservation effect (alongside Arctic Armour and Flesh and Stone). The intent is that there are three competing defensive reservation effects that you are able to pick between, or use together.

Specifics:
  • Flesh and Stone has been changed back to a 25% Reservation as a result of the changes made to Blind.
  • Tempest Shield has been reworked to become a 25% Reservation Effect that provides a large amount of Spell Block as well as an Immunity to Shock. It still has the property of shooting out Lightning on Block, and the Damage has been significantly buffed.
  • Arctic Armour was already buffed to provide an Immunity to Freeze.


Problem:
Fortify is intended as a defensive benefit for being a melee character, but can often be obtained by spellcasters using melee weapon types that don't actually engage in melee combat.

Solution:
Change the Fortify mechanic so its effect is based on your melee damage.

Specifics:
We're experimenting with a system that lets Fortify be applied based on Melee Damage dealt, so that tiny little Melee Damage Hits don't provide a full strength Fortify. This will mean that we'll be able to introduce a Chance to gain Fortify on Hit on Passive Skills or items, which we've avoided in the past, but we're working to avoid a system where every spellcaster wants to run Shield Charge to get Fortify at little cost. Our eventual goal here is that all Melee characters keep Fortify up reliably without a huge cost, while spellcasters and ranged characters won't have access to the mechanic without significant investment (or being a Champion).

That concludes Part 2 of our 3.16 expansion balance changes. Tomorrow, we'll share Part 3, which covers our plans for Auras, Curses and Elemental Damage Over Time. Please keep in mind as we're several weeks away from launch, elements of what we've written here may change after further play testing, feedback and iteration. There's plenty more to discover in our upcoming reveal of Path of Exile: Scourge and its patch notes. See you tomorrow!

Path of Exile 3.16 Balance - Part 1 - Flasks and Ailment Mitigation

In Path of Exile: Scourge (our October 3.16 expansion), we're making a number of changes to improve how characters mitigate ailments, use flasks, and build the defence of their characters. We're also addressing the extreme power of Auras and Curses in parties, while improving the strength of these mechanics for builds with a smaller investment. Finally we're changing Elemental Overload and Elemental Equilibrium and massively buffing elemental damage over time to be less dependent on them.

We're planning to share our balance changes across three news posts. Part 1 covers Ailment Mitigation and Flask Improvements, Part 2 covers Core Character Defences and Recovery and Part 3 covers Auras, Curses and Elemental Damage over Time. Today, we're talking about Ailment Mitigation and Flask improvements and will share parts 2 & 3 in subsequent days.

We've assembled this article as a set of identified problems and our intended Solutions. Below each Solution are the specifics of what we're currently intending to change. Please note that as we're still a couple of weeks out from release, anything here is subject to change based on our further testing and your feedback.

[h2]Ailment Mitigation[/h2]
Problem:
In 3.15, we changed how flasks prevent ailments and curses on you, but didn't provide enough reasonable alternatives for mitigating ailments.

Solution:
Introduce a large number of options and improve existing options for characters to deal with Ailments. Characters should now be able to pick between reservation skills that mitigate ailments, remove effects reactively with life or mana flasks, gain immunity at a cost through Utility Flasks, or use improved modifiers on items and the passive skill tree to mitigate ailments and curses.

Specifics: Certain skills now mitigate Ailments:
  • Purity of Elements: Aura now grants “You and nearby Allies are Immune to all Elemental Ailments”, and “You and nearby Allies gain +20-34% to all Elemental Resistances” (previously 12-27%). Now has a Reservation of 50% (previously 35%).
  • Anomalous Purity of Elements no longer grants “You and nearby Allies have +0-2% chance to avoid Elemental Ailments. Instead, it now grants “0-10% increased Effect of Aura”.
  • The Eternal Labyrinth Enchantment for Purity of Elements Reservation has been changed to match the values of other 50% Reservation Auras.
  • Steelskin: Buff now grants “You are Immune to Bleeding” during Effect.
  • Tempest Shield: Is now a Reservation Effect, and grants Immunity to Shock, as mentioned below.

Utility Flasks now have modifiers that grant Immunity to an Ailment during Flask Effect but lessen the duration of the Flask. This takes the place of the modifiers that give a specific Ailment Immunity if used while the Ailment is active.

For example:
  • Immunity to Bleeding and Corrupted Blood during Flask Effect | 35-39% less Duration.

New tiers of the modifiers that give Immunity to an Ailment if used while the Ailment is active have been added to Life and Mana flasks, providing up to 17 seconds of Immunity at the highest tier.

Allied Consecrated Ground now grants 50% reduced Effect of Curses on You while standing on it.

A rebalance to Passive clusters that provide Ailment protection, as well as new passives across the passive tree.
  • Between the Templar and Witch, Asylum now grants Chaos Resistance as well as protecting against Curses instead of increasing Consecrated Ground effect.
  • Between the Witch and Shadow is a new cluster to protect against Poison, Bleeding and Stun.
  • New sources of protection from Stun, Curses, Critical Strikes and Ailments as well as more specialised mechanics like Corrupted Blood, Maim, Hinder and Impale.

New Keystone Passive Skill added to the centre of the tree that causes intelligence to provide no inherent bonus to Energy Shield, but instead reduces elemental ailment duration on you.

Many Pantheon Powers have been updated to better mitigate Ailments. Some Pantheon modifiers have been updated to be more of a choice with others.
  • Soul of Brine King: Upgraded Soul of the Brine King Pantheon now grants “Cannot be Frozen”, instead of “You cannot be Frozen if you’ve been Frozen Recently”.
  • Soul of Arakaali: No longer grants 10% chance to Avoid Lightning Damage from Hits. It now grants 10% reduced Damage taken from Damage over Time (previously 5%). Upgraded Soul of Arakaali Pantheon no longer grants 30% reduced Effect of Shock on You, or 30% reduced Shock Duration on You. Instead, it now grants “Debuffs on You Expire 20% faster”. Upgraded Soul of Arakaali Pantheon now grants +40% Chaos Resistance against Damage over Time (previously 25%).
  • Soul of Abberath: No longer grants 5% reduced Fire Damage taken while moving, or “Unaffected by Burning Ground”. It now grants 60% less Duration of Ignite on You. Upgraded Soul of Abberath Pantheon no longer grants 50% reduced Ignite Duration on You, it now grants “Unaffected by Burning Ground”, as well as 10% increased Movement Speed while on Burning Ground.
  • Soul of Shakari: Soul of Shakari and the upgraded Soul of Shakari Pantheon powers have been swapped. Soul of Shakari Pantheon now grants 50% less Duration of Poisons on You, and “You cannot be Poisoned while there are at least 3 Poisons on You” (previously 5 Poisons). Upgraded Soul of Shakari Pantheon now grants 5% reduced Chaos Damage Taken, and 25% reduced Chaos Damage over Time taken while on Caustic Ground.
  • Soul of Ralakesh: No longer grants 25% chance to avoid Bleeding. Instead, it now grants “Moving while Bleeding doesn’t cause you to take extra Damage”.
  • Soul of Yugul: No longer grants 50% chance to Reflect Enemy Chills and Freezes. Instead, it now grants 50% chance to Reflect Hexes, and “You and your Minions take 50% reduced Reflected Damage” (previously 25%). Upgraded Soul of Yugul now grants 30% reduced Effect of Curses on You (previously 20%).
  • Soul of Garukhan No longer grants +5% chance to Evade Attack Hits if you've taken a Savage Hit Recently. Instead, it now grants 60% reduced Effect of Shock on You.
  • Soul of Tukohama: Now grants “While stationary, gain 3% additional Physical Damage Reduction every second, up to a maximum of 9%” (previously 2%, up to a maximum of 8%). Upgraded Soul of Tukohama no longer grants “While stationary, gain 0.5% of Life Regeneration per second every second, up to a maximum of 2%”. Instead, it now grants “Regenerate 2% of Life per second while stationary”.
Crafting modifiers have been updated:
  • The Veiled modifier on Body Armour that granted 25-30% chance to Avoid Elemental Ailments and being Stunned now grants 30-35% chance. The crafting bench version of this modifier has been updated accordingly.
  • The “Chance to Avoid Elemental Ailments” crafting bench option now grants 21-25% chance (previously 16-18%).
  • The “Reduced Effect of Chill and Shock on You” crafting bench option now grants 30-40% chance (previously 21-25%).
Added the following new crafting bench modifiers:
  • Shields - Take no Extra damage from Bleed while Moving
  • Belt - +36/43% Chaos Resistance to Damage over Time
  • Boots - 50/60% chance to Avoid Bleeding
  • Rings - 50/60% reduced Ignite Duration on you
  • Rings - 50/60% reduced Effect of Chill on you
  • Rings - 50/60% reduced Effect of Shock on you
  • Rings - 20/25% reduced Effect of Curses on you
  • Helmet - 15/20% reduced Effect of Freeze on You
  • “Avoidance” crafting bench options are now called “Ailment, Stun and Curse Mitigation”.
Updated crafting bench modifier unlock locations:
  • Rank 2 “Attributes” crafting bench options are now unlocked in the Western Forest in Act 6, these were previously unlocked in The Ascent in Act 4.
  • Rank 3 “Attributes” crafting bench options are now unlocked in Maps, these were previously unlocked in the Western Forest in Act 6.
  • Rank 1 “Ailment, Stun and Curse Mitigation” crafting bench options are now unlocked in The Ascent in Act 4, these were previously unlocked in Maps.
  • The new Belt crafting bench option is unlocked with other reduced Damage over Time crafting options. This unlock was in the Incursion Temple but is now found in a Map. The remaining new crafting options are unlocked alongside other Ailment, Stun and Curse Mitigation crafting options in The Ascent in Act 4. The modifier level of existing modifiers in the Rank 1 Ailment, Stun and Curse Mitigation category have been lowered (so the item level requirement of the item is appropriate if you use this craft during the campaign).
Updated certain Rare item modifiers, and added some new ones.

Shields:
  • Chance to Avoid all Elemental Status Ailments can now roll as a Suffix on all Shields (previously just Dexterity Shields).
  • The tier 1 Chance to Avoid all Elemental Status Ailments modifier can now grant up to 35% chance (previously 23%). Lower tier modifiers have been adjusted accordingly.
Influenced Items
  • The chance to Avoid Ignite/Freeze/Shock modifiers on Crusader Boots and Quivers now scales up to 60% chance (previously 45%), and lower tier modifiers have been removed. Elevated modifiers have been adjusted accordingly.
  • The chance to Avoid Poison and Bleed modifiers on Hunter Boots now scales up to 50% chance (previously 35%), and lower tier modifiers have been removed. Elevated modifiers have been adjusted accordingly.
  • The chance to Avoid all Elemental Status Ailments modifier on Shaper Boots now scales up to 35% chance (previously 25%), and lower tier modifiers have been removed. Elevated modifiers have been adjusted accordingly.
  • The chance to Avoid Stun modifiers on Elder and Redeemer Boots, Gloves and Quivers now scales up to 35% chance (previously 30%), and lower tier modifiers have been removed. Elevated modifiers have been adjusted accordingly.
  • The reduced Ignite/Freeze duration and reduced Shock Effect modifiers on Crusader Helmets now scales up to 60% reduced (previously 45%), and lower tier modifiers have been removed. Elevated modifiers have been adjusted accordingly.
  • The reduced Curse Effect modifier on Crusader and Shaper Rings now scales up to 40% reduced (previously 35%), and lower tier modifiers have been removed.
  • The “Moving while Bleeding doesn’t cause you to take extra Damage” modifier can no longer roll on Hunter Shields.
Improved Avoidance values on Essences:
  • The Chance to Avoid Shock/Freeze/Ignite modifier on Belts, Helmets and Boots from Essences of Torment/Suffering/Anguish now scales up to 60% chance (previously 44%). Lower tier modifiers have been adjusted accordingly.
Improved Avoidance Suffix modifiers on Abyss Jewels:
  • Suffix modifiers that grant a chance to Avoid Ignite/Chill/Freeze/Shock/Poison/Bleed/Stun now scale up to 30% chance (previously 20%).
Added two new modifiers to Regular Jewels:
  • 15% reduced Effect of Chill and Shock on You
  • 10% reduced Effect of Curses on You
Timeless Jewels
  • The Brutal Restraint Notable Passive Skill addition that grants a chance to Avoid Stuns now grants a 20% chance (previously 10%).
  • The Elegant Hubris Notable Passive Skill transformation that grants a chance to Avoid being Chilled and chance to Avoid being Shocked now grants 80% chance (previously 50%).
Cluster Jewels:
  • The Elegant Form Cluster Jewel Notable Passive Skill now grants 20% chance to Avoid Elemental Ailments (previously 15%).
Jewel Corruptions:
  • Adding an Implicit modifier with 20-25% chance to Avoid Ignite/Chill/Freeze/Shock/Poison/Bleed/Stun is now a possible outcome when Corrupting all Jewels.
Synthesis Implicits:
  • Synthesis Implicit modifiers on Jewels that grant a chance to Avoid Ignite/Chill/Freeze/Shock/Poison/Bleed/Stun now grant 8-10% chance (previously 3-5%).
Harvest Implicits:
  • Modifiers that granted a chance to Avoid Ailments or reduced Ailment Effect now have values of 15% (previously 10%).
Ring Corruptions:
  • Obtaining an Implicit Cannot be Poisoned/Ignited/Inflicted with Bleed modifier is now possible earlier in the game when Corrupting a Ring, and now has a higher outcome chance.
Some Uniques have been updated:
  • The Tear of Purity Amulet no longer grants 5% chance to Avoid Elemental Ailments. Instead, it now grants +5% to all Elemental Resistances (as Purity of Elements now gives Elemental Ailment Immunity, the modifier had very little use). This affects existing versions of this item.
  • The Conqueror’s Longevity Jewel now grants 10% chance to Avoid Elemental Ailments (previously 3%). Existing versions of this item can be updated to the new values with a Divine Orb.
  • The Ghastly Theatre Shield now grants “Bleeding cannot be Inflicted on You” (previously 30-50% chance to avoid Bleeding). Existing versions of this item can be updated with a Divine Orb.
  • The Kikazaru Ring now grants 60% reduced Effect of Curses on You (previously 40%). Existing versions of this item can be updated to the new values with a Divine Orb.

[h2]Flasks[/h2]Problem:
Many Flask modifiers grant buffs during Flask Effect, which isn't well-suited to a Life or Mana Flask's short and reactive nature.

Solution:
Added new modifiers to Life and Mana Flasks that are impactful but brief, and have a Duration rather than applying during Flask Effect.

Specifics:
Removed many Flask Effect modifiers from Life and Mana flasks, and added the following modifiers for Life and Mana Flasks:

  • Hinder nearby Enemies with 40% reduced Movement Speed for 4 seconds if used while not on Full Mana (Mana Flasks Only)
  • Hinder nearby Enemies with 40% reduced Movement Speed for 4 seconds if used while not on Full Life (Life Flasks Only)
  • Grants Immunity to Hinder for 17 seconds if used while Hindered | Grants Immunity to Maim for 17 seconds if used while Maimed
  • Recover an additional 40% of Life Recovery over 10 seconds if used while not on Full Life (Life Flasks Only)
Problem:
Utility Flasks are usually used proactively, but the Ailment protection modifiers introduced in 3.15.0 work by reacting to an Ailment on you.

Solution:
Replace the Ailment Removal Modifier on Utility flasks with one that grants Ailment Immunity but lessens flask duration. Note that base durations on Utility flasks have been increased to compensate (see below).

Specifics:
Added new modifiers to Utility Flasks for mitigating Ailments as well as adding more tiers to existing modifiers that are now only found on Life and Mana Flasks, as noted above. We have also added these Ailment Immunity Modifiers for Utility Flasks as Beastcrafting options.

  • Immunity to Bleeding and Corrupted Blood during Flask Effect | 35% less Duration at the highest tier
  • Immunity to Poison during Flask Effect | 35% less Duration at the highest tier
  • Immunity to Shock during Flask Effect | 35% less Duration at the highest tier
  • Immunity to Ignite during Flask effect | Removes Burning on use | 35% less Duration at the highest tier
  • Immunity to Freeze and Chill during Flask Effect | 35% less Duration at the highest tier
Problem:
Utility Flasks are sustainable with enough character damage and clear speed, but there aren't easy ways to sustain Utility Flasks for less-powerful characters.

Solution:
Add new modifiers and improve existing modifiers on Flasks that affect their duration or charge gain. Add some new Passive Skills to help sustain Flasks. Extend the base duration of Utility Flasks to reduce how often they need to be used.

Specifics:
New modifier that helps extend flask uptime:

  • 66% increased Charge Recovery | 25% reduced Effect

Extending Utility Flask Duration:

  • Quicksilver, Diamond, Granite, Jade, Quartz and Silver Flasks now last 6 seconds (previously 4).
  • Ruby, Sapphire, Topaz, Aquamarine, Sulphur, Basalt, Stibnite and Corundum Flasks now last 8 seconds (previously 5).
  • Gold and Iron Flasks now last 5 seconds (previously 3).
  • Bismuth Flask now lasts 8.5 seconds (previously 5.5).
  • Amethyst Flask now lasts 6.5 seconds (previously 4.5).

Unique Flasks are being reviewed as a result of these changes:

  • Dying Sun now has 40-60% less Duration (previously 40-60% reduced duration).
  • Coruscating Elixir now has 25% increased Duration (previously 100%).
  • Bottled Faith now has 15-30% reduced Duration (previously 20-40% increased).

Adding and improving Flask investment in the Dexterity area of the Passive Skill Tree.

Problem:
Even after lowering the power of many Unique flasks in 3.15.0, Unique Flasks still outclass most Magic Utility Flasks. In addition, the item level of flasks did not matter after a certain point.

Solution:
Add multiple tiers to most Flask modifiers. At higher levels, Flasks now have much more powerful effects available. Flask modifiers that increase Armour or Evasion are now weaker at their first tier as the changes to Armour and Evasion below make them more powerful. These changes allow us to restore some of the power that was removed from Flasks in 3.15 without affecting the early-mid game so much.

Specifics:
Here are examples of the highest tier modifiers available:

  • 60-65% Reduced Effect of Chill on you during Flask effect | 60-65% Reduced Duration of Freezes on you during Flask effect (Level 80)
  • 60-65% Reduced Effect of Shock on you during Flask effect (Level 82)
  • 60-65% Reduced Effect of Curses on you during Flask effect (Level 84)
  • Immunity to Bleeding and Corrupted Blood during Flask Effect | 35% less Duration (Level 76)
  • Immunity to Poison during Flask Effect | 35% less Duration (Level 76)
  • Immunity to Shock during Flask Effect | 35% less (Level 74)
  • Immunity to Ignite during Flask effect | Removes Burning on use | 35% less Duration (Level 74)
  • Immunity to Freeze and Chill during Flask Effect | 35% less Duration (Level 72)
  • 12-14% increased Movement Speed during Flask effect (Level 85)
  • 56-60% increased Armour during Flask effect (Level 84)
  • 56-60% increased Evasion during Flask effect (Level 84)
  • 37-40% additional Elemental Resistances during Flask effect (Level 81)
  • 0.8% of Attack Damage Leeched as Life during Flask effect (Level 80)
  • 0.8% of Spell Damage Leeched as Energy Shield during Flask effect (Level 80)
  • 50-55% increased Critical Strike Chance during Flask effect (Level 82)
  • 31-34% chance to Freeze, Shock and Ignite during Flask effect (Level 72)
  • 40-45% Chance to avoid being Stunned during Flask Effect (Level 80)
  • 15-17% increased Attack Speed during Flask effect (Level 82)
  • 15-17% increased Cast Speed during Flask effect (Level 82)
  • 51-55% chance to Avoid being Chilled during Flask Effect | 51-55% chance to Avoid being Frozen during Flask Effect (Level 80)
  • 51-55% chance to Avoid being Shocked during Flask Effect (Level 82)
  • 51-55% chance to Avoid being Ignited during Flask Effect (Level 82)
  • 75-80% increased Block and Stun Recovery during Flask Effect (Level 73)
  • +32-35 to Maximum Charges (Level 82)
  • Gain 7 Charges when you are Hit by an Enemy (Level 80)
  • 26-28% reduced Charges used (Level 82)
  • 46-50% increased Charge Recovery (Level 83)
  • 31-35% chance to gain a Flask Charge when you deal a Critical Strike (Level 80)
  • 30-33% reduced Duration | 25% increased effect (Level 80)
  • 36-40% increased Duration (Level 84)
  • 61-66% increased Charge Recovery | 25% Reduced Effect (Level 84)
  • Instant Recovery when on Low Life | 11-14% reduced Amount Recovered (Level 81)
  • 50% of Recovery applied Instantly | 36-39% reduced Amount Recovered | 135% increased Recovery rate (Level 79)
  • 65-70% increased Amount Recovered | 33% reduced Recovery rate (Level 81)
  • 125-130% increased Recovery when on Low Life (Level 82)
  • 56-60% increased Life Recovered | Removes 10% of Life Recovered from Mana when used (Level 81)
  • 56-60% increased Mana Recovered | Removes 15% of Mana Recovered from Life when used (Level 81)
  • Instant Recovery | 66% reduced Amount Recovered (Level 7)
  • 45-50% increased Amount Recovered | 25% increased Charges used (Level 82)
  • Grants Immunity to Ignite for +15-17 seconds if used while Ignited (Level 78)
  • Grants Immunity to Shock for +15-17 seconds if used while Shocked (Level 78)
  • Grants Immunity to Poison for +15-17 seconds if used while Poisoned (Level 82)
  • Grants Immunity to Bleeding for +15-17 seconds if used while Bleeding (Level 80)
  • Grants Immunity to Chill for +15-17 seconds if used while Chilled | Grants Immunity to Freeze for +15-17 seconds if used while Frozen (Level 76)
  • Remove a curse on use (Level 8)
  • Hinder nearby Enemies with 35-40% reduced Movement Speed for 4 seconds if used while not on Full Mana (Level 82)
  • Hinder nearby Enemies with 35-40% reduced Movement Speed for 4 seconds if used while not on Full Life (Level 82)
  • Grants Immunity to Maim for +15-17 seconds if used while Maimed | Grants Immunity to Hinder for +15-17 seconds if used while Hindered (Level 82)
  • Grants 75-80% of Life Recovery to Minions (Level 82)
  • 26-29% reduced Mana Cost of Skills during Flask Effect (Level 80)
  • 35-40% of recovery applied as an extra recovery effect over 10 seconds (Level 81)
Problem:
Enkindling effects on Flasks aren't impactful enough, and aren't bringing Flasks back to the kind of power that non-permanent uptime should grant.

Solution:
Buff some Enkindling Orb effects, most notably the increased Flask Effect modifier.

Specifics:
  • 80-100% increased Duration (previously 70-90%).
  • +40-60 to Maximum Charges (previously +30-40).
  • 25-35% reduced Charges used (previously 20-30%).
  • 60-80% increased Charge Recovery (previously 50-60%).
  • 50-70% increased Effect (previously 40-50%).

(Existing modifiers will be unaffected.)

Problem:
Belts are the item slot intended to enhance Flasks, but only have a limited list of modifiers that actually affect Flasks in their modifier pool.

Solution:
Add more tiers to Flask modifiers on Belts, and move the Flask Effect modifier out of the Influence modifier pool into the base modifier pool for Belts.

Specifics:
Added more tiers to Belt modifiers that affect Flasks, resulting in buffs to most modifiers, most notably Life and Mana recovery modifiers. Here are some examples of values of some high tier modifiers:

  • 40% increased Flask Life Recovery rate
  • 40% increased Flask Mana Recovery rate
  • 40% increased Flask Charges gained
  • 33% increased Flask Effect Duration
  • Flasks applied to you have 12% increased Effect
Problem:
Instant-recovery Life Flasks are by far the most reliable tool for survivability, as the total Life recovery from a Flask is reasonable but spread over a long period of time.

Solution:
Keep the total Life Recovery from all Life Flasks the same, but halve the amount of time for this to occur, which doubles their healing per second. This is a huge improvement to how effective non-instant Life Flasks are at keeping you alive in tough situations.

Specifics:
  • The Blood of the Karui Unique Flask is being reviewed as a result of these changes, and now has 35-50% reduced Recovery Rate (previously 5-20% increased).
Problem:
There are no accessible tools for a player to change their charge gain method if gaining charges on kill isn't well-suited to their slower playstyle.

Solution:
Rework the "Survival" Jewels available from the "Through Sacred Ground" quest to let you gain charges another way, while reducing the charges gained from kills. These designs are still in progress.

Problem:
Rangers don't have a form of Life Recovery that they excel at, while almost every other core character has a signature special Recovery method.

Solution:
Add new and improve existing passive skills specialising in the recovery of charges for life and mana Flasks as well as life recovery from Flasks in the Ranger section of the Passive Skill Tree.

Specifics:
  • Added Life Regeneration if you’ve used a Life Flask in the past 10 seconds and Mana Gained on Hit with Attacks if you’ve used a Mana Flask in the past 10 seconds to the Ranger starting area.
  • Added new Passive Skills in the Ranger section of the Passive Skill Tree that increase generation of Life and Mana Flasks, including gaining a Life Flask Charge on Hitting Enemies, with a short cooldown. Added new sources of life and mana flasks gaining charges every 3 seconds and Life Flasks gaining Charges when you Suppress Spell Damage.

That concludes Part 1 of our 3.16 expansion balance changes. Tomorrow, we'll share Part 2, which covers our plans for Core Character Defences and Recovery. Please keep in mind as we're so far away from launch, elements of what we've written here may change after further play testing, feedback and iteration. There's plenty more to discover in our upcoming reveal of Path of Exile: Scourge and its patch notes. See you tomorrow!