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Path of Exile: Heist Balance Manifesto

In Path of Exile: Heist, we'll be changing some mechanics to help keep the metagame fresh. You'll be able to view these changes in greater detail in the patch notes tomorrow but in the meantime, this manifesto outlines what you can expect.

As with every league, we are making some changes to a few key mechanics that outclass alternatives or provide too much power with too little investment. This helps to keep a fresh metagame, encourage players to consider alternatives and prevent us having to raise the difficulty of Path of Exile's content to compensate for the small subset of builds that can trivialise content.

As we mentioned earlier here, here and here, we're making changes to some existing skills and introducing new ones. Outside of these changes we're only making a small number of balance changes in Heist. You'll be able to read them in detail in the patch notes tomorrow but in the meantime, this manifesto outlines what you can expect.

[h2]Path of Exile: Heist Balance Manifesto[/h2]
[h3]Ascendancies[/h3]
We've lowered the Offering Effect on the Necromancer’s Mistress of Sacrifice and on the Ascendant back to its past value of 50%. We've also lowered the critical strike chance and multiplier on the Assassin's Deadly Infusion, and the Critical Strike Multiplier on the Assassin's small passives. These two passives were making these classes too generically powerful for too many builds.

[h3]Glancing Blows[/h3]
We've changed Glancing Blows to cause more damage to pass through your block. You now take 65% of damage from blocked hits. The keystone combined with effects that recover life or energy shield on block were providing too much survivability for too little investment.

[h3]Divine Flesh[/h3]
The Divine Flesh keystone provided an extremely strong defensive layer against elemental and chaos damage, provided you could get enough chaos resistance. We’ve lowered the amount of maximum chaos resistance the Keystone gives to +5%, making investment into maximum chaos resistance more necessary to get the same defensive outcome.

[h3]Enduring Cry[/h3]
This warcry combined with the Call to Arms keystone gave convenient defence with little or no player interaction. We're increasing Enduring Cry's cooldown to 8 seconds and requiring at least one enemy to be in range to generate endurance charges in order to increase the importance of positioning and timing during gameplay.

[h3]Ball Lightning[/h3]
Ball Lightning combined with Slower Projectiles outclassed the damage of other spells, so has had its damage and area lowered slightly.

[h3]Spellslinger[/h3]
Triggering spells with Spellslinger was faster and more convenient than other methods of casting spells while leveling. It now has a longer cooldown but gains more cooldown recovery as it levels making it more rewarding to reach higher gem levels. The skill now starts with a reservation override of 30%, scaling down to 25% at gem level 20.

[h3]Redemption Sentry Spectre[/h3]
This monster variety had superior damage scaling and clear speed compared to most other Spectres, so has had its damage and life lowered.

[h3]Cluster Jewels[/h3]
We've made a few numeric tweaks to specific cluster jewel notables that provided a little too much power. This time we're only lowering values on Precise Commander, Vicious Bite and Vengeful Commander but may make further changes in the future.

[h3]Vitality, Precision and Clarity[/h3]
Vitality has always had a value that seemed low compared to the power of other auras with similar mana reservations, which meant it has seen little use outside of enabling powerful Vitality specific Watcher's Eye modifiers. We’ve changed the skill to have a flat mana reservation and grant flat life regeneration instead of percent life regeneration. It is now available at level 10. Their attribute requirements are now consistent, only requiring their primary attribute and at 75% the value of standard attribute requirements for skills.

Various powerful Watcher's Eye modifiers for the auras that reserve a flat amount of mana (Vitality, Precision, Clarity) have had their values lowered to match the low investment required to use these auras. At the same time, we've changed a small number of other specific Watcher's Eye modifiers that were providing large values of recovery rate.

[h3]Vaal Impurity Skills[/h3]
These skills have been changed to grant maximum elemental resistances instead of less damage taken. This is mostly to prevent clever use of game mechanics with Standard items that could completely prevent taking certain types of damage.

[h3]Ailment Effect[/h3]
We've changed some ailment modifying stats like Chill Effect, Shock Effect, Chill Duration and Freeze Duration to instead apply to all Cold and Lightning Ailments.This will allow them to affect the alternate elemental ailments, Sap and Brittle. This affects some unique items, passives and other item modifiers.

[h3]Projectile behaviour ordering[/h3]
We've changed the order that projectiles will perform special behaviours so that Splitting now occurs first, followed by Piercing, Forking, Chaining then Returning. For specific mechanics that had chances to occur or not occur, you'll now be able to fall back on another behaviour the projectile has. Previously if a projectile had a chain remaining, the skill couldn't return until it had chained the last time even if there were no enemies in range to chain to. Now the projectile will return, and could still make use of the remaining chain if it hits an enemy during that return.

[h3]Reduced Visibility and Stealth[/h3]
Sources of Reduced Visibility have now been changed to Stealth. Previously reaching 100% reduced visibility would make you unable to be detected by any enemy, while now 100% Stealth will halve the range that monsters detect you at, while 200% stealth will reduce it to one third of their standard range. Values of Stealth have been adjusted to compensate for this.

[h3]Changes to Mods which Provide Flat Life Regeneration[/h3]
Flat life regeneration mods provide a substantial amount of defensive power at low levels, but their values are notoriously low for endgame play. The values of many mods which provide flat life regeneration have been increased by as much as 100%, making these mods more competitive with percentage-based life regeneration at higher levels. Life regeneration mods also roll slightly less commonly on items.

[h3]Changes to the Mod Tag System[/h3]
During Harvest, we added the ability to view the tags of mods on an item by holding ALT with advanced mod descriptions enabled. However, further changes to the mod tagging system were required in order to support displaying tags in the long term.

We have standardised existing systems that use mod tags to use the same set of tags, applied a simpler and more consistent philosophy to categorising which mods should receive a tag and we've also made a few changes to fossils. The primary goal of these changes is to make the effects of crafting functions that rely on mod tags more clear and predictable.

From 3.12.0 onwards the tags displayed when holding alt (which were previously used for fossil and Harvest crafting) will also be used by catalysts, the “Cannot roll Attack Mods” and “Cannot roll Caster Mods” meta-crafts. The new enchantments available in Heist will also use these tags, as will all future uses of the mod tag system. Mod tags will also be displayed on unique item mods.

New tags have been added to support this merger. These are:
  • Ailment
  • Attribute
  • Curse
  • Damage
  • Gem
  • Resistance

The changes made to systems which use mod tags are as follows:

  • Turbulent Catalysts will affect mods with both the Elemental and Damage tags. Other Catalysts will use these new tags or existing tags normally.
  • Corroded Fossils and Prismatic Fossils now affect mods with both the Physical and Ailment or Chaos and Ailment tags rather than the Bleeding and Poison tags. The Bleeding and Poison tags are no longer used.
  • Faceted Fossils now use the new Gem tag (which has been applied to all mods that directly affect gems), and the Gem Level tag is no longer used. This opens up new uses for Faceted Fossils while minimally impacting their existing functions.
  • Bound Fossils now also increase the likelihood of rolling Curse mods in order to expand their range of uses.
  • Prismatic Fossils no longer separately affect the weightings of Fire, Cold and Lightning mods, as these mods are now always also tagged as Elemental. The same is true for Jagged Fossils and Bleeding mods, and Aberrant Fossils and Poison mods. These aren’t functional changes, but provide greater clarity as Fossils no longer have effects that aren’t explicitly described.
  • The “Cannot roll Attack Mods” and “Cannot roll Caster Mods” meta-crafts now simply use the Attack and Caster tags.


Finally, the rationale used to tag mods has been simplified and all existing mod tags reviewed for consistency, in order to allow players to reasonably infer what tags a mod may have even without viewing them directly. In summary, tags are now only added to mods which specifically and directly affect the subject of the tag. Some of the main implications of this include:

  • Conditional mods do not receive tags based on the condition. For example, a mod that grants damage while on full life does not receive the Life tag, and a mod that grants attack speed if you have dealt a critical strike recently does not receive the Critical tag. A mod that grants a power charge on critical strike would receive the Critical tag, since that is directly modifying the effect of the critical strike.
  • Any tag that is necessarily a subset of another tag receives both tags. Currently this just means that all Fire, Cold and Lightning mods are now also Elemental mods. This isn’t a functional change to Prismatic Fossils — as mentioned above, they used to also apply to Fire, Cold and Lightning modifiers without explicitly describing this. A related concept is that all bleed-related mods now receive the Attack tag as well as the Physical and Ailment tags, since bleed can only be applied by attacks.
  • Mods granting skills or keyworded buffs do not grant tags matching the stats of those skills or buffs. Previously it was very inconsistent whether these tags were granted, but a more minimalist approach was chosen in order to prevent many mods which grant buffs from requiring enormous numbers of tags. Mods granting notable or keystone passives do grant tags matching the stats of those passive skills — while this is inconsistent with our approach to buffs and skills, it was judged necessary for the sake of cluster jewels.


Thousands of individual changes have been made to mod tags, so to assist with understanding the implications for item crafting we’ve prepared a full list of the mods which can roll on items and their new tags. Click here to check them out. It must be stressed that most crafting methods are not significantly affected by these changes, but specific methods for crafting items with certain combinations of mods may be impacted, and you will undoubtedly be able to find new methods with a little investigation.

Heist Challenge Rewards

In the Heist League you'll have the option to complete 40 new challenges and earn exclusive microtransaction rewards. At 12, 24 and 36 challenges you will earn the Heist Helmet Pack (contains three helmet skins), Heist Cat Pet and Heist Portal respectively. Completing challenges also grants you pieces of the Heist Totem Pole Hideout decoration.

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You'll be able to check out the full list of challenges to complete for these rewards when Path of Exile: Heist launches on PC on September 18th!

Harvest Ends Soon - Get a Free Mystery Box When You Spend Points

Harvest Ends Soon
The Harvest League on PC ends on Monday September 14th at 3PM (PDT), so you only have a few days left to complete your unfinished challenges! The Harvest League on Xbox One and Playstation 4 will end when the Heist expansion goes live on Consoles (September 23rd at 3PM PDT).

Thank you to everyone who played in Harvest! While Harvest will not become a core Path of Exile mechanic, we're looking forward to finding a way of implementing it in some form in the future. If you're interested to know the reasons behind this decision, read the announcement here. Any progress from the 3.11 version of Harvest will definitely not be compatible with our future plans for the league. When the Harvest league ends next week, all Harvest data (groves, seeds, infrastructure, unused crafts, etc) will be removed. Consider using any saved up crafts beforehand! If you've been enjoying the Harvest league, check out the exclusive Harvest Brimmed Hat before it leaves the store next week!

50 Point Sale
We've just started a 50 Point Sale with a huge variety of cosmetic effects available for only 50 points or less, including Skill Effects, Pets, Hideout Decorations and many more. Check out the full list of specials here.

The 50 Point Sale will run from the time of this post until Sep 18, 2020 1:00 PM (PDT).

In case you need points for this sale, we recommend checking out our new Heist Supporter Packs!

Get a Free Angels and Demons Mystery Box When You Spend Points
Until the launch of Heist we're offering one free Angels and Demons Mystery Box when you spend any amount of points in the store. This means you can purchase a discounted cosmetic effect or any other microtransaction and receive one Angels and Demons Mystery Box as a gift from us. The offer is available on both PC and Consoles.

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

This offer will end at Sep 18, 2020 1:00 PM (PDT).

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Community Racing Event This Saturday
This Saturday an esport organization Absolute Legends is hosting a SSFHC Melee/Slam only race to Act 10 Kitava. The top three winners will be rewarded with MSI gaming wear prizes. The event is open to qualified racers and will begin at 1PM September 12 (PDT). The event will be live on https://www.twitch.tv/AbsolutelegendsTV and casted by GhazzyTV & Brittleknee. Check out more about the event in this announcement.

What to Expect Next Week
The Heist expansion launches in just seven days, so the upcoming week will be packed with useful information. Follow the schedule below if you don't want to miss any important news:
  • Mon: Heist Challenge Rewards.
  • Tue: Heist Balance Manifesto.
  • Wed: 3.12.0 Patch Notes, Passive Tree and Item Filter Information.
  • Thu: Showcase of the new and reworked gems (at Level 20 with 20% Quality).
  • Fri: What to expect when Heist launches and possibly a torrent pre-download for the patch.

Thank you for your support! See you next week!

New and Reworked Classic Spells & Steel Skills in Path of Exile: Heist

In Path of Exile: Heist, we're introducing several new skills and reworking some past ones. Today's news post covers more detail of new skills like Blazing Salvo, Steel Skills and the long-awaited Discharge rework.

Blazing Salvo
Blazing Salvo releases a torrent of fiery mortars that can hit enemies as they fly and land in rapid succession, with each mortar causing an explosion. When targeting up close, the explosions can hit a target multiple times, while targeting at range causes them to spread out and have a higher explosion radius, giving you a wide damage spread.

The skill rewards clever positioning, making it well suited to casting by hand or by being careful about placement of totems, traps and mines. Multiple Projectile supports result in more damage up close and more reliable area spread, while Fork lets the mortars split into two if they hit enemies, with each exploding separately. Combine the skill with Void Sphere to draw enemies in for a concentrated salvo, or use Flame Wall to add fire damage to Blazing Salvo while applying the Flame Wall's burning effect to enemies hit.

Crackling Lance
Crackling Lance shoots out a wide beam of lightning that has secondary areas of lightning that split off it, striking enemies in a wide spread. Crackling Lance comes with built in Intensity, so each cast builds in damage, while the secondary areas angle in, until all the lightning fires in a single wider beam.

The skill has powerful single target damage capacity when handcast, while having reliable area coverage when used with triggers, totems, traps or mines. Its damage bonus is multiplicative with the Intensity support, allowing it to build up incredible single target damage, and its high damage is great for creating very powerful shocks on enemies.

Intensity and the Pinpoint Support
Intensity was introduced as a high-risk, high-reward mechanic for handcasting that lets you build up powerful concentrated damage while casting repeatedly, as long as you don't move and at the cost of area of effect. To improve the mechanic, we're lowering the base maximum Intensity to 3, while increasing all bonuses to compensate. This will make it faster to build up and lose intensity, while also putting more power on the passive tree notable that gives maximum Intensity.

We've changed the Intensity mechanic to be one we can build into other skills and supports, like Crackling Lance and the new Pinpoint Support. Pinpoint Support gives 3 additional projectiles, while each stack of Intensity will reduce the number of projectiles you fire by 1 while greatly increasing the skill's damage. By increasing your maximum Intensity you could lose all projectiles, so this support works well with spells that can easily gain additional projectiles.

Firestorm
A classic Path of Exile spell, Firestorm has been reworked to give it more powerful visuals, more reliable area coverage and a greater reward for casting fewer, more powerful Firestorms. It is now a level 28 skill, increased from level 12. Firestorm now calls down a single, powerful meteor followed by a smaller ongoing storm of fire over a duration. It now has a limit on how many ongoing storms can be active at once, so you can call down as many meteors as you'd like but can't stack up the ongoing fire storms by extending their duration and triggering or casting the skill rapidly. This has allowed us to greatly increase the area of each impact and the overall damage per cast (and improves performance).

Icestorm
The Icestorm skill granted by The Whispering Ice has received a visual overhaul to modernise the skill, while also receiving some balance changes. It has a storm limit like Firestorm, though the limit is much higher than Firestorms so it works better with triggering and rapid cast mechanics. Its impact area of effect and damage has been increased, while the impact frequency has been lowered.

Discharge
Discharge is another long standing Path of Exile skill that hasn't received much balance attention due to how dependent it has been on specific mechanics that can very rapidly generate charges, forcing the balance to be focused on a small handful of unique items that can generate huge numbers of charges as quickly as you can use the skill. To make the skill more accessible, Discharge’s base damage has been almost tripled and its area of effect now scales significantly with the number of charges consumed, but it has been given a short cooldown. This makes keeping up with charge generation much more manageable for a wider selection of builds. Its damage penalty when triggered has been replaced by a damage penalty to ailments, as it can now create a very devastating ignite.

To preserve the classic trigger Discharge playstyle, a new threshold jewel called Endless Misery has been added which sets the cooldown of Discharge to a much lower value, but also comes with penalties to its damage and area of effect, bringing it closer to (though superior in many setups) the previous iteration of Discharge.

It has also received a visual overhaul to bring it on par with modern skill effects and improve its performance.

Glacial Cascade
Glacial Cascade now has additional mechanics that provide a unique playstyle that rewards clever positioning. The skill now has inherent knockback, a fixed cascade spread, and the final burst of the cascade deals significantly more damage in a larger area. Use the knockback from the cascade to push enemies away and into the large impact, and position the skill carefully on bosses to make the most of the damage overlap. The skill still deals significant damage with Traps and Mines, but can now take much more advantage of the deliberate positioning that totems and hand casting allows.

The skill benefits greatly from increased area of effect, allowing for more overlap between bursts. We've also changed the skill to convert 100% of its physical damage to cold, so no enchantment or threshold jewel is required to fully convert the skill. We're replacing the Enchantment and disabling the Long Winter threshold jewel from dropping, to be re-introduced in a new form later.

Splitting Steel
Splitting Steel is a new low level skill that uses the shard mechanic. Each use fires a single shard that explodes into additional projectiles when it hits an enemy or reaches the targeted location, creating smaller shards that fly towards nearby enemies before detonating in smaller explosions. The skill has some added physical damage and a chance to impale, something that wasn't previously accessible at such low levels.

Changes have been made to the Split mechanic that means Splitting now occurs before other projectile behaviours; This means that Fork, Pierce or Chain would take place after Split has generated all of the additional projectiles, opening up all sorts of interesting ways to take advantage of these mechanics.

Call of Steel
Call of Steel is a secondary skill granted as long as you have any of the Steel gems equipped. It lets you detonate all impales on enemies in a very large range, causing them to deal their stored impale damage in a small area around them. This includes any dead enemies whose corpses are impaled.

Call of Steel also generates Shards that can be used by any of the Steel skills, generating one for each impaled enemy in range as well as 4 shards when first used, then another 4 every half a second until you're at the maximum of 12 shards. Using a steel skill will interrupt this ongoing recharge, so it's best to time your use of this to when you'll be performing other actions if you don't have enough impaled enemies nearby.

Shattering Steel
Shattering Steel has received some changes to make the skill more flexible at the cost of consuming two shards. Shattering Steel projectiles can no longer hit the same target multiple times, but instead deal much more damage up close when consuming shards. The skill now has four additional projectiles (from two) and projectile distance is now more reliably modified by projectile speed. Projectiles still explode in a cone area when they stop, and these areas can hit a target multiple times if you can get them to overlap.

The skill now grants buffs that give a chance to block whenever you use it while consuming a shard. You can have up to 6 of these buffs that grant block chance, each with its own duration, so you've got to keep using the skill frequently to keep the bonus active. These give a sizable defensive advantage to keep you alive when getting up close for those deadly close range shots.

Lancing Steel
Lancing Steel has been completely reworked. Using the attack now consumes 4 shards, creating a whirling cluster of shards pointing forward. The cluster rapidly fires out its projectiles, aiming towards enemies in front at great range or enemies in any direction close to the cluster. The projectiles target enemies the cluster hasn't hit first, letting the cluster pick off weaker enemies before focusing on remaining targets. The projectiles deal more damage to targets that haven't yet been hit by each cluster of shards, to make the skill much more effective at taking out very large groups of enemies that are spread out.

Additional projectiles add to the total number of projectiles each cluster fires, with 50% more projectiles fired for each shard consumed. This means that the skill usually fires three times its number of projectiles at a fixed rate, creating a hail of shards that deal a devastating salvo of damage, especially when combined with the impale effect. You can have multiple clusters active at once, limited only by how fast you can generate Shards.

Because of the high shard cost, you'll likely want to invest in a chance to impale, so that you've got more shards in enemies to draw out with Call of Steel.

We hope you enjoy these new skills as you make your way through the perils of Heist! Check them out in action below.

[previewyoutube][/previewyoutube]

Curse Skills in Path of Exile: Heist

In Path of Exile: Heist we're making some changes to curses to provide incentive to self-cast them. We've made some small changes to existing curse mechanics, improved their visuals and added one new curse skill and one new support gem.

An Overview of Curses
Curses are among some of the first skills that were introduced to Path of Exile. Over time, we've introduced a number of ways to take advantage of their mechanics like the Blasphemy Support which creates a curse-aura, or adding the ability to apply curses with the Curse on Hit support.

While having a number of methods of applying a curse is certainly a good thing, there was a lot of automatic-cursing going on and we wanted to give some incentives to those who wanted to take the time to actually cast a curse manually on a pack of monsters.

While we were doing this, it felt like a good opportunity to review all curse gems and see what other improvements could be made. We were going to see if we could add any new curses to the pool, but found that the current set of curses already covers pretty much every niche we wanted. However, this didn't stop us from making other gems that could interact with them in some way.

To this end, we've added one new skill gem, one new support gem, reworked a number of curse skills and improved their visual effects.

Curse Types
Curses are now divided into Hexes and Marks. We've tried to make them feel distinct while still sharing some identifiable properties of being a curse.

Hexes
Hex Spells apply curse debuffs to each enemy in an area. If the spell was self-cast, the debuff will gain doom over time up to its maximum. The effect of the curse is increased by the amount of Doom it has.

The curses that are now considered Hexes are Flammability, Frostbite, Conductivity, Elemental Weakness, Vulnerability, Despair, Temporal Chains, Enfeeble and Punishment.

Marks
Marks apply the curse debuff on a single target and cannot be applied to more than one target. We've created new passive skills that apply specifically to marks and marked enemies. We're aiming to move Marks towards being more dexterity-aligned as a mechanic, so these passives will be closer to the Ranger area of the passive tree.

Curses that are considered Marks are Warlord's Mark, Poacher's Mark, Assassin's Mark and Sniper's Mark (which is the reworked Projectile Weakness).

Impending Doom/Doom Blast
Impending Doom is a support gem that can support hexes. When the supported hex expires or is removed in any way, it triggers Doom Blast which causes a chaos explosion. The more Doom the supported hex built up before its expiration, the greater damage the explosion will deal.

There are a number of ways to cause the explosion to occur. At the most basic level, you can simply kill a monster with the supported hex. However, there are many other ways you can cause a hex to expire, but that's an exercise that we'll leave to you to figure out!

Hexblast
This is a new skill gem that calls down a beam of chaos damage on the target. If the target is cursed with a hex, it consumes that hex and causes a shockwave around that enemy. Similar to Impending Doom, the more Doom the supported hex built up, the greater damage the skill deals.

Although Hexblast is a chaos damage spell, it has some elemental-themed properties that make it special. For one, the damage it deals has the ability to ignite, shock or freeze. Secondly, it deals damage based on the lowest resistance the enemy has! For example, this lets you use an offensive hex such as Flammability and still make use of the fire resistance reduction that it provides.

Punishment
Punishment has now changed to provide benefit for a greater variety of builds. It no longer causes you to gain bonuses when monsters hit you but instead curses monsters to take increased damage when they are on low life. This synergises with the second effect that Punishment now applies which causes monsters to explode, dealing a percentage of your overkill damage to monsters around them. In addition, if cursed monsters hit you, they get debilitated (a debuff that causes enemies to deal less damage and have less movement speed) for a duration.

These changes make Punishment much more useful and a more well-rounded curse, with mostly offensive capabilities as well as a defensive component to it in case monsters are able to get close to you.

Sniper's Mark
[To be revealed later]

Existing Marks
All Mark Curses have been rebalanced to be more suitable for a single target. In addition, the curse penalty that is found on many bosses in the endgame no longer applies to Marks and only applies to Hexes, allowing Marks to apply to these bosses at their full power.

Other Small Changes
We have also made some smaller changes to radius values, bonuses that certain curses give and some additional quality stats. You'll find these changes outlined in the patch notes.

In addition to these changes, there will be some passive tree adjustments and a new keystone that changes how self-cast curses apply their debuffs.

Check out the Curses in action in the video below!

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