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Path of Exile News

Designing Delirium's Unique Items

As with all league releases, in Path of Exile: Delirium we introduced a number of unique items. For this news post we asked our design team to share their thoughts and processes behind creating these unique items.

Our core goal for modern unique design is to create an item that you'd want to pick up and use, either by creating a new way of playing or enhancing a certain playstyle. For League uniques, many items are intended to be widely usable at a lower level of progression, while being greatly desirable for very specific builds late in progression. There are always exceptions to the rule though!

Keystone Jewels







The Keystone jewels were created from a long list of over 30 suggestions by designers, many of which weren't possible. More build-specific than normal keystones, these ones aimed to create or enhance niche interactions that could potentially promote new builds.

One with Nothing and its keystone Hollow Palm Technique were the special case; originally suggested by an effects artist, it underwent a variety of design iterations. We had to make sure we could allow it to co-exist with Facebreaker, so the original design disabled item slots and had specific restrictions on each of its stats. This was far too wordy, so to clean up the description and prevent potential problems with restricting item slots, the "Unencumbered" state was created. Unencumbered means that you currently have no weapon, gloves, quiver or shield equipped, a condition we could use again in future.

The goal was to create a monk or frenzied melee theme, and the Unencumbered state facilitated us doing this in a way that created an interesting restriction which let us give the Keystone a huge amount of power. Testing showed that it was very powerful for leveling, and we worked to lessen this somewhat during its development by lowering the attack speed multiplier and increasing the added damage to compensate, but we couldn't reduce it further without compromising the design.

Voices



Voices was one of the first Cluster Jewel designs we created, before even a single notable was formulated.

It was originally revealed with one blank passive and three jewel sockets. During the iteration of cluster jewels it became clear that it was a very powerful unique, especially with only one small passive. Because of this, we created versions of the unique that had more blank passives to have some versions of the item require more investment than others.

We avoid balancing entirely through rarity, but the nature of this jewel was so interesting that we didn't want to minimise what it could achieve. It became the rarest unique available from the Simulacrum rather than having its power changed. This was a special case for a unique that was only really acceptable because it could only reach its true power when using many other Cluster Jewels.

Split Personality



Originally designed as a Small Cluster Jewel, we quickly decided that the jewel was more interesting if it could go anywhere in the tree and would be best not to have the limitation of being socketed on the outermost part of the tree like Cluster Jewels. We started by adding every common flat benefit (attributes, defences, life, mana and accuracy) to the jewels to see if there was enough variety, and that was able to produce a number of interesting items for builds that focussed on stacking those bonuses while leaving space for similar unique designs in the future.

Megalomaniac



For a long time, this Medium Cluster Jewel was designed as a jewel that gave no direct bonuses, but buffed the strength of Small and Large Cluster Jewels attached to it. This turned into a nightmare to both describe and make work, so we brainstormed and immediately came up with the current design of having three random notables. At first, it had four random notables, but that was far too powerful for the point investment.

Algor Mortis



These gloves were designed with the goal of creating a new playstyle involving weaving a cold area skill between your lightning damage skills, with a powerful damage increase as a bonus reward. They're also special in that they're the first item to let you inflict the Sap Ailment without preventing Shock (A lightning based ailment that lowers enemy damage). The alternate ailments are special mechanics we usually only grant at the cost of a core elemental ailment, but the unique playstyle this item promotes made Algor Mortis a good place to grant Sap as a special reward for building around the item.

Assailum



The "Snipe" skill from the Assailum unique was designed in a way that could potentially allow it to become its own support gem, if it was popular enough. It was originally designed as a Support that turned any bow skill into a Channelled skill, but was changed to work as a Channelled Skill that could trigger Supported bow skills to prevent having to rebuild many bow skills to be able to be directly channelled.

During development the helmet had a damage multiplier to skills triggered by Snipe in addition to granting the Vicious Projectiles Support, but as the skill multiplier on Snipe would never be directly visible (since there was no gem!), we combined the two multipliers into one, giving the helmet the damage of a 6 link item in a more concise way.

Perfidy



This item was created to fill the role of a melee-focussed item, as it was designed after Algor Mortis (designed for a spellcaster build) and Assailum (designed for a ranged build). Perfidy was designed with the Champion in mind thanks to their affinity with Banners and their passive that removes their reservation cost. The Master of Command Cluster Jewel notable was designed to lower the cost of using two Banners with other ascendancies, giving it the potential to be more accessible to more builds.

Beacon of Madness



This item was designed early during Delirium's development, but was built around a mechanic that was later removed from the league as it added unnecessary complexity. It was then redesigned later in development to be three uniques based on the debuffs applied by Delirium monsters, providing potent bonuses that we usually wouldn't give away on a single item. However, these bonuses came at the cost of having to skillfully manage debuff uptime.

The three variations of Beacon of Madness received a supplemental effect after being revealed, as further discussion made it clear that the item should be a little more well-rounded. We gave each variation an extra stat that worked when Glorious Madness wasn't active.

Uniques will always be a core part of what makes Path of Exile so interesting. They give you something to strive for, something to inspire new builds, and something to add a little bit of flair and flavour to the game. As the game grows, new designs become possible and new ideas are formed. We hope you've enjoyed this glimpse into our development process, and perhaps this has given you a spark of an idea for what build you're going to try out next.

Evolving Path of Exile's Renderer

For today's news we're releasing a talk by our senior graphics programmer! In his presentation from ExileCon, Alex explains a process of creating rendering tech in Path of Exile and talks about various related topics, including lightning and upcoming grass technology from Path of Exile 2.

[previewyoutube][/previewyoutube]

Polaris Microtransactions are Now Available in Store

The stylish microtransactions from our previous Polaris Mystery Box are now available in the store! It's also still possible to combine some of the individual Black and White pieces into the new 'Polaris' cosmetic effects. Watch the Polaris Mystery Box trailer below to see everything that's available or check out the new cosmetics in the store by pressing M.

[previewyoutube][/previewyoutube]

Thank you for your support!

Path of Exile wins BAFTA Award for Evolving Game

Since 2003, The British Academy of Film and Television Arts have included Games alongside Film and Television in their annual award ceremonies. This year, Path of Exile was nominated in the Evolving Game category, alongside Apex Legends, Destiny 2, Final Fantasy XIV: Shadowbringers, Fortnite and No Man's Sky. We are incredibly proud to announce that Path of Exile won the 2020 BAFTA award for Evolving Game.

It's such an honour to win this prestigious award. We're so proud of Path of Exile's entire development team and what we have achieved together. We'd like to especially thank our entire community for their support. The Evolution in Evolving Game comes from your feedback and encouragement over the years.

The pinnacle of our game's evolution is our vision for Path of Exile 2, and we can't wait until the next time we reveal more of what we have planned.

3.10.1c Patch Notes Preview

Later this week (Thursday or Friday NZ) we'll be releasing our next patch which contains further improvements to Delirium and some bug fixes. We've prepared a preview of what this patch contains by putting together the patch notes early.

Delirium Improvements
  • Active Legion encounters now cause Delirium mist to pause its movement during both the Frozen phase and the Combat phase (previously it was just the Frozen phase).
  • Active Blight encounters now cause Delirium mist to pause its movement while you are within a large radius of Blight Portals, rather than the Ichor Pump. This is because Blight Portals can sometimes spawn very far away!
  • Reduced the height of Delirium reward bars so that the top of the images is actually where you receive rewards.
  • Reduced the volume of Vengeful Skyfire's meteor impact sound effects.
  • The Purposeful Harbinger notable now grants "10% increased Effect of Aura Buffs from Skills on You for each Herald affecting you".
  • Reduced the value of "Auras from your Skills grant 0.2% of Life Regenerated per second to you and Allies" found on the Replenishing Presence notable to 0.1%.
  • All sources of "x% increased Effect of Auras on you" now instead grant "x% increased Effect of Non-Curse Auras from your Skills on you".
  • The Large Cluster Jewel which grants 12% increased Damage with Bows now also grants 12% increased Damage Over Time with Bow Skills.
  • The split-versions of Sporeplume can no longer be affected by Delirium modifiers.
  • Arrows can no longer stick in walls in Simulacrum areas.
  • Fixed a bug where Simulacrum Splinters dropped immediately following an Incursion encounter, rather than being accumulated and then dropped in stacks at the conclusion of a Delirium encounter.
  • Fixed a bug where monsters that were killed while submerged (below the ground) couldn't drop Simulacrum Splinters.
  • Fixed a bug where placing a Map and a Simulacrum into a Map Device and then activating the Map Device would consume both items, rather than display an error.
  • Fixed a bug where off-hand attacks were sometimes not being made when using the Hollow Palm Technique keystone.
  • Fixed a bug where temporary monsters created by Delirium modifiers (such as Crushing Leap) could themselves gain Delirium modifiers.
  • Fixed a bug where monsters with the Crushing Leap Delirium modifier could track your location even after you ran until it was off-screen, allowing it to Leap Slam towards you unexpectedly.
  • Fixed a bug introduced in 3.10.1 where monsters with the Vengeful Stalker Delirium modifier could sometimes become untargetable.
  • Fixed a bug where running far away from Kosis, The Revelation while he was casting his Beam skill and then returning would cause him to visually stop taking actions.
  • Fixed a bug where Delirium Volatiles remained visible, though inactive, if they were killed by the Delirium mist receding.
  • Fixed a bug where the effects of the Snipe skill, granted by the Assailum unique helmet, were not correctly removed after using the skill.


General Improvements
  • Sirus, Awakener of Worlds will now only use his Meteor and Corridor skills when his Apparition is not using a skill.
  • Conquerors can no longer spawn in a region if you already have their Watchstone from that Region. This only applies until you can access Sirus, Awakener of Worlds.
  • Conquerors can no longer spawn in the corner regions of the Atlas if you had already encountered them until you encounter a different Conqueror in a corner region.
  • Updated the Atlas Inventory hovers to make it clearer when a Conqueror cannot spawn in a given region.
  • Added a warning to the map device which displays when you insert a map of a tier that isn't high enough to spawn a Conqueror.
  • Regions now must have a Citadel to be able to spawn Influence on the Atlas.
  • The progress towards a Watchstone can now be seen when hovering over Citadels.
  • Influence indicators in the Map Stash Tab now only display on Maps that have a Map Tier that is equal to or greater than what is required for the current tier Conqueror encounter of that region.
  • Added a notification that displays when unlocking Favourite Map slots.
  • Casting an instant skill that is bound to the left mouse button now also causes your character to move to where your cursor was. Previously, a single click would not cause your character to move.
  • Improved performance in the Library tilesets.
  • Re-enabled Hector Titucius, Eternal Servant's Charge skill.
  • Optimised the performance of Challenger Trophies.
  • Added audio to Divine Scorching Ray (which is also used by the Balefire unique Opal Sceptre).
  • Updated audio of the Golden Bladefall Effect and Demonic Bladefall Effect microtransactions.
  • Fixed a bug where your character became invisible when teleported by Sirus, Awakener of Worlds into his maze while you were using Celestial Leap Slam.
  • Fixed a bug which granted access to the Sirus, Awakener of Worlds encounter after obtaining 16 Watchstones, rather than the intended 20 Watchstones.
  • Fixed a bug where the displayed amount of Life that you had could become out of sync with the actual amount of Life that you had, causing it to appear as though you were not at full life. This could commonly occur when using Blood Rage.
  • Fixed a bug where skills supported by both Arrow Nova Support and High-Impact/Blastchain Mine Supports didn't create projectiles when the payload arrow impacted the ground.
  • Fixed a bug introduced in 3.10.0 where increases and reductions to Damage with Claws wasn't being applied when Unarmed while using the Rigwald's Curse unique amulet.
  • Fixed a bug where the Snow Cloak buff granted by They of Tul didn't have a description.
  • Fixed a bug introduced in 3.10.0 where Molten Shell's reflected damage was not scaled down correctly in PvP combat.
  • Fixed several instance crashes.
  • Fixed a client crash that could occur if you were viewing Zana's Maps for a mission when a Map was selected and then opened by Zana.
  • Fixed a client crash that could occur when using Arcane Cloak.
  • Fixed a client crash that could occur when using Brand Recall on Storm Brands.
  • Fixed a client crash that could occur during Betrayal Research encounters.


Our Trade API is currently under very high load, and a lot of this load appears to be due to third-party programs that are not respecting reasonable rate-limits. In addition to our ongoing work on Trade API performance, we are also temporarily rate-limiting or blocking programs that are spamming our API with too many requests too quickly. This should provide better performance for users making a reasonable number of requests.

Our rate-limit rules should be considered flexible and will be tweaked to maintain service reliability. If your tool is not working, make sure you're running the latest version and if you're a tool developer, implement backoffs when you receive an unsuccessful response.