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Get Your Free Arcane Helmet and Arcane Horns with Alienware!

Path of Exile has teamed up with Alienware to bring you the Arcane Helmet and new Arcane Horns for free when you participate in the Alienware Advent Calendar for daily rewards.

The Arcane Horns
The Arcane Horns are a new type of helmet attachment that are making their exclusive debut through Alienware! Currently, the only way to get them is by signing up to their loyalty programme. However, they'll be available to everyone in our store after our June expansion.

If you'd like to grab a pair of horns, just head to Alienware Arena here and create a new account. You will receive a code automatically after your registration is complete and can find it in your Rewards Section. If you are already a member of Alienware Arena, and are level 5 or higher, you can grab a code here.

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The Arcane Helmet
The Arcane Helmet belongs to the Arcane Armour Set and looks great when paired with the Arcane Horns. Once you're an Alienware Arena member you can participate in reward programmes for even more freebies! The Arcane Helmet promotion will run from March 23rd to March 26th PDT. You'll receive the Path of Exile Badge on the first day and then the Arcane Helmet on the fourth. Special Note: You must login to Alienware Arena each day to receive Day 4’s reward.

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Your microtransaction codes can be redeemed here. (Note that these codes are exclusive to PC users). This promotion will end once all the keys have been taken. The first people to grab them will be the ones who get them.

Here's how they look together!

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Best of luck!

What We're Working On

We want to give you an update on what's been happening behind the scenes since our recent manifesto about upcoming Delirium Improvements.

Paralysing/Wasting/Eroding/Diluting Touch Debuffs
These debuffs have been reduced substantially, down to 3 seconds. This change is already out on the live realm.

Monster Damage
  • We've gone through all Delirium monsters and assessed which ones need to be less deadly and have made those tweaks. We've made the following changes in this regard:
  • Reduced the difficulty of Delirium monsters at each mist depth (while increasing the drop rate of Simulacrum Splinters as part of the same rebalance).
  • Reduced the chance of Delirium modifiers appearing on monsters by a significant amount.
  • Reduced the damage that Rage monsters deal by 20%.
  • Disgust's mortars no longer deal damage on impact.
  • Reduced the damage of the stationary volatiles created by Disgust's mortar skill by 30%.
  • Doubled the proximity range at which Delirium objects which spawn monsters are triggered.
  • The decelerating projectile that explodes, fired by Spite monsters, can no longer fire multiple projectiles.
  • Reduced the chance of Malice monsters exploding when they die at higher levels.


These changes went live in Patch 3.10.0d which was deployed yesterday.

Past Content Within Delirium
At the moment the current plan is that with Breach, Betrayal Raids, Blight, Incursion and Legion encounters, the Delirium mist will pause until the encounter is complete or abandoned. In these cases, all players in your party must be within a certain radius of or within the encounter. Delirium mist will also pause if the entire party leaves the instance (allowing players to stash or trade).

For other past content the plan is to pause the Delirium mist for a set amount of time upon defeating a Harbinger, Metamorph, Bestiary Red Beast, Essence Monster (the main rare one), opening a Perandus Chest or opening a Strongbox.

It's likely that these changes will make it into the next patch, which should be out today hopefully

End Delirium Keybind
This should be in our next patch. Don't forget, it's turned off by default, so you'll need to go to the options to turn it on.

Rewards
We are in progress on making it so that deeper monsters within the Delirium have a greater impact on filling the reward meter. This should be implemented in our next patch.

We've also revised the rewards that you'll receive from Delirium encounters. On reaching the third reward, a second bar will appear. That second bar will start with one reward, meaning, you'll have three rewards (first bar) + one reward (second bar) on reaching the third reward.

That second bar will fill in tandem with the first bar. Meaning, when the first bar reaches four rewards, the second bar will be at two rewards.

On reaching the fifth reward (on the first bar), a third bar will appear. That third bar will also start with one reward and will fill in tandem with bars one and two.

The reward types chosen for bar two and bar three cannot be the same as bar one to ensure an increase in the variety of rewards.

Additionally, we've reduced the likelihood of receiving Generic, Weapon, Armour and Trinket reward types.



The Awakener Fight
We have some improvements coming for this. There was an issue where Sirus could teleport too frequently and block the walls in the fight. During the first three 'throne dismounted' phases, the Apparition would use its skills too frequently. This was also not intended to be applied to the lower Awakening Level versions of the fight. We've improved this and returned his skill cooldowns to how they were previously. Should be live in our next patch.

Visibility
To improve the visibility within the fog we've reduced the Delirium's mist color grading which means it should be much easier to see what the area would look like without the mist. This change has been implemented internally and just requires testing and review. It's likely to go out with other visual improvements next week.

Improving Delirium Monster Visuals
In a similar fashion to how nemesis monsters look orange and bloodlines monsters look purple, we're adding visual effects to four categories of Delirium monsters so that they can be identified quickly - among these are monsters that use on-death skills.

We've created some of these effects and applied them to the appropriate monsters and now we are reviewing this to make sure they look right and have the intended effect of clearly indicating what kind of danger you should prepare for.

We are also adding a charge-up explosion to Delirium Volatiles, similar to existing volatiles. We have changed the Delirium-specific Volatiles to be more Red (less blue). The spawners that create them now have a colour distinction from the other spawners. We've also made them larger, and they have a notable cast before they explode, instead of instantly exploding on contact. They now behave more like the Volatile Flameblood Nemesis Mod variant.

Essentially, almost every mod on Normal and Magic Delirium monsters has visually changed. We are still iterating on these so they are likely to come sometime next week.

Monster On-Death Effects
We've substantially reduced the number of monster on-death effects that can be encountered in Delirium. As discussed, we've made them pack-based (live in 3.10.0d) and we are also improving how they are visually represented so that players have a better chance to counter them. Some of them are also getting an obvious wind-up similar to Volatile Flamebloods that'll make them easier to handle but still potentially challenging.

Performance Issues
Our performance investigation so far has identified two regressions in 3.10.0.

The first is that some shaders were not gathered in our internal process. Many of these were fixed in 3.10.0c and this will improve in upcoming patches. (The Awakener suffers from the same problem and we'll fix it as soon as we can.)

The second is that an issue where the graphics driver was being overloaded by shader uploads was exacerbated by the increase to use more CPU cores in 3.10.0. We expect a fix for this within a few workdays.

Players should make sure they have the Nvidia/AMD Shader Cache turned On in their respective graphics control panel.

Depth Meter
We are really keen to get the other Delirium improvements which have the biggest impact on general gameplay out before we look into this further, therefore we don't currently have an update about this but it remains on our radar.

We'll keep you updated next week as we continue to make progress on the remaining improvements we've outlined above. In the meantime, be sure to keep an eye on the patch notes for more information about other small bug fixes and improvements. Thank you so much for your continued feedback and support.

3.10.0d Patch Notes

While we continue to improve Path of Exile: Delirium, another batch of fixes have been completed and are currently being tested for deployment. We're keen to deploy the 3.10.0d patch as soon as possible. In the meantime, check out its patch notes.

Please note that the patch notes listed below may be changed prior to the release of this update.

Delirium Improvements
  • Delirium modifiers are now applied on a per-pack basis. This means that a given pack of monsters will only have a single Delirium modifier, rather than potentially having a variety of different modifiers.
  • Reduced the difficulty of Delirium monsters at each mist depth.
  • Increased the drop rate of Simulacrum Splinters.
  • Significantly reduced the chance of Delirium modifiers appearing on monsters.
  • Disgust's mortars no longer deal damage on impact.
  • Reduced the damage of the stationary volatiles created by Disgust's mortar skill by 30%.
  • Reduced the damage that Rage monsters deal by 20%.
  • Reduced the damage of the projectile skill that Spite monsters use by 50%. Additionally, this projectile skill is longer affected by additional projectile modifiers. The explosion damage is unchanged.
  • Increased the range at which Delirium objects that spawn monsters are triggered.
  • Increased the number of monster packs that spawn when you are far into the Delirium.
  • Improved the visibility of Shavronne's Books when under the effects of Delirium.
  • Fixed a bug where Delirium objects which spawn monsters weren't spawning in maps affected by Delirium Orbs.
  • Fixed a bug where capturing Bestiary beasts didn't give credit towards reward kill counters for Delirium encounters.
  • Fixed a bug where corrupting a Unique Jewel into a different Unique Jewel didn't give credit towards the Curious Corruption challenge.
General Improvements
  • Skills which target monsters when bound to the left mouse button now have a 350ms grace period after being used where they can target a monster if you did not target a monster initially. Additionally, after killing a target while holding down the left mouse button, there is now a 750ms grace period where you can target a new monster and begin attacking it without having to let go of your left mouse button.
  • Fixed a bug where dual-wielding non-thrusting one-handed swords didn't count as dual-wielding.
  • Fixed a bug causing Vaal Side Areas to drop fewer maps than intended.
  • Fixed a bug introduced in 3.10.0 where the "x% increased Attack Damage while you have Fortify" stat found on the Unstoppable Hero ascendancy passive and Rampart passive wasn't working.
  • Fixed a bug introduced in 3.10.0 causing the Harness the Void ascendancy passive to stop working.
  • Fixed a client crash that could occur when using Stormbind supported by Spell Totem Support.


While the developers continue to make progress on the improvements outlined in our manifesto from earlier this week, we're looking through this work to see what updates we can provide. We hope to be able to do this soon. Thanks for your patience!

Development Manifesto: Delirium Improvements

Thanks so much for your valuable feedback since launch. In this manifesto, we'd like to summarise the changes that we plan to make in the near future. Note that these are still in early discussion and haven't been implemented/tested yet, so the plans may change over the next few days.

For speed, we'll likely apply these types of changes in patches as soon as they're ready rather than delaying them to be deployed all at once.

Delirium Monster Damage
As you travel deeper into the mist, the life, damage and rewards from monsters become higher. Players have commented that they feel that monsters become too dangerous, deep in the encounters. The monster damage bonus scales up to 30% increased at absolute most. We are reviewing all of the Delirium monsters and skills to find any that are overtuned and will be making adjustments to any that might be dealing disproportionate damage.

Rewards Bar
When you touch the Mirror of Delirium, a random reward type is chosen for the encounter. When you kill a certain number of monsters, you earn an additional instance of that reward type that drops when the encounter finishes. Currently, the rate at which that reward bar fills up is not proportional to the depth of the monsters you are fighting (monsters deeper in the mist do not fill it up faster).

We felt this was appropriate for release because the other rewards that the league grants (such as Cluster Jewels, Delirium Orbs, Splinters and the extremely high quantity/rarity bonuses) do all encourage you to kill as many monsters as possible, which promised clearing as deep as you can.

We were considering having the reward bar fill more quickly as you kill deeper monsters, but didn't have the change ready in time for launch. We plan to make this change in the near future.

(At the time of publishing, we just found an issue where in many areas, Delirium monsters and spawners do not appear when extremely deep in the mist).

Paralysing/Wasting/Eroding/Diluting Touch Debuffs
We are reducing the length of these debuffs so that they are substantially shorter, which will also greatly reduce the quantity that accumulates on you. This change is likely to be in today's 3.10.0c patch.

Monster On-Death Effects
Currently, there's a random chance for individual Delirium monsters to have mods that cause On-Death effects. We are internally experimenting with moving these to be pack-based (so that there's more variance in when you encounter them), rebalancing them around this, and improving how they are signalled.

For those interested in why we use On-Death effects in content like this, it's because they are a viable way of making monsters that are killed instantly have an effect on players, and they aren't trivialised by clear-speed. Few to no other mods we can put on these monsters make any difference normally because they are eradicated by powerful builds in seconds. We're going to be toning these down, either way.

Delirium Alongside Previous Content
Delirium increases the difficulty and reward of all other Path of Exile content. However, players have reported that it doesn't feel worthwhile to run past content under the effects of Delirium because you lose precious time dealing with that content's overheads. We plan to add bonus time to the Delirium event when you trigger past content, in order to make up for this. The amount of bonus time will vary from content to content, to make it fair.

Delirium Item Drop Vacuuming
We totally understand the feedback that Delirium makes you want to go fast and not pick up items, requiring you to then backtrack to grab anything decent that dropped.

There have been requests to accumulate all items that would drop and instead drop them at the end of the encounter. This is not how we want the game to be played. We have only done it in the past when it would have been impossible to access the items afterwards (if they're in an Incursion area, or in the darkness during a Delve). While it's tempting to take every opportunity to vacuum up all the items that drop and present them to you in one go, that is not how the core game loop of Action RPGs should function. In addition, even if we wanted to, it's not really even practical to vacuum an entire map worth of items and drop them in one place.

During our internal testing before release, we increased the length of time that Delirium encounters last so that players have extra time to pick up items as they go. Item filters help alert you to which items are important to grab, and we did intentionally compensate with extra time for you to do so.

Depth Meter
Because the distance from the start of the encounter matters quite a lot for both the relative difficulty of the monsters, chance that additional mods are spawned and the level of increased item drops/rarity that you receive, we are considering adding an indicator in the user interface which shows the relative difficulty. This might be in the form of a number next to the reward bar that shows the rate at which they are increased by.

Performance
It looks like we broke something with 3.10.0. We don't know what it is yet, but are investigating and will fix it. This is a high priority and we're really sorry that it was released like that. We were unaware of the issue from our internal testing but became quickly aware of it upon launch.

Annoyingly, it affects some computers/users a lot more than others. We now have a couple of computers in the office that reliably reproduce problems so we're using those to debug it.

Visibility
We have various ideas to improve visibility such as investigating improving colour grading, adding clearer effects to monsters with mods, improving skill effects and so on. We don't know exactly which set of these experiments will be deployed yet, but we do want to make it easier to see what's going on. Expect to see some improvements soon.

Make the End Delirium Button Bindable
Absolutely! You'll be able to turn it on and choose a key to bind it to in the options.

Summary/TLDR
  • Monster Damage: Nerfing on a case by case basis, adjusting on-death effects and improving visuals.
  • Rewards: Monsters deeper in the mist will count more for progress on the encounter reward bar.
  • On-hit Debuffs: Substantially reduced duration.
  • On-death effects: Investigating pack-based mods instead of individual, balancing to be in line with this. Improving telegraphing.
  • Past Content in Delirium: Adding time to the Delirium encounter when interacting with these past encounters.
  • Item Drop Vacuuming: No, sorry!
  • Depth Meter: Investigating a way to do this.
  • Performance: Yes, is being investigated but we're not sure yet what is causing the recent regression.
  • Visibility: Yes, we're working on improving this.
  • Make End Delirium Button Bindable: Yes!

This is the set of Delirium changes that we are currently working on, and we're very eager to see what you think once they have been deployed. It's worth noting that this manifesto only outlines the changes that we're making to Delirium content. We're aware of bugs separate to these issues that need fixing. Thanks very much for your great feedback and patience as we work on the changes.

How the Delirium Launch Went

This weekend we launched Path of Exile: Delirium and were really pleased that we reached a new peak in concurrent player numbers. While there were some server issues that were exacerbated by a lengthy DDOS attack, things went relatively smoothly.

Over the weekend, we released two hotfixes and have released one more today. We also released the Thaumaturgy Mystery Box with 38 new microtransactions.

We've been closely monitoring feedback about Delirium since its launch and have been discussing it among the team. We are currently preparing a development manifesto about the main concerns that people have, and expect to post this tomorrow (as we need to take today to investigate what options are available). Thank you for your patience!

In the meantime, please report any problems you encounter in the bug reports forum. Thank you so much for your ongoing feedback and support!